JohnWick1654
JohnWick1654
About
- Username
- JohnWick1654
- Joined
- Visits
- 292
- Last Active
Comments
-
Funny how so many pallets are so safe it's not even worth a try going around even if you had 200% movement speed as killer,
and the reason why it's funny? Because it's a map released with Pig, a killer that could have had loops that were possible to dash around with her power, nope, all pallets are kick or waste time, don't even try to mindgame
-
@xfireturtlex said:
I think itd be really good to have some kind of system like this. Ive tried to get so many ppl into this game over the years, but they all gave up because the early grind is unbearably slow. Itd also help experienced players cuz wed get more ppl geared up to play at a higher level, so thered be a larger variety in player base.
But I never understood the reason for easier grind, maybe for killer, but on survivor you could play optimally and get same value with no perks equiped
-
The reason why Slinger feels like he's playing dirty is because he literally cannot shoot you if there is a terrain between you two,
because you will just break the chain and stun him before he can get to you..
Basicaly the only time you can use Slinger power is when survivor is out in the open or when you want to trade getting stunned for injuring.
-
@MrMori said:
Thing is that during the morning to midday, there are far more killers than survivors, like over twice as many. Then during the late evening, around 7-8pm and till a little after midnight it's about 20 survs to 1 killer, which is why the queues are 10 seconds long on killer. It's hard to actually make balanced matches there.
So I think what they do is aim at a loosely balanced lobby "mmr wise", but making one guy that's super good play with others that are of wildly varying skill levels. Or you just get flung into backfill outside of your own MMR range.
It's odd because if BHVR wanted better queue times, one of the best ways to do this is to shorten the time spent in game, time spent in lobby, time spent wasted basically. I suggested a "ready up function" and then right into loading screen, or letting killers surrender after gens are done. All this would speed up matchmaking because matches would start faster and end faster when they were truly over.
Or how about matches where everyone is slugged? Maybe the survivors should get a vote on whether they want to surrender or not, and if they do you just give the killer the equivalent of hook states? That's the most elegant way I can think to solve it. Unanimous vote means game ends. How has this not been implemented yet I don't know.
Well if it behaves like that the whole system doesn't work,
say you are a high mmr killer playing late, but even if you 4k everyone,
since everyone is so low mmr you get barely any increase even though,
and even if it gave flat amount based on kills, why does it matter if it prioritises fast matches?
Honestly I don't understand why you cant DC during the sacrifice animation...
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026844#Comment_3026844
You'll just lose when you can't win, I think?
If you are a good survivor, you can secure a victory bad survivors can't secure, and eventually your MMR will go up.
If you can't win due to your teammates despite losing multiple times, there is two possibility:
- SBMM is just not working
- You are much worse than you think
In this case, I think it's former.
It's not like messing with math does anything, the fact is we don't have foundation to make SBMM work for now.
It's neither, and everyone knows that.
-
@Viridyan said:
https://forum.deadbydaylight.com/en/discussion/comment/3026972#Comment_3026972
You used the pinnacle of the DBD player base as an example. You're expecting a noob to play like that? Get real. By that logic, Wraith should have never been nerfed for stomping noobs. Maybe those survivors should've just been good to begin with. What do you say to all the people crying about Nurse? Do you post a YT link of a Nurse losing with 0 sacrifices just to say "See, she's not OP." Literally ROFL.
As far as I know, everyone is at least a little bit noob when they start playing any game,
but if you have 500 hours you should be at least slightly improving if you actually are trying to improve,
I could expect some of these people that whine about having to camp could have over 1000 hours in the game,
what do you say than? That you need like 2000 hours to be good?
Or that some people just need more time? Nah they are bad, end of story, they try the easier option which is to complain to make the game easier for them...
-
@Viridyan said:
https://forum.deadbydaylight.com/en/discussion/comment/3026748#Comment_3026748
You're using a guy who's job it is to play and be good at DBD as your reference? Dude has over 8k hours, safe to say he has a good understanding of survivor mechanics and play styles. Of course he's going to do well, even with a bad killer. What a bad attempt of a "well explain THIS".
