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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • Cope? More like biting more than they can chew. They think this poorly optimized game with latency issues can guarantee 0.5 seconds is enough. LOL

    Next up,

    "SB and Lithe in every lobby please nerf" threads incoming. 😉

  • I personally think they are severely approaching balance in conjunction with "shaking up the meta" from the wrong angle.

    Like you said, Camping/Tunneling HAVE been a problem now for how long? Yet nothing was changed at the core of the problem which is hooks and the convenience of just standing at or by a hook. All these years since the last change to hooks and all they could come up with is give survivors a 5 second endurance, when the majority of that actually working is going to depend on Map RNG, because the killer can just wait it out. The same thing they were already doing with a 12 second endurance (BT). So you then bring BT (reinstating the meta AGAIN) and you get an extra 5 seconds on a playstyle that remains untouched and without a debuff.

    That piece alone for me shows me they are so disconnected from what the community was actually asking for.

  • @Mazoobi said:

    Map offerings should just go entirely.

    I agree, nobody should have an advantage via a map offering.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057263#Comment_3057263

    Yep. Using it for years, mostly because I cannot stand the injured sounds. I will also stop playing some Survivors entirely, e.g. I did not like Jane before, but I wont play her anymore. Same with Claire, I like her Skin, but not her injured sounds.

    Without any way of removing those, I will not touch those characters again.

    (Like, really, I dont care about any Survivor Perk Nerf, except for Iron Will)

    You know what I don't understand, and these devs seem to this a lot.

    Why not change the perk when they know that every survivor is on the same level as far as how loud they are, and not put the cart before the horse and change it and go "eh we'll worry about the other part later". It's almost as if someone who doesn't play the game is making these decisions.

  • Very disappointing and honestly just shows who they are listening to.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057216#Comment_3057216

    That would be the context behind it.

    OP asks "why does Billy have overheat?"

    You answer "so he can not hookcamp with a 99%ed chainsaw anymore"

    To which I answered "that was not their main concern, otherwise they would have made it work more like Bubbas which was designed specifically to avoid hook camping, while Billys was aiming at nerfing his map mobility and missed hit recovery"

    And then you went on a huge (and honestly pretty unnecessary) rant over Bubba and Billys chainsaw balance and started bringing a whole ton of stuff into this that has nothing to do with the topic we're on, which leads us to where we are at right now.

    Oh so you didn't have evidence. Got it.

    A rant over Bubba? Wth? I never even once brought up Bubba, you did buddy. It was the only time I mentioned him... to which I have yet to see a response because you know damn well Billy wouldn't work like Bubba.

    Maybe learn to read or go back to school.

  • @Tsulan said:

    Good to see, that our community isn´t overreacting at all...

    You have a lot of nerve posting this comment when if the changes where flipped, everyone knows you'd be posting similar stuff.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055958#Comment_3055958

    If I remember correctly this was added to prevent unlimited chainsaw face camping.

    Where Hillbillies would just stand in front of the hook revving their chainsaw indefinitely so survivors weren’t even able to trade off hooks.

    There you go.

    No I wanna know where I said that it was the only reason it was added.

    Those were your exact words, no?

  • I hear a lot of IF's in your OP.

    Not interested in changing your mind.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055729#Comment_3055729

    I think you're reading quite a lot into my comment that I never said.

    You said that the only reason overheat was added for Hillbilly was to make 99%ed chainsaw hook camps impossible, to which I simply added that that was not the intention behind it, they very clearly intended to nerf both his map traversal and chase recovery with it as well.

    HAD they done what you said they did, THEN Hillbillys overheat would work similar to Bubbas, where you gain heat while charging your chainsaw but then quickly lose it uppon either dropping out of it or fully committing to a chainsawsprint.

    Also,

    If you made it like Bubba’s you’d end up with Hillbilly getting a cooldown every time he has to hold while revving at a loop. How would the game distinguish between revving for a play vs for face camping?

    That is quite literally currently in the game. Exactly the way you described it too. You WILL go on cooldown when holding your power around a loop too much, just like Bubba - and to answer your question, the game can not distinguish between a facecamping Billy and a Billy aiming his chainsawsprint around loops at all. It never could and I doubt it ever will.

    For someone who thinks I am "reading into their comment" too much, you are one to talk. Quote me where I specifically said the only reason they added the overheat mechanic to Hillbilly was due to his facecamping ability. I'll wait.

    That is quite literally currently in the game. Exactly the way you described it too. You WILL go on cooldown when holding your power around a loop too much, just like Bubba - and to answer your question, the game can not distinguish between a facecamping Billy and a Billy aiming his chainsawsprint around loops at all. It never could and I doubt it ever will.

    Hillbilly goes on cooldown WHEN his overheat mechanic reaches 0. So assuming he never reached 0, he can immediately start revving AGAIN. Something that Bubba cannot do, as he has to wait to re-gain his tokens first.

