Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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My thing is...
Are you aware that the game is currently disconnecting a bunch of people out of the blue?
Hell, I've been disconnected as a killer and it takes me to the post match page, and shows me that THEY dc'd. That's how ridiculous the bug has gotten. Happened 3 times in a row yesterday.
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Because they wanted to make the slow effect into a perk.
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@Janick said:
Hello
We are reluctant at the moment at modifying her. First we have other killers who are higher in the list for modification/balance needs. Second thing, our stats shows that she is top killer (4K) at rank one. It seems that once you've mastered her, she can be extremely effective. She definitely has a high skill curve.
I think for me it's not always about being able to get 4 kills. It's also about being able to use her power. Currently 90% of survivors don't even bother cleansing themselves while repairing generators, basically leaving it up to them to even be able to use corrupted vile.
Understandably, not cleansing acts as a counter to Corrupted Vile, but I do feel that there should be a penalty for being in a broken status for a long time. Perhaps it doesn't need to be attached to the survivor's health, but their actions... such as repairing generators. It could be similar to what happens when in the dream state against Freddy when repairing gens, maybe not that slow, but slower than what it is now. It would only make sense that they aren't as efficient since they are supposedly sick.
I just think there needs to be a different way to obtain Corrupted Vile, Perhaps even add an add on in which if a survivor does not cleanse after x amount of time once broken, they go into a dying state. Just throwing some ideas out there.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/503873#Comment_503873
"Too big" maps refers to those maps which dont allow Killers without mobility to apply proper pressure. Sometimes its about actual length, others its also because of generator placement.
Mother's Dwelling and Temple of Purgation are the ones considered the most "too large" maps. I feel Fractured Cowshed also falls in that category.
Shelter Woods can be both good or bad, depending on the Killer, I feel. There are less loops, but generators are all in the outskirts of the map. And this map is awful for playstyles revolving around surprise attacks.
Interesting.
I am a Wraith/Michael main, and I don't know, but I've never really felt like I paid attention to the map size other than to have map awareness (where gens are, exit gates) in order to put apply map pressure.
I take advantage of the size and especially if it means getting to hook a survivor as far as possible from an exit game. Not saying that there aren't disadvantages, but there also advantages as well imo.
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When I play killer and there is only one survivor left, I close the hatch and let the survivor open the gate because it's pretty stupid how close the gates are sometimes.
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I was on my way from one side of the map to the other, to trap the hex and then I saw this...
😪
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Lol be ready for things that we know NOTHING about. Nah, thanks.
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What maps are considered large? I never really understood what is logically considered a "big map".
Yes some seem more survivor-sided but some seem killer-sided as well (Shelter Woods comes to mind). For me, playing as killer I try to be as strategic and smart as possible to not let the map decide the outcome, but rather use it to my advantage.
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I think if anything, the game should allow killers to choose their ruin 'spawn' location. Set it wherever they wanted to (anywhere reachable of course) sort of how the trapper's traps work.
The perk is good, but not when the survivor spawns right next to it, makes me cringe.
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@Micheal_Myers said:
Remember Fellas...
Ghostface does have his robe...
See...
https://us.v-cdn.net/6030815/uploads/660/H4DVF8ZVGSVY.png
Render by... u/Skemooo on Reddit.
Devil Cape + OG Mask = OG Scream
(@Peanits please tell me that The Devil Cape has the Grey Stripe if the OG mask is equipped... So I'm not disappointing Fans..)
This is ridiculously good. There is something about the simplicity on this render that makes me think "Party City cheap costume" which is in the same tone as the film.
The current default though...looks like it came out of Assasin's Creed, and almost looks too medieval, not like regular crazy person just threw on a store bought hood. So I'm glad we got ONE that looks more in the same tone of the film.
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I don't get what the big deal on the Battle Pass is. Maybe I just don't understand it. Have they actually given specific details on what it will be about/include?
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What a weird post.
