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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2685615#Comment_2685615
If you are saying people should be aborted maybe you should be banned.
Whatever, IDC at this point, it's the same discussions day in, day out, and a waste of my time anyway. You are literally defending BM and saying that anyone who BMs hasn't had any sort of failure in education, and it seems from this thread that it's a common theme. Not really a community worth being a part of, if you ask me.
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You'd have to ask them
edit: I also just played against a Claudette who seemed absolutely intent on farming everyone. I didn't want to be a douche to the other players by tunneling them, so I'd chase the Claud player instead, which meant the player got all their safe unhooks. It ended up with the Claud on last hook and someone else being dead (who she'd farmed a couple of times), so I was determined to find the Claud and make sure she went out next. She tried to greed the gen and then drop off the ledge (on the main house of Mothers Dwelling), I heard the drop and went outside, she just stood there and took 2 hits. I hooked her then she D/C'd after the sacrifice. Just some odd players on DBD I guess.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2683532#Comment_2683532
Comparing being teabagged in a video game to racism is a bit of a stretch.
Instead of making this about race you could just acknowledge that it’s a video game and they are random people spamming a crouch animation. They don’t know who you are or what you look like, it’s not personal, and the only power it has over you is the power you grant it.
Pretty much every multiplayer game has this kind of thing, and it’s not healthy to let it affect you like that.
It's different though, on Halo if someone can shut out my entire team and get 40 kills, they earn my respect and they can teabag all they like. That takes skill, and they are clearly levels above to be able to have such a kill gap.
In DBD you get people teabagging because they dropped a pallet, or 4 people teabagging because they managed to all escape from a new Killer who didn't get a single hook.
Not the same.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2684128#Comment_2684128
It's not likely to change. Crouching is needed in this game, so t-bagging probably isn't going anywhere. If someone is getting this upset about it, then it's time to move on. Maybe play offline games or something. It's just ridiculous.
For the first time I agree with an IronKnight post. It's not likely to change, indeed.
But it still could, and if we have an attitude like "if you can't deal with it, play another game", then it definitely won't change.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2684141#Comment_2684141
Neither do I, and that probably was how dead hard was used at the time. But if that is the only use it has then it’s a completely pointless perk, if it doesn’t extend to another loop it just does nothing pretty much apart from against ranged killers.
I understand your point but it will get hated as a perk either way. The main reason I feel it’s hated so much is because it gives kind of a false positive in where you expect to get a hit but then you don’t. Whereas SB can waste just as much time if not more but it just doesn’t give the false positive of a hit
This is pretty much why I dislike it. There is no surprise factor with SB. Someone will pull a SB on you and gain distance at the start of the chase, they already played their hand, and you can choose to pursue or let them get away, with the exception of sprint bursting away from a gen or something as the Killer approaches.
DH on the other hand is pulled out in the middle of a chase. You already invested tens of seconds into a chase (even more if it is a good survivor), and then the DH is an insult to injury and can extend that chase to absurd lengths of time. I guess it's not so much a surprise factor anymore, since almost everyone runs it, but it's the fact that DH can really punish you for the time already committed to the chase. Not to mention, simply by it being used so much, that whole game of baiting out the DH has to be played with each and every injured Survivor, unless you absolutely know they are already exhausted, or already shown an exhaustion perk. That in itself is tedious and stops being fun when you are already extremely pressed for time.
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@EpicBigBrain said:
title
Other than CoH, what else makes you think they've been neglected?
(Not arguing they haven't, just interested in context beyond what is in the title)
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2684071#Comment_2684071
Yes it’s designed to avoid a hit which is exactly what using it for distance does. You avoid getting hit on the way to a pallet or window.
It’s just like killer perks and powers that are designed to help you get a hit.
And no they probably didn’t play at that level but if it doesn’t extend a loop then what’s the point of the perk?
Good point. I dunno, I wasn't playing the game back in 2017 so I don't even know what the standards of looping were back then.
I'd just assume it was used in the way you see new players use it when they DH into a corner and on average waste 3.2 seconds of the Killers time.
My main point anyway was the huntress main guy complaining about people dodging hatchets with DH. People typically complain about DH to extend a loop so I feel we shouldn't now complain about it just for dodging hits generally as well. Otherwise it sounds like the argument is to remove the perk entirely.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2684074#Comment_2684074
It's a non-issue. I can't believe people get upset at a video game character bouncing up and down... Like I've already said before- I don't care what strangers think about me. It's completely fine if you don't believe me. People who get hurt so easily shouldn't play online games.