Oh no, don't bring this reasoning in,
because this means what you are saying is:
"I'm bad therefore the killers should have instadown basekit and pop goes the weasle that kicks all generators everytime you break a pallet"
-
@EntitySpawn said:
I mean the system doesnt even pair you with the same mmr to begin with...
I escape quite alot, more than I die yet I'll still see players that have no idea about certain killer powers or even touch generators. Theres no chance these players escape as much as I do yet we end up on the same team.
MMR just doesnt work
ofc it doesn't work, why do you think I made the post about that the MMR doesn't matter?
-
@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3026765#Comment_3026765
Right, because noone needs items, addons and offerings. Perks are the only things you pay in the bloodweb, right?
The fact that a lot of people would prefer BPs tells you a lot about how ######### the icon is as a reward.
that was the point of the joke kind of?
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026777#Comment_3026777
So that's the thing, since no one can repair all 5 gens alone, they have to value other's life as much as possible, while trying not to let it invade their own life, which is probably most skillful part of matches.
It's not that I believe in SBMM, it's just a fact winning and losing include everything that will be considered skill.
ok I will ask you again, you are a good survivor,
killer finds everyone else, he downs them in 10 seconds,
you value their life and save them, safely, without killer, you heal them,
they get caught again, meanwhile the killer got another hook while you were saving the first guy,
the othe survivors are barely doing any gens, they are scared of the killer regardless if people are getting injured and downed,
some are even scared to do anything because they are injured and don't have self care or someone ot heal them,
or they feed Oni and get oneshot one by one and fall like apples from a tree,
how is one supposed to "win" if there is no way you will be even able to get to the point of going to exit gates?
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026753#Comment_3026753
Apparently 55k steam+ CS players aren't enough to make SBMM properly work, actual gameplay experience always wins over statistics in this matter tbh.
He should do the things that is most effective for his survival, so as long as one can finish all generators, there is no requirement of chase, rescue, or even healing.
If something doesn't contribute to his own winning and he still keep doing that "thing", he is certainly not skilled, or "adapted" in current environment.
You can't repair all 5 gens alone if everyone dies,
why do you believe so hard in the SBMM based on kills and survival? it's a bad metric that doesn't work in soloq especially
-
@TheMadCat said:
Yeah. Frankly, who cares for a special icon no one will look at, not even ourselves?
I stopped to P3 prior to the change. I already have 20ish P3, I'm done. I'm getting Flan and waiting for the new system to kick in before I hit the prestige button now.
A cosmetic? Yes, OK, I'll keep prestiging. An icon? Gimme BP instead at this point, it'll be more usefull...
It's funny because players like this guy technicaly don't need BP
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3026738#Comment_3026738
If there is enough players to make SBMM actually work with decent que time, you definitely will not lose 28/30 games.
And it doesn't matter how long they gets downed, the strongest survivor is obviously the one who don't even need to chase, so that's irrelevant, this game is about survival and not running around with killer.
If there is enough players to make SBMM actually work with decent que time, you definitely will not lose 28/30 games.
and where do you get the idea that there is not enough players?
here, fetch your eyes:
And it doesn't matter how long they gets downed, the strongest survivor is obviously the one who don't even need to chase, so that's irrelevant, this game is about survival and not running around with killer.
Why wouldn't he need to chase?
Should he hide all game never touch generator?
Should he let the bad survivors that he gets in soloq chase the killer and than lose because all of them don't even last 10 seconds in a chase?
Should he never try to unhook because that would risk him being chased?
-
@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026732#Comment_3026732
Why we need to do this?
Because Deadhard and map-design.
Why should a M1-Killer run around with 4 LT-Walls in the center of McMillain for example.
Do I like this as Killer-Main? NO, ABSOLUTELY NOT.