You going off like it's an actual real person that owes you money or something.
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I think if survivors are in broken status all the time, it needs to slow down gens, much like how Freddy works while you're in the dream world.
It would make sense because when you're sick you shouldn't be as efficient.
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Was it already confirmed that there is no survivor or new map?
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I play both killer and survivor, and as killer I've encountered strong SWF but also weak ones.
You can't pigeonhole ALL SWF groups because it could go one way or the other. Playing with friends I have found that sometimes we get too cocky thinking we know where the killer is or who they are on, but we are sometimes wrong... and end up making mistakes.
Playing against SWF as killer has also taught me that survivors in SWF are ultra altruistic, which sometimes can work to your advantage.
Your idea to allow killers to cherry pick lobbies is not one that I agree with. Especially those of us who play killer and don't even watch who joins as long as someone joins.
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So, don't heal even though you don't know how to loop properly seeing are you are new... but go down in the next 5 seconds because you weren't at health state. Got it.
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So what about toxic Non-SWF?
People that are toxic will be toxic. Not saying it's ok, but this is a pvp setting, you are bound to have players (especially those that are winning) try to trigger the other side regardless of the reason behind it.
Taking away items is not a solution to stop toxicity. Also, what about the non-toxic players who play SWF? They should be punished for someone acting toxic? I don't think so.
Just do your best to have fun and move on to the next match if you don't. There is no guarantee that you won't find toxic people as (again) this is a pvp setting.
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I mean, you play the game the way you want to. There is no rule saying you can only play without camping. Sometimes camping is a necessary evil, especially if you feel that generators are getting repaired too quick.
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You know you can literally open the gate yourself right?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/486693#Comment_486693
There literally is no right time to use her ambush attack right now is the real problem. The only time any gap would actually be closed is if there is not a single window or pallet nearby, and if they have spine chill or premonition they likely got even MORE of a head start than the roar gave them.
The other applications are things like pallet loops to try to mindgame the survivor, but a lot of them just move on to another nearby loop or jungle gym or anything, and you can't see them do it so you're mindgaming yourself most of the time. I just crouch and uncrouch immediately more often than actually use it for that anymore.
If its intended for SB to beat ambush abilities, ambush abilities need to be made better in other scenarios than just trying to catch survivors asleep on gens. The wraith is not a great killer, but the way his cloak movement speed and uncloak dash lunge work makes the pig's ambush seem downright defective by comparison.
Wraith is probably not the best example to use. His movement speed is only increased for 1 second and is nowhere near as fast as Amanda's ambush attack.
Also, to get it you have to be completely uncloaked. Which in a lot of cases survivors (even those without premonition or other perks like that) will be able to predict your attack, because his bell announces it. This of course if you don't have a coxcombed clapper.
In essence, Amanda has 0 TR when crouched same as when Wraith is cloaked, however, she has an advantage because she is already in motion when she attacks.
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Well stated @xxshinobazuxx .
Not only is the Hatch piece in the EGC unbalanced, but it is also unfun in it's current iteration.
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When the DCs that aren't survivors' fault get fixed.
Got DC'd from 5 games today. 2 "match cancelled" ones, even though we were already in the middle of a match. Kind of annoying when you get a good pace on a match and then someone gets dc'd from the game.
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All I can say is...
If they don't have a survivor with this chapter (Sidney or not) , I can say they are gonna lose on a lot of $$$. There is a lot of fans out there.
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@AStupidMonkeyy said:
I love when survivors keep Mettle Of Man until the end and teabag over and over again as they repeatedly get hit. It's great.
This won't stop them from doing that. J/S..
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Someone should make a post of how many times killers rage after their ruin totem has been cleansed.
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@Hex_Flex said:
https://forum.deadbydaylight.com/en/discussion/comment/480426#Comment_480426
It makes the lowest tier killers have to work that much harder. Those that are against MoM changes are uneducated in high rank play.