The sad thing, if you are actually being serious, is that your genuine response to people being unpleasant is, rather than people should try to not be unpleasant, people should stay away from activities/areas/communities which they might otherwise enjoy because they should have to be able to bear the people being unpleasant.
Feels like you are shifting the blame to the wrong side.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2683766#Comment_2683766
I'm pushing 50.
I started gaming on arcade machines and playing chess on ancient green and black monitors.
https://forum.deadbydaylight.com/en/discussion/comment/2683834#Comment_2683834
You're strawmanning.
In the context of what we are discussing, there is no difference between yelling a slur at someone and deliberately belching in their face (following your own example).
In both cases, you are acting in a deliberately nasty manner to make someone else unhappy for your own personal enjoyment.
That is the long and short of it.
https://forum.deadbydaylight.com/en/discussion/comment/2683863#Comment_2683863
The core issue is that toxicity propagates outwards.
Someone BMs me in games 1 and 2, so I go into games 3 through 10 out to hurt people. Which gives them a miserable experience, leading them to be BM - and on it goes, ad infinitum.
Tit for tat is one of the most powerful human responses.
https://forum.deadbydaylight.com/en/discussion/comment/2683943#Comment_2683943
Honestly, I'm inclined not to believe you - because your conduct on the forums (ranging from being disingenuously contrarian to deliberate, Sluzzy-esque flamebaiting minus the self parody) does indicate either a tendency towards extracting enjoyment from annoying people or a blistering lack of self awareness. Not trying to be mean, just saying what I've observed. There is a reason why a lot of people lose their temper with you, Iron.
That said...this is true of a lot of people who engage in toxic behavior. They aren't even really aware of it anymore - which is why a warning system can be so effective at letting them know 'hey, you are spoiling things for a lot of people - knock it off'.
And see - that's the thing. It's not a matter of being 'offended' (lets not bring that culture war crap into this) - it's a matter of sportsmanship. Having a decent, sportsmanlike community or at least building your game towards encouraging this is what determines whether you end up as League of Legends or Smite.
But I'm always amazed at how much effort people will spend shifting the blame...rather than just mannering up.
I've actually suggested something closer to the Overwatch 'endorsement' system, where you'd be able to give good, non-toxic opponent some sort of reward.
https://forum.deadbydaylight.com/en/discussion/comment/2683996#Comment_2683996
You're...either totally missing or deliberately trying to twist what Sherbert was trying to say.
Let me see if I can paraphrase here:
Just because something happens in an online game and is almost possible to completely prevent does not mean that you shouldn't bother trying - because both hacking and toxicity make your game a lot less enjoyable for a ton of people.
"The core issue is that toxicity propagates outwards.
Someone BMs me in games 1 and 2, so I go into games 3 through 10 out to hurt people. Which gives them a miserable experience, leading them to be BM - and on it goes, ad infinitum.
Tit for tat is one of the most powerful human responses."
Yep fully agreed. I've been through that myself, end up playing more than a few rounds of Basement Bubba to spread the hate which I received.
I think during times like a pandemic and quarantine, when gaming might be one of the most significant interactions many people have on a given day, it's a shame that this happens as well.
I'm kind of glad you admitted that though, as I was wondering why I was doing that myself.
It gets to a point where you go into a game thinking everyone is out to be hurtful, and just actively disliking Survivors in general. Which makes me understand why these forums and any online DBD discussion basically devolves to a massive flame war between the Killer main and Survivor main armies.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2683956#Comment_2683956
Who said it wasn’t designed to get distance. It’s first effect described is press active ability to dash forward
I dunno but I've seen many people state around the forums that it wasn't designed for distance, obviously anything you see on the internet is true.
It's designed to avoid a hit. The invincibility does that, whether or not the dash was well timed around a hit.
It is most effective when used for distance and extending a loop, but do you honestly think the devs and game testers were playing DBD to that level back then?
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2683936#Comment_2683936
Yes and no, I find alot of them are using D.H when in a narrow spot to negate the hatchet, so they're already at ranged and not using it for a distance maker.
And ranged killers are slower, So our ranged power is negated from the invincibility of D.H and were slower to catch up.