Hahahahha, that is just excuses bad killers use to justify camping
Is this your "weak M1 killer" you were talking about?:
https://www.youtube.com/watch?v=7CdIwSJRjFE https://www.youtube.com/watch?v=OlpHlw6_YJ0 -
@fulltonon said:
good players can be sacrificed but it's quite obvious bad players gets sacrificed more, if you think about it it's working fine.
The reason why MMR is wacky is because there is not enough playerbase to make reasonable que time across all skill levels, simple as that.
Also "bad players" and "good players" in this context is their will for winning, not what they can actually do, so of course "bad" player looking for win is much more skilled than "good" players just playing around.
good players can be sacrificed but it's quite obvious bad players gets sacrificed more, if you think about it it's working fine.
no, I can have a full day of playing DBD let's say 30 games and only 2 of which I escape
The reason why MMR is wacky is because there is not enough playerbase to make reasonable que time across all skill levels, simple as that.
There is more than enough playerbase for that actually
Also "bad players" and "good players" in this context is their will for winning, not what they can actually do, so of course "bad" player looking for win is much more skilled than "good" players just playing around.
Bad player looking for win will still get downed in 10 seconds, while good player screwing around can still loop the killer for 5 minutes
-
Lot of killers already camp the survivors as the main strat my friend.
-
@tendyhands said:
Obviously the biggest issue in the game that bhvr doesn't apparently know how to address is the huge gap between swf and solo q. The reason for this is the game was intentionally created as a more casual survival horror game so yes in that sense it's more fun not knowing what all your teammates are doing and having some mystery. But now clearly the game has evolved and using comms breaks the game completely because the game is balanced around solo q.
Before everyone disagrees because people hate change and all the "duh just run swf" comments, this is a list of changes that do not give a single benefit at all to swf, which means it's a good change. Then you can properly balance the game for swf and solo q.
1 - Notification for when any teammate is in chase. This already exists for the obsession, just make it for everyone.
2 - Notification for who is going for hooks. This is obviously a huge issue in solo q and cause a lot of toxic games.
3 - List of perks your teammates are running. This would benefit in many cases like not going to rescue someone that has deliverance.
These 3 things would help solo q a lot and not give a single benefit to swf because they always have this info. One thing I hear get thrown out is kindred base kit (but removing the killer aura obviously). This DOES give a benefit to swfs, because swfs arent going to know exactly where all their teammates are so I don't think you need to go that far. Just give the basic 3 items above, which once again give ZERO benefit to swfs and then you can start balancing the game more properly.
The most common argument against solo q buffs are "swfs dont guarantee you escape!" or "just run these 4 perks and you can almost have that info!" If you really don't understand the flaw in that logic I don't even know what to say.
If you think every single SWF is on comms you are dead wrong,
some SWF are just 4 really good players that don't even need comms, and the fact that you would introduce something that allows people to see if someone is chased could make them even stronger.
-
@Zen_but_not_Zen said:
You only have to reach endgame to receive the reward, not escape. Maybe you have them all already? It's only 12 characters, 6 killers (Huntress, Artist, Trickster, Spirit, DeathSlinger, Trapper) and 6 survivors (Elodie, Mikaela, Yui, Jane, Ace, Dwight).
Then... I have them all, lol
-
@Phasmamain said:
Nurse needs to be reworked so that killer can be balanced. She is old design that hasn’t caught up with new DBD similar to how old object of obsession or DS was. Difference is those have been changed
They reworked the nurse,
you have to wait 5 hours for your blinks to recharge...
-
@Zen_but_not_Zen said:
You only have to reach endgame to receive the reward, not escape. Maybe you have them all already? It's only 12 characters, 6 killers (Huntress, Artist, Trickster, Spirit, DeathSlinger, Trapper) and 6 survivors (Elodie, Mikaela, Yui, Jane, Ace, Dwight).
That's not many characetrs... let me check
-
I need some help over here
-
hello?
-
@GoshJosh said:
I have to ask because you didn’t specify: you are picking up invitations in these matches as well?
Anything that I didn't do that I should have done?:
https://www.youtube.com/watch?v=MP3RaHNz0k0 -
@GoshJosh said:
I have to ask because you didn’t specify: you are picking up invitations in these matches as well?