"jUsT Hit ThEM aGAiN, 4hEAd, SiNCe yOu'Re suCH a GoD-TiER KilLeR"...
"yEAh, i JUst hIT tHEM aGAin, nEVeR hAD a ProBLeM wItH MoM"
An extra 30 seconds of looping from 1 survivor that should have been done without MoM is huge. 30 extra seconds for each survivor, that's 3 gens being more than 33% complete, as the Wraith/Clown/Freddy shakes his head in dismay. MoM gives you an extra "life" which is a pretty monumental. You shouldn't just be handed it, you should have to earn this advantage. If Deliverance did not require an unhook to be able to unhook yourself on the 1st hook, would you still say it was fair and balanced? Its the exact same situation. No one in their right minds would defend that, why are there people out there defending MoM? Because they have had success as killer against it in any rank that is not specifically rank 1? Because they rely heavily on this crutch and don't want to lose their extra free life?
Cool dudes, keep crying over the loss of MoM. You same people that threw sand in Legion mains faces when he got adjusted. That was a good move and so is this. Any reasonable individual can see its much, especially for my poor Wraith/Clown/Freddy.
You're presenting a scenario (which isn't always guaranteed it will go that way), if a survivor has been looping a killer (for me) the extra hit has been earned at that point, not handed it. It also means that either the killer is not very good at catching the survivor, so if we flip the coin, why should a killer not have to "work extra hard"... which btw extra hard on the killer's end is just a "hit them again" action.
Let me put it into perspective, imagine if a killer had to break a individual pallet per each survivor that drops it in order to proc spirit fury. It would be ridiculous.
Not all MoM users played in the way it is implied or the way you describe (i.e. not have to do anything to gain the extra hit), there was still a finesse in how you had to handle the situation. For me, I used it mostly as a reverse BT, so if I was getting farmed and tunneled off the hook, I used it as a personal BT.
Calling survivors crybabies also isn't very constructive, considering we know who was doing the crying before the perk got changed.
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@not_Queen said:
Changes in meta are necessary and they are inevitable. Dead by Daylight is a LIVE game and what does LIVE game means? It lives, changes and evolves.
We adjust balance primarily for the health of the game and to match our design intentions. There is no injustice or organized attacks on a side or the other, we care about the PLAYERS as a whole.
The changes we make might have a direct impact on your playstyle and might require you to change the way you play the game; adaptation is the key here. Find new ways to face the issues, find a new perk that could help you out, see it as a challenge. If you don't want to do that... well that's on you, ultimately, changes will happen that's the reality of a live game.
I'm kind of split by your explanation of how changes work.
If adaptation is key, as someone who plays both sides I've adapted to many of the changes you guys have presented, but didn't think this perk was such a big deal, so why the need to change it?
You hit it right on the nail with that last statement, but it needs to apply to both sides not just one or else it becomes a double standard. This is Ash's strongest perk so you can see why it becomes a big deal for some players who use it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/476361#Comment_476361
How about the killer can close the gates when 4 survivors are about to escape? Why should the survivors get that free escape?
Sounds exactly like your proposal.
Punishing the winning side. Rewarding failure.
What does doing a survivor objective have anything to do with the Endgame Collapse.
If I didn't know any better, I would think you are just downright trolling, instead of providing constructive feedback.
Absolutely no one is asking for a free escape. I am putting things into perspective, because just as much as you didn't love the previous hatch stand off this also isn't fun for me and many others.
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@Volfawott said:
What are you on about there are no counters are you wilfully ignoring the fact that perks like a wake up exist.
Hell with wake up if you just forget about going for hatch and immediately just wait by an exit for the killer to close it you practically get an escape.
But then actually requires you to swap out some of your perks if you don't want to do that then don't complain
Um. I know Wake Up exists. In fact I have tested out Wake Up + Resilience but it doesn't shave off nearly enough seconds IMO.
