Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2892038#Comment_2892038
So, your only counter-argument is "Bait it out".
Good to know discussing balance with you is worthless
Says the person who claims something is OP because he doesn't like it.
You fit right in these forums.
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@TeabaggingGhostface said:
If the killer has to play easier if a survivor dcs, then survivors have to play easier if they pop a hex
Lmao wow.
My brain hurts trying to understand this one.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2891614#Comment_2891614
I've yet so see a reason as to why it isn't that actually makes sense.
One of the counter-argument I've seen was "Bait it out", which doesn't apply to using Dead Hard for distance.
Another one I've seen was "Dead Hard doesn't give as much distance as other Exhaustion Perks, like Sprint Burst", which is true, Dead Hard gives less distance, but it depends when Exhaustion Perks are used.
Dead Hard is the only Exhaustion Perk that can reliably extend chases after the Killer already put in time into the chase, which is stronger than either denying chase, or ending the chase before the Killer got their first hit.
It's the same reason I think Overcome is better than Sprint Burst but worse than Dead Hard. It activates after the chase already started, but ends it immediately after activating.
Dead Hard activates in a moment of vulnerability from the Survivor side, most of the time when they wouldn't have gotten to a Pallet or Window, and gives them the slight amount of edge that helps them make it, but is also a small enough amount of distance that ending a chase for wouldn't be worth it
There are instances where DH for distance CAN be baited out. It isn’t my fault that you whiff too soon.
Not everyone who uses DH for distance is going to a pallet. Sometimes the survivor doesn’t have enough distance to make it to whatever destination (pallet, window) so they bait YOU to swing. So let’s be clear about that.
I would like to think that in order for a perk to be OP would mean that it cannot be baited out/countered AT ALL. Dead Hard isn’t that, certainly not with killers who know that they are doing. The ones who don’t should learn and adapt.
Also, Considering the direction of killers being released (the anti-loop) ones this perk of anything has become healthier for the game. Because it provides some sort of counter that a pallet would not give you.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2890034#Comment_2890034
Don't forget DH is so popular because it's op
Keep telling yourself that.
Its not OP.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2890381#Comment_2890381
Unless you are exposed, that's at least 90 seconds spent hitting T3 to hit you twice. Your other 3 teammates can easily get 3 gens done.
If you are losing to bloodlust, you have other issues.
You mean issues like unsafe pallets?
Why don’t we talk about that when we talk about DH? Because they are all relative.
Bloodlust gets the killer hits they would have otherwise not gotten.
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2890034#Comment_2890034
Nah. The extension of chase can sing handedly win you the game. As it did my last match. One early game dead hard pretty much did me in. I didn't even get the down. I had to peel off and defend gens and still ended up with no hook until the gens were done.
Yet, there is those of us that DH does not have that same effect because we know how to deal with it.
If you are losing games simply because of DH then I have to question your overall skill as a killer.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2890337#Comment_2890337
If a killer is letting themselves get to T3 bloodlust for a single hit, they are already losing the chase. It takes 45 seconds to hit T3.
You should honestly be proud of them wasting time hitting T3.
Point is bloodlust isn’t skill. It’s a crutch.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/2890034#Comment_2890034
Pls No. Not more like Deadhard. You should extend the Chase by Skill and Map knowledge being able to go from Loop to Loop. Not by using a Perk that does all the Hard Work for you and making Good Survivors even more untouchable.
Skill should be rewarded just like it should be earned. Not by using a Perk.
When they stop releasing non-safe pallets you can complain about chase extenders.
I wish killers would rely on skill too when they refuse to break a pallet and wait for bloodlust T3.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/2890034#Comment_2890034
and its literally invincibility against killers... if you go against a nurse you can literally dead hard to guarantee a dodge unless you mess up really really really big... + if you loop good you wont even need dead hard and if we look value wise SB is better you can 99 it and get way more distance. its just that dead hard is so easy to use and its rewards is very good for the requirements be injured and run
It’s not invincibility… just because you keep repeating it doesn’t make it true.
The rest of the exhaustion perks are also easy to use. You only pick on DH because you don’t like it, not because it is unbalanced.
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We need more perks like Dead Hard. Exhaustion perks that we are able to use during a chase as a means to extend the chase rather than gain distance.
It’s the reason why DH is so popular because of its benefits in short loops.
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No.
I didn't expect everyone to be hyped for Sadako because just like with with other licensed chapters. Not everyone is into that one specific license.
The general comments I hear from my own friends and people who play her is that she is very fun to play as and against. Which is a big deal and what I feel should be the target audience.
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Stop blaming SWF for your own mistakes.
Solo Queue doesn't suck because they don't have comms, they are often just bad at the game and not very efficient. Stop trying to paint a false picture of what is actually happening.