DH was literally designed for invincibility, so if they're using it that way against a Huntress, its OK IMO. The whole distance thing may be more of a problem for other Killers, but thats where its also used outside of the design intention
(I also play Huntress a fair amount)
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oh yeah the microtransactions, the finger thing means the microtransactions
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2680704#Comment_2680704
I've been playing games since before the term 'gamer'.
It...wasn't always like this.
This new 'I get to act like a gigantic smelly butt and if you are annoyed by that it's a you problem' is a pretty new phenomenon.
https://forum.deadbydaylight.com/en/discussion/comment/2680844#Comment_2680844
Well...nothing means anything unless we let it. All language is contextual.
We derive meaning through common consensus.
Shaking hands after a match is commonly agreed on being a sign of mutual respect for the other team and the effort they made, even if they lost.
Refusing to shake hands/yelling an insult at the other team is similarly a sign of disrespect, and a nullification of said effort.
It says a lot about modern culture that the latter is not only considered acceptable because it happens in a videogame - but is somehow taken up as a cause worth defending.
https://forum.deadbydaylight.com/en/discussion/comment/2683643#Comment_2683643
It doesn't even need to be a punishment.
Honestly, just a warning is effective 4/5 times.
After a certain point, you get the community you create - and deserve.
https://forum.deadbydaylight.com/en/discussion/comment/2683612#Comment_2683612
That said...ugh.
There's a difference between telling a dark/edgy joke and being a jerk.
One of these things is intended to be funny for both parties, and one is designed to be fun at the expense of the other party.
As always, context is king.
https://forum.deadbydaylight.com/en/discussion/comment/2683641#Comment_2683641
See above.
Shaking hands or flipping someone a middle finger after a hard-fought match don't have any intrinsically positive or negative meaning, we assign these things meaning which is why they become common practice.
However, because of this commonly assigned meaning ('teabagging' is basically the gaming equivalent of spitting in someone's face after a match) - we do these activities to communicate a meaning to the other side.
'Teabagging' in this case is basically saying 'lol I wun u suck uninstall' to the other side.
"Well...nothing means anything unless we let it. All language is contextual.
We derive meaning through common consensus."
b-b-but its just pressing CTRL, you must have a sad life to be offended by hitting CTRL
*says the person who rabidly smashes the ######### out of their CTRL key at the end of every game, before probably crying themselves to sleep*
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@H1GHLVND3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2683106#Comment_2683106
At least lagswitch or ping abuse, minor ######### but its still exploit. Tons of legit speehacks, just look at your next games, when playing killer how survs running with different speeds and other stuff, you will be surprised. I even had guys who with seruous faces told me that surv is faster than Myers. Hack is normal thing there for long, but it should be that way because devs dont give a fk about gameplay and hacks cost is few dollars per day,so..
Honestly dude I been playing for just over a year now and don't think I've spotted a blatant hacker yet. Its definitely possible I've seen subtle hacks here and there, but I've never knowingly spotted anything obvious.
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Connection - this one seems like it could be fun for those last minute heals when the Killer runs towards you, might be quite weak though, although combined with CoH this could be nice I guess.
Until the End - I think this one sounds reasonable, would even argue this could apply to the whole map but for less time?
Close Eye - Feels like this one would reward stealth gameplay (i.e. retreating from a gen when you hear terror radius, hiding, and then cranking the gen) which I don't think is healthy personally. Plus general no to anything which boosts repair speed.
Headstrong - Feel like this one would get triggered all the time when you don't want it to, and it doesn't last long enough to do any good as it will activate at the very edge of the terror radius, and the Killer might not even be coming your direction, or be anywhere near you
Furious Hunt - kinda like this one just to screw over bully squads, fun meme perk
Hex: Deceitful - sounds like it could be a reasonably good perk, might need some sort of a buff as a hex though tbh, maybe a wider radius, or survivors at other gens scream?
Fear Bringer - this ones seems useless, as if you already sacrificed a Survivor, you are usually winning anyway, or it is very late game, which means the decrease in repairs is useless, also feel like perks which require people to be injured (e.g. blood echo) are too situational against good teams
At the Top - did you mean to say it DECREASES repair speed, or is it supposed to boost both regression and repair? If it boosts both, then this perk makes no sense to run, as you can assume against a good team, someone is always repairing a gen, so even if you pressure someone off gens to get value on the regression, you are just losing more progress on the other gens
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2683600#Comment_2683600
So should tunnelling be prevented so that new survivors against non new killers actually get to play the game instead of just getting downed and tunnelled straight away?