If you read what I actually said. I said, how are you suppose to open a gate (an action) while you're in a chase. So, the answer is You Don't. The EGC Hatch mode forces you to play hide and seek, all in 3 minutes.
While I understand that OP's 99% is excessive, I think devs could at least chance the spawn locations of exit gates.
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@dnj510 said:
As the survivor, you've just gotta play it smart(and also be lucky). Take my match from yesterday as an example. Hillbilly closed the hatch and I noticed that the exit gates were decently spread apart. I was already close to an exit gate when he closed the hatch and I progressed the exit gate before the 1st red light appeared. Billy came to check the area before running back to the other gate. When he came back to my gate, it was just opened and I escaped as he tried to lunge at me.
Just gotta go for it sometimes.
That's why people are suggesting to spread the locations of gates a bit. Like I said I think OP's suggestion to 99 is probably too excessive. Of course a lot will depend on RNG and how good that Killer is at tracking.
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They need to chance EGC for when dc's happen. Other player connections is out of a survivor's control.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/476411#Comment_476411
It's not free, which was my whole point. Survivors don't put themselves on hooks. That 1v1 was earned by the killer doing their objective, and the fact that it's in the killer's favor is just the result of the game being asymmetrical. A 1v1 should be in the killer's favor.
There's no way to repair a generator while you're in a chase either. That's normal. It's kinda the point of a chase.
People aren't suggesting "ideas", they're suggesting ways to get their free escape back. And yes, it would actually be a free escape, since survivors have to systematically fail at everything they're supposed to do to even get into a 1v1.
EDIT: Tell me, do you also believe a gate escape is "free" after the survivors repair all the generators? Because that's the same logic you're peddling here.
People are suggesting ideas because it is virtually impossible to open an exit gate while in some kind of chase. Which is what the prompt will be once the EGC is active, that or immerse which will have the same outcome as surrender and die.
I'm done trying to make sense with you. I can see how biased you are towards one side. Have a nice day.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/476400#Comment_476400
Assuming that by "legit" you mean game crashes and the like, that's a problem with the game, which has no bearing on balance.
In a normal hatch closing scenario (no disconnects), the last kill is anything but free. Those three survivors didn't put themselves on the hooks.
3 kills does not mean you get to have the last one as a freebie.
There is no way to counter opening a gate while you're being in a chase. The hatch endgame FORCES you to immerse, which is yet another version of a "stand off". Just a really unbalanced one. Where is the "Hope" in that. Its not fun, its not exciting, SO, this is why people are suggesting ideas.
Maybe they should just make it so NO ONE wins if the match ends. That would make it more fair.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/476378#Comment_476378
That (3 kills) is literally what needs to happen for the hatch to open. Closing the hatch is what needs to happen for the EGC to start. Afterward, the last survivor only has two locations that they might go to (the gates).
Sometimes there are disconnects (Legit) ones. The hatch opens regardless of what happens to the other survivors.
Also, just because 3 are dead (however that was done) Doesn't make the hatch endgame less unbalanced.
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@Milo said:
Only thing that has to be changed are the exit gates spawns. Nothing else is necessery
That was something I have suggested and tagged @not_Queen because the spawn locations are ridiculous. At one point the hatch spawned right infront of the exit gate.
I would say that 99% is probably a little excessive, but honestly it takes 20 seconds to open an exit gate and it takes 1 second for killers to close hatch. So I think that is a little excessive too. Hope this gets looked into as the basement stairs blocking did.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/476361#Comment_476361
What's free about killing three survivors before they repair all the generators, then finding the hatch before the fourth survivor, closing it, and getting to the fourth survivor before they can open one of the gates and escape?
Oh I wasn't aware that is was THAT same scenario every single time. OP Never once said "Killing 3 survivors before they fix all gens means killers get a free kill"
Nice try tho.
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Love how people who play killers are claiming survivors want a "free escape".... but let's talk about how YOU get a "free kill".