    So when you suggest that Billy should work like Bubba's tantrum he gets when holding his chainsaw while revving, per here:

    Untitled Image

    my argument to that is that Billy HAS to hold it in specific scenarios when mind-gaming survivors at specific loops.

    Example:

    https://www.youtube.com/watch?v=w7W7nDOoxiw


    Imagine Billy going into a tantrum-like cooldown in the middle of a loop. That would not only be very bad for him but wouldn't make any sense.

    This while other loops require even longer revving. So no, he should not work like Bubba's at all because they work differently.

  • It’s not just you.

    It will plague this game until the devs do something about it. I’m not talking about a 5 second BT that acts like a bandaid.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054685#Comment_3054685

    If that were the main concern they would have just made it work like Bubbas overheat, which was introduced at the same time.

    No, they fully intended to nerf his map mobility and missed attack recovery.

    No they wouldn’t, why would they make it like Bubba’s? Someone that can’t travel across the map with his chainsaw?

    If you made it like Bubba’s you’d end up with Hillbilly getting a cooldown every time he has to hold while revving at a loop. How would the game distinguish between revving for a play vs for face camping?

    I don’t think you understand the differences between this two characters if you think Billy can simply “let go” and curve around objects like Bubba can.

  • Stopped reading at “throws everything off balance”.

    A slight advantage over a solo player isn’t going to convince me that it is in fact “throwing everything off balance”.

  • If I remember correctly this was added to prevent unlimited chainsaw face camping.

    Where Hillbillies would just stand in front of the hook revving their chainsaw indefinitely so survivors weren’t even able to trade off hooks.

  • @Marigoria said:

    I always love reading this kind of threads and seeing the same people who complained about survivor perks say "because they dont want to adapt/get better/whatever". Ironic.

    They can't handle the truth.

  • /Jealous

    but congrats! I still need Nea and Haddie P3’d.

    >.>

  • I would gladly give BACK some of Meg’s last looks if it meant we would have to wait for something amazing. She is forever doomed in the half shaved hairstyle department. 🤮

  • Yep that’s the point where I click this little guy:

    C002D0C5-0FFE-4AA3-BC37-64A0341F15EE.jpeg

    And switch to Evil Dead 😊 or VHS.

  • The sad part is whenever I hear him rev his chainsaw my brain goes into immediate split gens and finish them asap. So it’s not even a matter of play the game, just hold M1 as fast as possible and move on to the next match.

    I know not all Bubbas play this way, but just about every Bubba does.

    It’s about to get worse too considering they have 50 extra seconds.

    At least that guy admitted it is “easy” half of them think they actually did something beyond anything anyone has seen. 😂

  • Definitely start with her add ons.

    Double range should not be a thing.

  • To me they could have just made a legacy re-skin with silver instead of the gold effect.

    I'm close to hitting devotion 30 and it was an unpleasant feeling when I found out that portraits were getting some kind of effect. 😑

    Untitled Image


  • I really do not like this "exclusive" crap if I am being honest.

    One skin isn't gonna make me want to buy the game again.

  • Don't worry... just know this:

    If a killer has to camp and tunnel to win. You know that they used the cheapest most convenient 'strat' of getting you out of the game. As there is 0 skill involved with enforcing pressure on a hooked person.

    As someone who plays both sides. It is very clear when you can camp/tunnel someone out. Because I also play survivor too, there are times when I would rather have fun in my chases and maybe get a 3k instead of a 4k. So I opt for fun instead of boring standing by the hook.

    Until the devs actually realize how easy and convenient this strat is, there is nothing you can do. People will cling on to the fact that it is an allowed playstyle, and bring in their own excuses for doing it, and that's fine. This playstyle however, also has a bad reputation too and that is coming from some of us who play that role too.

    Try out swf groups where teammates are more reliable. Sometimes campers/tunnelers rely too much on tunneling, that they forget what skill means, so you have a better chance at escaping by out-playing them while working with a reliable team.

  • Stacking gen perks and toolboxes with BNPs. Ignoring teammates whether on hook or on the floor or plain healing them.

    If none of that takes place, there is no genrush IMO.

  • At least we know bots won’t come into the forums and create a thread crying about a bad match they had.

  • Eleven being the star of the show is my first pick for survivor. Hopper or Joyce next.

    Killer: Vecna

  • @Hilidaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044103#Comment_3044103

    And why on earth they wouldn't go back to the hook ? Except if they found someone and are chasing him when the other get unhooked.

    What is he supposed to do then, wander around trying to find someone when he's almost sure to find at least one survivor by backtracking ?

    Ok then don't complain about getting DS'd otherwise. Those of us who don't go back to the hook now won't have to deal with it even during EGC.

  • @Hilidaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044088#Comment_3044088

    yes but to get to that point they will need to pass the 3 endurance trial of patience.