Many things already exist in the game to prevent tunneling, including DS, BT, and many things exist to encourage the opposite (BBQ, new Artist 4 stack perk, low points for no chases)
This thread is about flashlights, please jog on with your whataboutism.
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2683561#Comment_2683561
Well the change they need is to sort out matchmaking, that’s the only way to prevent high level players bullying low skilled players
It's very easy to just create a new account to bully players, or just throw games to drop your MMR.
Not to mention, the MMR system will never be perfect, it can only give you the players that are online, so high level squads will always have the chance to be matched with low level Killers, if there simply aren't enough high level Killers online.
So often gameplay changes were appropriate could be an easier route.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2683495#Comment_2683495
There are more than just games impacted by AWS being down. CNBC reported multiple services outside trading including streaming and trading.
Interesting, I wonder if they all depend on DynamoDB (saw that was one of the services having issues)
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@Sonzaishinai said:
It would have to be quite a bit of time to build them then cause most breakable walls are there to break near infinites.
I can't imagine playing ironworks of misery and having that one breakable wall rebuild constantly
The thing is toolboxes are a limited resource, so after a while it would become less efficient to keep repairing this (without an item). Plus, it's extra gen slowdown I guess, if someone persists on this wall.
Or there could be a hard cap on the number of repairs to a wall. Or maybe, each time the wall is repaired, it is a bit less solid each time, meaning the break animation gets quicker each time.
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@RoachesDelight said:
What you really need to do is look up some videos or ask for some advice on how to deal with flashlights. You're a new player and you need to learn how to play the game not come to the forums and keep suggesting these ridiculous changes to flashlights.
I wouldn't classify a 10 second cooldown to light blinds as "ridiculous".
Unnecessary maybe, but not ridiculous. Good survivors will use flashlights in a different more efficient way anyway, and as OP gains skills he will understand that these teams are not a problem and usually an ez 4K.
But I'd say any change which makes it harder for SWFs to bully new players are certainly not ridiculous.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2683501#Comment_2683501
as you can see my computer science gcse absolutely was not wasted on me
To be fair bro, depending on how long ago your GCSE was, cloud computing may not have been as big a thing then, and even if it was, knowing the major cloud providers would not be that important, just more knowing what cloud computing is as a concept.
It was a real nitpick by me anyway, I knew what you meant, technically you are correct that Amazons servers are down. Just coming from a tech-side, reading "AWS is down" made me internally chuckle, as such an event would effectively be equivalent to a national-scale cyber attack (AWS are biiiiiiiiig)
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@gammatsunami said:
Oh so this is why I got dced, a penalty, and a depip. Yay
Don't worry, the game will probably be out of action for longer than your DC penalty XD
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2683495#Comment_2683495
apparently epic games decided to die and i assumed that came under a service and so then (apparently wrongfully) assumed everything would've crashed
AWS is a cloud provider and it is used as infrastructure for the majority of tech companies these days (apart from the ones using other cloud providers, e.g. GCP, Microsoft Azure).
Your post said "all of Amazon Web Services is down", if that was the case, you'd probably see issues on the majority of websites, and applications you use. I've worked at 4 tech companies as a developer, all of them used AWS to some extent.
If you check the status page I linked, you can see about 5 services are having issues, out of 100s (or 1000s).
Just a minor nitpick, the gaming side seems to be having trouble, but AWS isn't down, and if it was, ######### would probably hit the fan globally XD
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@GoodBoyKaru said:
If it helps this isn't entirely DBD-specific; all of Amazon Web Servers have gone down.
https://us.v-cdn.net/6030815/uploads/JQRC5T7T9K2R/image.png
This notice is on the front page, too, if it helps.
Just a correction on that, I think some segment of their services specifically for video games have gone down.
If the entirety of AWS went down, you'd be seeing WAY more services than video games having issues (basically all of them lol) and you'd be more worried.
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@Oscarnator said:
I wonder how sad someone's life has to be to get so upset at a crouch animation in a party game.
I wonder how sad someone's life has to be to spend as much time as possible showboating in a non-balanced party game.
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@RaSavage42 said:
I do agree with the fact breakable walls aren't fun to deal with
But making it so Survivors can build a breakable wall would lead to Survivors saying "why not Pallets"
eh not necessarily
although, if the devs did invest the time to change breakable walls in such a significant way, it would almost make sense to extend this mechanic to pallets.