Stop being so biased, and offer a countering suggestion. It's the same bs on both sides.
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Yep. We went from "Hatch Stand Offs" to "Exit Gate Stand Offs".
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I like the Endgame mode... not a huge fan of the "Hatch" endgame mode.
I've seen the hatch spawn right infront of an exit gate, and I am just like really?
We went from Hatch stand offs to Exit gate stand offs. I just give the survivor the exit gate at that point because it's kind of ridic.
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I play both sides, but am I the only one that just hadn't had a problem with this perk?
I mean I play Wraith (probably one of the most affected killers in game) and I always seem to down them right after they use it. The chases are a bit longer, but sometimes I notice in post match chat that while looking at the survivor's perks, they didn't even get to use it.
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I main Wraith and I disagree with OP.
From my experience, I have found that while the perk is strong, survivors sometimes just don't even get to use it. Or they use it early on, and I don't have to worry about it at endgame, which is when I would worry about it especially with Wraith (as I think his endgame sucks).
The perk is effective on survivor side, but I think as others have said you just adapt.
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@not_Queen said:
In this specific scenario, the Killer has the upper hand. And when he does, survivors might / will become their toy. The lore of this game is all about feeding hope and taking it away, being a prey is part of it.
He was playing with you and you didn't enjoy it, granted. Maybe it comes from accumulated frustration, or maybe it's because they want to see the animation, who knows?
You do not have the control over what this killer was doing. But you control what you can do. Leaving the game out of frustration will prevent you from seeing and understanding possible outcomes and learning from this experience.
It's a new challenge! Try to find a solution to what seems an impossible problem. Next time it happens... hide, prepare yourself ahead of time to find the hatch, don't run straight to a door, try to mindgame?
Ultimately, the survivor is in a losing scenario in this case, don't play into the killer's plan, fight it until the end, you'd be surprise of what you can learn.
I really think you guys need to do something about where the gates spawn. Sometimes they are way too close, leaving no chance for there to be any type of scenario aside from just surrender and die. Which completely misses the point of making endgame more exciting on the survivor side. This also considering the fact that, the end of the match barely (if at all) has any loops with pallets/chests etc. to use.
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Why don't we talk about how killers can open the gates by tapping it once?
Whereas survivors have to wait for 20 seconds?
Open it yourself.
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Eh, I like the new design, but I don't mind the movie version.
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Why are you posting something that everyone already knew?
How is it that killers (good ones) are still able to get 4k in a fair SWF match? Ask yourself those questions before you start pointing out the advantages of one side.
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@Orion said:
@Johnny_XMan Everyone has to deal with annoyances. Compared to looping, basement body blocking is basically irrelevant. If "not fun" is a reason to change how the game works, then looping should go first, since it's much more prevalent.
I have not seen any survivors blocking to the point the killer cannot move... preventing them from doing virtually anything. So I don't see how this is "irrelevant".
Even if I was to entertain your point, if the gens aren't finished that game is literally being held hostage. By someone who is obviously not interested in playing... just trolling and borderline exploiting.
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@Orion said:
@Johnny_XMan Collapse will kill you, eventually. Basement body blocking fixed.
You're missing the point. I go into a match to play the game not to get blocked for 4-5 mins from someone who isn't playing and is doing the equivalent of being afk.
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Blocking the stairs feels literally like an exploit. If you are not hitting anyone and you're not hooking/chasing/killing you're literally not playing the game and holding it hostage.
SO. To prevent that, it should be addressed.
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Ratio of matches that are won when using self heal vs when not using it.
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I don't care if they can see what items survivors bring.
I do think it is unfair that they can dodge due to "items" among other ongoing reasons "4 p3 squadettes". Only time I dodge is if my ping is really bad... or the occasional survivor saying "Hey guys I'm going to be toxic"... "Ok, cya" and I bail.
Imagine survivors being able to dodge lobbies with killers who bring ebony moris. Put that into perspective for a second.