    If they never went back to the hook, they won't have to.

  • So killers will eat a 3 second DS vs a 5 second DS that they were already eating anyway? lol

  • This just goes to show that there are specific perks in this game that SHOULD NOT stack effects.

    I am really surprised that whoever in the dev team didn't have a problem with this, considering that the theme of this update has been to "shake up the meta" ...never questioning why the meta exists aside from their usage stats.

    NOT because of map design..... NOT because of mobility lacking in half the roster... totally not because of those things that are so obvious.

  • We've been knew this.

    I legitimately do not think that whoever thought of these changes, really thought of the game as a WHOLE.

    This is suppose to be a "health" patch yet, the 2 common denominators (Camping and Tunneling) that are ruining the game experience did not get addressed in a way where it is no longer a convenient tactic that gets passed up. They just put a bigger band-aid over the old one.

  • Yup. There is certainly a surge of them.

    I apparently ordered the Double Iri face-camping Noed special today:

    https://www.youtube.com/watch?v=XCAjXSkuYHM


  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043432#Comment_3043432

    They already buffed killers with nothing for solo q so I dont see what you mean?

    My point is that I don’t see how the slight advantage SWF gets warrants a buff on killer and a buff to solo because most of the problems solo has stems from teammates refusing to do the objective and lacking experience. I don’t see how showing them auras (as an example) is going to force them to do what they already do not want to do.

    Also, If you showed auras in any way in solo that is already better than SWF because with SWF things are still nuanced. As in, you saying the killer is on me isn’t the same as actually seeing an aura. As an example.

    This isn’t the right move IMO. They need to fix Matchmaking is what they need to do.

  • Not if this means that for whatever reason they feel the need to buff killers when they don’t need to.

    Because then you’ll end up with that kind of bad teammate and an overpowered killer that shouldn’t be.

  • I said it before and I’ll say it again.

    If buffing solo means guaranteeing me that I will be paired up with a competent player. Then sure let them buff. If it means that we will have built in kindred so I can watch their aura crouching around doing nothing, I don’t want it. Thanks

  • My problem isn’t Nurse at base.

    My problem is seeing most of them bringing double range add ons…while also bringing multiple stacks on slow down perks…while also camping and tunneling.

    That is really where her issue is. She becomes too oppressive in a game she barely (it at all) fits in. Because whenever the devs buff killer in general they are just giving this annoying killer more ammunition.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3040113#Comment_3040113

    What you see/progress in the match is not the same to team mates, they have different views, which they may not thought of camping and tried to heal.

    While Im agree skill, situation awareness, knowing what to do is needed. But "comm" is what make the gaps between Solo & Swf high, imaging you could simply chat "killer camps me" when you're on hook without Kindred.

    I dont want to see constant insult in mid game by teammate, but by what Home Sweet Home does, a few sticker that showing what you're doing (chased, doing Gen, need help...) certainly solve the problems of Solo

    I understand that everyone has a different perspective of what is happening during their game. However, Ace was also trying to heal while on different gen as well. All while he knew Spirit was hard-camping from the git go.

    So my best guess is that maybe he had a challenge, but to me at THAT specific moment... fully knowing the Nea (the only other teammate I saw actually trying to come get me when I was being camped myself) was being hard-camped herself. He should have known that we would have had all the gens done with his Prove Thyself AND perhaps even given Nea a chance. Meanwhile Leon......

    https://www.youtube.com/watch?v=KTUhDCoxGrg


    Neither one of them had been hooked or chased at all.

    As for the "gap" between SWF and Solo players, it ain't that deep. People want to make it sound like it is, but in actuality if solo teammates just stuck to the objective at the very least, then everyone would have a much better chance of surviving. The fact is half of them don't want to be chased NOR do a gen, when in reality they have to pick one. It is unfair that one person has to do gens and run the killer. That isn't how the game is suppose to work and it boggles my mind that people want to blame it all on the fact that they have no communication. It is not my experience and it has never been in the 7.000 hours I have in this game. At some point part of your ability to play the game basically boils down to the most basic task. Holding M1.

    In short, I am not saying that verbally telling someone "Do gens I am being camped", is the same as someone having to bother to go to a hook just to find that information out. What I am saying is that, this small piece of information isn't magically creating a huge gap between both Solo and SWF as many claim. Not when it is evident by the people who bring Kindred and teammates are STILL somehow not doing anything and instead crouch and flock around the hook waiting for the killer to leave.

  • I think what you do is pretty commendable, I mean, considering you don't really have to...that is awesome <3

    The game at it's core is a PVP game, not meant to be about creating friendships with the killer and having ice cream while watching the sunset.