Which may not be an issue if it took long enough, and its still taking time off from Survivors sitting on gens. Although yeah that might be painful for certain god pallets and certain maps
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I'd prefer a santa hat for him
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@Yamaoka said:
Nemesis... A normal 115% killer with no mobility that has to hit you 3 times to build up his power which by itself takes a couple minutes against decent survivors.
How is that op ?
Couple of minutes and that's IF you're running an add-on
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Can you explain how Nemesis is OP?
Have you been playing the game for a week by any chance and still in low MMR?
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@MeneLaw said:
DBD: We are currently experiencing a server outage which is preventing players from connecting to the game; we are monitoring the situation and we'll give you a 1 000 000 bp !
Just kidding u get nothing for 1 or 2 or maybe 3 hours that you wait.
You could just do something else
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2683372#Comment_2683372
No and no to both of your posts.
It would NOT be OP with built in brutal..Someone did an experiment with Billy of always being over heated and brutal (60 %) and survivors made it to the next loop easily still. If anything brutal just needs buffed.
NO killers should not have different break speeds. That would just make everyone use the same killer because they break defenses faster
Unless it was something stupid like instant breaking, I don't think it would make anyone play one Killer over the other.
Could just be a nice way to buff certain Killers, e.g. it might make sense on Oni since he is a hulking great powerful demon, and gives him a bit extra boost in the early game which he struggles with (when Survivors have pallets up)
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2683362#Comment_2683362
Hm...I just saw it for the fourth time.
I'm getting endless matchmaking and can't find a game, so I'm definitely seeing issues. I only saw that particular error pop up once though, I did get another error as well but only recall seeing the timeout specific issue once
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With regards to generators, it definitely would not be OP, as the effect you get from kicking gens is so pathetic (regression is to slow and it can be undone with a rapid gen-tap by any Survivor), that even if it was instant, or as quick as snuffing a boon, it would still not be worth your time.
Might be interesting to have different Killers have different break speeds, would make them seem more unique and could be a good way to buff weaker Killers.
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@Pizzasauce said:
I'm still getting a matchmaking timeout error.
Yeah saw that one but only once, interesting. We can assume then that the new matchmaking system (or parts of it) are built on top of AWS, which is currently down. Will be interesting to see how long AWS takes to make their fix, and then if this immediately fixes the issue at BHVRs end.
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Oh snap! Thanks for the link
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2683249#Comment_2683249
I'm on XBOX and it took me 40 minutes for 14 gigs.
Interesting, I'm on the Xbox App (Windows) and it was much smaller. Can't comment if it is the same update on both platforms.
14GB doesn't seem like the full game at least, but yeah still an annoying file size.
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@Saalaksin said:
Picked up the game on Epic when it was free and bought Trickster and Legion's DLCs because I like the way the look.
Having a blast as Trickster. Low queue times as a Killer mean I get plenty of practice with the ol' Barrage o' knives, but I've picked up a pattern in my gameplay.
I get a hook in, and immediately amble off to restock my knives, and by the time I turn around, my victim is being let off the hook and it's time to get my murder on again. They're practically right in front of me.
So, naturally. I give chase. If I have to make a choice, I'm going for the one that just got rescued from the hook because I know three hooks is an auto kill, but usually the easiest target gets run down and I walk them back to where they be... er... I mean, the hook..
This tends to repeat several times per match. Hook. Scan the area. Restock. Run down the poor survivor that decided to go for an unhook fiteen meters away from me. Often I'll get a smack in while they're in mid unhook animation.
Now, from my PoV, I'm just doing gameplay as intended. I'm not going to camp because every second I stare at my victim is another second survivors work on gens unperturbed, and neither me nor the Entity want that.
But survivors crucially *can't see* my PoV and I am forced to wonder if they think I'm just going tunnel vision on them or camping on the hook.
I mean, sometimes I *do* camp on the hook, but always for meta reasons, like all the gens are powered and if I can just secure this kill, you get to run off scot-free (curiously, Survivors never seem to take this offer.) Or I need one sacrifice to round out an Archive challenge.
Am Indo8ng something wrong here? How do I communicate "seriously, ya'all, I'm right here, unhooking your friend can wait until another couple of seconds have passed and I'm gone?"