I picked up an invitation, I was glowing sparkles of gold and blue confetti over my character's torso..
-
eh
-
@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3025566#Comment_3025566
2,000 Iri-Shards are needed to buy a perk from the Shrine of Secrets, during certain events this value is decreased. Perks in the Shrine currently cost 1,500 Iri-Shards because of the Twisted Masquerade event.
I've always bought most perks for 1,5k regardless of events
-
@Mewishis said:
Here's a way to tell if it's internet or a ragequit. Internet issues are usually a killer walking forward continuously like they start walking into walls and just keep going forward, or a survivor running or walking slowly in one direction only to disconnect. Ragequit the survivor or killer has to stand still to open up the menu button to quit. Don't know how this information will help people, but hope this is informative to some of you lol.
I didn't have the line of sight to tell if it was DC or DC
-
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025584#Comment_3025584
It's not completely useless, but it got heavily gutted, and I'm guessing a lot fewer people will be running it -- which is what BHVR wanted, I guess?
If they had left it at its current 100% reduction, but had it inactive when exhausted, that would have provided a greater skill use of the perk and would have been an interesting way to rework the perk. But the changes to both elements seem to relegate it to not worth using now.
75'% is still good, it means if you are slightly far away from killer he probably can't hear you
-
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025572#Comment_3025572
Unless you have telepathic mind-reading capabilities about someone who might be half a continent away from you, or unless your opponent was in the same room as you and tantrum-throwing their mouse or controller across the room, you have no way of knowing what they were thinking (and unless you have a video of the match, all we have is a screenshot and your interpretation of it).
The only thing anyone looking at your screenshot can take from is that a killer with a flan in the lobby and two kills in the bag disconnected. The inference can come from looking at context. If no one was dead, or if there were no flans in the lobby, then there would be more reason to presume a rage-quit (though, again, the only thing we have is your take on how and why it happened), but it would be more plausible that what the in-game contect suggests as an alternative possibility.
I stand by what I said already, It's possible they rage-quit because you were "clearly better", but it's just as likely they lost connection, if not more so likely given the situation in-game at the time of the DC. Without anything else other than a single screenshot, there's no way to know. To be fair, the entire thread seems like a "pat-myself-on-the-back" vibe to it, but to each their own.
You really don't expect a DBD player to ragequit regardless if they are winning or not?
Never saw a person DC in the middle of a death hook animation?
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3025572#Comment_3025572
Destroying it. 75% quieter groans at tier III, disabled while exhausted.
oh no, what a tragedy to me, a non exhaust user xd
-
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025526#Comment_3025526
And ... ?
I get one of two things out of that endgame screen. Either that player lost connection, or they DC'ed in what was still a very winnable game for either a 3K or a 4K (even if all the gens were done at that point).
I'd say because of the sitiuation (2 dead), the former would be more likely than the latter, as the latter is incredibly idiotic -- but the number of rage-quits I've seen from survivors (only 1 from a killer, since the BP totals, even in a game you're losing badly, are still pretty good) during the event means the latter IS plausible.
Why would the former be preferred? The guy was bad and clearly got mad that I was better,
@GoshJosh said:
Enjoy Iron Will while you still can. (For the record, I disagree with its nerf.)
I have no idea what they are doing with IW but I thought it was pretty ballanced perk
-
They could at least reduce the price the more characetrs and perks are in the game,
for example why should I get a survivor if I have 2 of their perks and only need to see 1 in the shrine?
you spend 4000 IS or 3000 IS in shrine to unlock 2 perks,
and the character still costs 9000 IS,
- if I just get the perks from shrine instead of buying the character survivor I can save half as much
- 1500 x 3 = 4500 and that is half of 9000 IS
I wouldn't say for some people the grind can be hard but for others it can,
and the prices,
again... why should I get survivor if I could just get their perks from shrine and put them on my main character?
and spend half as much IS than compared to if I bought the character..