    However, I do think that a sportsman-like attitude that could be had where actual real player friendships could begin, get lost in the many layers of issues that plague this game. That said, it doesn't mean that anyone should become angry at the world due to those issues. I think that is the point where you should check yourself... and if you can't then you should pursue a different environment because DBD's just isn't it.

  • Even without the skill check it is dog water.

  • @OldSilentHill said:

    https://forum.deadbydaylight.com/en/discussion/comment/3040113#Comment_3040113

    Yes, it´s by far the worst experience.

    I´m play on PS4 and I´m tired of the PC players disconnecting at first hook. If they were paying with a team, they wouldn´t be doing that.

    Yep that is part of that "reliability" aspect that I am talking about. Even if you all die, you die together. None of this "Waaa I got downed in 2 seconds, I am angry and will now take myself out of the game and screw my team".

  • Hard disagree.

    Solo Survivor is the worst single experience in this game (including killer). Not because they don't have "comms", but because they lack Efficacy and Experience, thus they themselves become a reliability problem. You, on the receiving end, are no longer in control of your own actions because now you have to essentially do MORE than what was asked of you originally, and basically have to hope that when you have the killer on you.... they are doing anything, if at all.

    Just a quick example here: I was being camped by a Spirit, who then turned and started hard-camping Nea. I am injured and knew that we needed to just focus on generators. Meanwhile, my other teammate (Ace) continuously persists in healing rather than doing a gen (crouching up and down), suddenly leaves while he has Prove Thyself (the one thing that could get the gens done faster and possibly give that Nea another chance) WHILE he knows Nea is going to be camped for the rest of the match. -.- Meanwhile I finished the last gen and NONE of them go to try to help her or take a hit. Leon crouched next to the gate I was opening while injured. You know just in case she came to the gate and had to down someone 😂

    https://www.youtube.com/watch?v=Pi7Kv7c4o40


    Even playing as killer I find them boring because they drop like flies and it makes me wonder why the game put me against them. Which coincidentally it is the reason some killers love them, because they don't like a challenge.

    If "having it easier" means playing with smart/competent people then by all means call them the Easy Mode for all I care. SWF only provides a slight advantage when you realize that Solo teams can stomp and be just as much of a breeze when everyone is working as a team and doing what they are suppose to. Also, I've seen Solo Teams do better than SWF, so that tells me it's more about the player you get in your team rather than whether they are SWF or not.

  • As a Mikey main I find this post ridiculous.

    I never run tombstone add ons because they just aren’t my cup of tea. So to say that no one runs basekit Myers is just simply not true. You may not like getting tombstoned and maybe that’s why you think everyone runs those add ons, but the fact is in most cases survivors simply don’t care about his stalk until they do.. and it is often too late.

    Because playing as Michael requires you to learn him and be able to stalk survivors, and not murder them right away. This is why I find him satisfying to play as him because he doesn’t feel like a character that is brain dead and can just one shot whenever he wants to. He has to get there. The longer the match progresses the stronger he gets.

    It is also part of the reason why he is one of the most fun killers to face.

  • @Zeon_99 said:

    Dang, I saw so many people on here yesterday say that Otz is a killer main who only thinks about killer players. So why would he show how overnerfed DS got to his huge audience? Something isn't adding up.... Were bitter survivor mains jumping to conclusions because "killer bad"?

    No, surely Otz is just covering up his killer sided views to look good. /s

    I mean, tbh just because you consider yourself a killer "main" doesn't mean you can't point out BS like the nerf to DS. Sometimes killer main just means you play more killer.

    I don't particularly care for Otz as a streamer (my own personal preference) but I think if there is anything some killer mains on these parts could learn from him, is to put themselves in the other side's shoes more, and stop pretending like it's only their side that matters.

  • @BlightedDolphin said:

    I just want Quentin to get something…

    Did he have other outfits in the movie?

  • Why would they add a feature for them to regress if you can open them yourself?

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037993#Comment_3037993

    There is literally not that many pallets like that. You don't need to play survivor to know this.

    You do know the killers can also see safe and unsafe pallets right? Like we interact with them every single game.

    The fact you think you NEED to play survivor to understand how pallets work is the real yikes here.

    Just keep digging yourself a bigger hole please. At least to bury your dignity.

    Anyone who thinks they ‘know’ just because they can see with their two eyeballs. Doesn’t mean that they fully understand how weak/strong something is. Which is why it is advised that everyone play BOTH sides.

    The fact that you admit that you don’t need to play survivor in order to understand pallets just shows you don’t want to understand the other side.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037959#Comment_3037959

    Most pallets are completely safe LMFAO. That's literally THE BIGGEST Issue with maps currently and why bloodlust exists at all. Too many safe pallets, all within walking distance of each other.

    I do play survivor. It's boring. That's why I stick to killer.

    Yikes. The fact that you think most pallets are safe just shows you do not play survivor. As anyone who plays survivor knows you can throw a pallet down and by that point the killer is already on the other side.

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