Not sure if you tried Survivor yet, but they will hear terror radius music when they are within a fairly large radius/distance from you.
So if you are reloading at a locker nearby, and they go for the unhook, they absolutely can still hear the terror radius, and should know you are still in the general area. They have no excuse really, it's just a lack of patience to actually wait for you to leave. Either that, or they assume that you will just allow them to unhook, and go for other Survivors, because by the Survivor playbook, you might be called a tunneller (if you attack the person unhooked), or a camper (if you attack either of them or remain near the hook).
It's neither of these, it's their fault so don't feel guilty. And ignore them in the post-game lobby if they try and make out it is your fault.
As you get to a high MMR, you will see less and less survivors making stupid plays like this, as it gives you free pressure.
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The update took minutes for me, what platform are you on?
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@zsplitts said:
Look, I love this game. No matter how much I ######### (including this post) I’m going to keep playing because I genuinely have a good time …
HOWEVER. Survivors. Do you really think endlessly looping makes you a good player? Are you proud with the only skill in your bag of tricks being the ability to find one spot on a map where a killer can’t navigate easily and just loop it into oblivion? I’m the first killer to commend an incredibly talented survivor. When I go up against a survivor that can lead me on a chase that doesn’t involve more than one go around a loop, THAT is impressive. Doing the same thing over and over again? Not impressive. I can’t help but imagine all of these survivors who would be completely S.O.L. if the developers came up with more ways to kill loops. Probably the same ones that would complain (like I am doing now I realize) about how killers are too tough
So, I ask - are you proud?
"I’m the first killer to commend an incredibly talented survivor. When I go up against a survivor that can lead me on a chase that doesn’t involve more than one go around a loop, THAT is impressive"
Out of interest, how do these Survivors lead you on a chase that lasts longer than 10 seconds which doesn't involve using a loop? Given that Killers are faster than Survivors.
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@H1GHLVND3R said:
Dbd is not surv sided, its cheat sided, since its become hvh game and every 2nd surv using pack of soft like legit speedhack , flashlights in back and tons of lagswitch
1 in 2 survivors are using hacks? You are talking bollocks mate
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2683076#Comment_2683076
Yeah, that was sarcasm, which does lead me to believe the comprehension issues lie with you.
Take the last word and run along. It's clear I'm not going to fix whatever problem you have with me at this point.
Yeah sarcasm but a completely unrelated point to what was being talked about, so a meaningless progression to the discussion
lol I have no problems with you personally, just don't use a term you KNOW to be poorly defined, and then get triggered when someone asks you to define it
OK cool bye
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2683066#Comment_2683066
Ah, I see. Yes, there are no solely M1 killers, every killer has an M2.
I simply did not understand that there was a lack of reading comprehension here.
I didn't even say that no Killer has an M2 in that post, yet you are calling out my reading comprehension, OK.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2683063#Comment_2683063
Look at my edit on my previous post, and stop overthinking it. I'm allowed to provide however much information I feel is appropriate, as it usually doesn't devolve into this level of nitpicking.
Whatever dude, you chose to use the term M1 Killer, even after you've fully acknowledged people have different definitions of that term, yet you call me out for "nitpicking". You could have avoided that by just being specific.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2683028#Comment_2683028
115 is a descriptor, not the law of the land. Hence, smaller and smaller boxes my dude.
Response to your edit
For the third time, I've already acknowledged he can be played as a 115/M1 Killer. Your original post didn't say that though, you said he could be played as an M1 Killer to his full potential. Which is just wrong, even under that definition of M1 meaning a 115 chaser.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2683028#Comment_2683028
115 is a descriptor, not the law of the land. Hence, smaller and smaller boxes my dude.
Language is a useful tool. Words exist because they allow quickly identifying/categorizing and communicating information.
Therefore a category or definition is useless if it's very definition is fuzzy or comes with about 3 hidden gotchas or conditionals.
I guess if you meant he's a 115 Killer, you could have just said he's a 115 Killer.
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Kind of agree that Killer is unforgiving, when 2-3 gens are likely to pop in the first chase, making a mistake in that chase is very damaging and will make the game even harder. But you do see streamers all the time making mistakes or getting outplayed in chases, and still winning the game (just often requires camping/tunnelling at some point).
It is what it is though, it is a 4v1, so it makes sense that your mistakes will be weighted something like 4x.