-
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025500#Comment_3025500
That's what I'd assume, though obviously, seeing game footage would provide more insight.
I've seen survivors rage-quit in 5 flan lobbies when they're the first one downed, and I've seen killers rage quit in similar 5 flan lobbies when 4 gens have popped and they haven't gotten a single down. But someone rage-quitting in a 4 flan lobby (where they brought one) AND where they've already gotten two kills (and presumably, a ton of BP at that point)? That looks like a technical issues disconnect, not a rage-quit.
He had 2 kills, and than hooked me, and than I unhooked myself with Deliverance after he stopped camping me, and than it was a chase..
-
"even though the majority of players aren't high level"
Yet, when the conversation switches to balancing Nurse because of how oppressive she is,
The ratio is 1:4, 1 killer and 4 survivors,
with the chance out of 5 people in the same game if one random player was bad, it is probably a survivor.
So technically the Nurse shouldn't be justified,
however what also doesn't justify is survivors being unable to dodge Nurse blinks,
I'm not saying the Nurse blinks are completely and easily dodgable,
but just like projectile shooting killers,
[this part is me mumbling about what you have against a Nurse]
Nurse shoots herself, and the longer the range the longer the travel the more predictable the easier to dodge,
you also don't need to strafe all the time like with projectile killers because it is very obvious when the Nurse is blinking,
you can also hear and see if you pay attention how charged and long the blink is,
based off where she is facing before blinking you can sometimes determine the direction of the blink,
based off how often she is blinking you can determine her confidence,
and if she really early starts to charge blink after blinking twice you can tell she only has one blink recharged...
-
@dspaceman20 said:
I don't get it
he disconnected
-
@Drag0n333 said:
Heard it from a friend, but the invitation moves/teleports clockwise. so if you saw it while getting chased and it decides its time to move, just go clockwise around the map.
wait really?
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3013190#Comment_3013190
What's right with swamp
that's the shorter answer
vote ratio+comment under mine
-
What's wrong with swamp?
-
The longer you think you can see the survivor the longer you hold,
if you think all you can do is throw one knife before the survivor disappears around corner, throw only one knife.
Also throwing and holding knifes slows you slightly.
-
Ofc it's canon, it's one of the least fun events ever
-
I don't like killers that can just oneshot you because they found you in the open..
The rest I might have hated before but no more.
-
I agree with this, despite it sounding too whiny,
But really what are options against Bubba charging at you with his chainsaw?
Well you could try tightly looping him around anything in hopes he will bump into it, but good Bubba won't do that.
Can you decieve him with your movement and 360 him?
I'm not sure if that's even worth the risk considering the huge AOE hitbox it has.
Oh I know, you can **Pre Drop Pallets**
Oh wow that is such a fun gameplay for both sides, predropping pallets..
Oh gee everyone should play more Bubba...
-
Why do hug tech with Blight when you can just turn around an instadown infinite lunge with Oni?
-
@Tatt3dWon said:
Tried using this and it didn't help at all.
There are different versions of MacMillan map,
also I think everytime the invitation teleports you hear a sound queue
-
@[Deleted User] said:
I gave the event a few hours and decided I'm not logging in for the rest of it. Half the games were people trying to farm, and the other half was one side trying and the other side not trying. I just want to play the game normally and apparently I can't do that for the duration of the event. Single queue for everything is really old.
I'm almost the same, except I enjoyed the farming, though I didn't get why killers refused to kill me despite me pointing at the hook,
anyways first day is gone and 90% of the games is a onesided win, and it's usually killer,
ofc I logged off,
it's funny because usually the game is supposed to be more fun during an event, but instead you get the opposite in most of your games...
-
I'll bump this post one last time, since some people are actually finding it useful
-
Overcome gaming
-
If you let go of the gen before survivor gets hooked, pain res doesn't force you to untouch gen, and then you can keep working on it..
-
uh-huh
-
yep
-
*M1 killers
some killers are doing quite fine against Dead Hard, which might get them nerfed