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A. It is the only exhaustion perk of its kind so it’s obviously going to be used more.
B. The perk itself has nothing/zero to do with player count. Not even sure how we are now equating/comparing the two. Some of us like going against DH players, because for every one of them a SB player exists.
C. Stop using a streamer’s opinion as your main source for why something should change. DH has become more noticeably strong with the introduction of long range killers (PH, Nemesis, Pinhead) and while I can stand behind a change, what I cannot do is stand by this notion that it is somehow too strong because everyone I mean “everyone” runs it. It’s the most ridiculous thing I have heard.
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@MikaelaWantsYourBoon said:
They don't want to buff Solo-q because if they do, kill rates probably will down.
Why would they buff solo queue if the problems with it stem from matchmaking (I.E. you get paired with a new survivor as a veteran survivor) and as a result they aren’t efficient enough, meaning that they are not doing gens when they should be. They don’t take hits, when they should. They don’t unhook because they don’t have BT, or do the opposite, they farm without BT.
Like, at this point there is no buff needed other than very minor things that should have been there in the first place. One of them being the ability to see other teammates perks in the lobby etc.
No buff needed when people are mainly asking for better teammates. Buffs aren’t going to give you that.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2881421#Comment_2881421
You can tell you're facing a SWF because of how stressful it is. You'll be downing people quick, but the gens still fly. You can't just pretend it's not a factor.
Solo queue can do that too.
It’s not like they are chained to a hook that they can’t do anything.
Just because you don’t like swf’s efficiency doesn’t mean that Solo queue survivors are incapable. I’ve played with very good solo teammates, the problem is many of them are just bad and would rather play hide and seek.
I don’t find playing against SWF stressful, I actually prefer them as otherwise I feel like I am playing against bots.
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I still can’t seem to understand why so many get triggered by t bagging at the exit. It ain’t that deep.
If you really wanna get to a place where you actually care about having more sportsmanship like attitude. Then let’s start with the forums. Some of you need to adjust the type of behavior you hate to see in game, on here. Then I will believe you actually care.
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Why can’t we balance around good killers?
So that all these bad killers can get up to speed and stop blaming SWF. Like, it’s beyond a joke at this point.
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Why does Michael get a tombstone mori?
Because it’s an item not a built in mechanic.
Because he has to stalk.
Because he cannot teleport a cross the map as a means to force survivors to procc the expose status.
I.E. He has to work for it.
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I get her pretty consistently in my matches.
She is a very fun stealth killer.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2878552#Comment_2878552
Actually i wanted this change, i did not want to make boons destroyable because other boons are already so weak. There is no reason to nerf them.
I wanted nerf CoH, slower heal speed and it happened. I am okey with CoH now.
I didn’t think they needed to be destroyed, but the efficiency of how long it takes from when the killer snuffs the totem to the survivor re-blessing the totem was a much higher priority IMO.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2878329#Comment_2878329
We won because it is good step for balancing game. This perk was problematic and it is better now.
I will open same topic when they do same thing for Dead Hard, Nurse and NOED too. I care about balance and game healthy.
Except that it didn’t balance the core problem which was that it is repeatedly re-blessed. It didn’t address that.
I care about balance too but when you have a title like “we won” It implies there was some sort of competition like it wasn’t unanimously agreed that the perk needed to change. It just wasn’t the change that people were asking for.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2878329#Comment_2878329
I don't think it is.
I think that was more like "We all win as a community because a problematic game design/balancing oversight is starting to be addressed properly."
Not how the title of the thread was interpreted but sure.
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I could be wrong but I think part of problem is that there are probably better suggestions out there for changes but they would take more time.
But I definitely agree with you that this was the wrong approach because of anything what bothered me the most was how you gained no value from snuffing then totem only for that same totem to be re-blessed once you’ve left the area.
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We won? I didn't know this was a competition.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2878282#Comment_2878282
I'm not sure you understand what implied means.
Again, I didn't imply anything. I flat out stated that a survivor team should have at least 1 gen completed by the time the first survivor is hooked. I'm still waiting for you to explain how exactly, that is not the case, but it seems you would rather move onto your specific example of camping killers using off-meta end game perks.
As I said before, maybe before you chime in next time, understand the context of the things that are being talked about.
Why? Because those perks were brought up for a reason. That is to explain where I feel (my opinion) that the whole "Camping killers get a 1k at most" is an outdated statement because of perks like Deadlock and NWO. So if you wanna know why those two perks were brought up that is why.
The comment you agreed to didn't state 1 gen, it stated 1-3 gens. Need proof?
My reply to that comment is what you replied to and backed them up on btw. Emphasis on "always".
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2878251#Comment_2878251
If that is true. Then why was this the comment you replied to?
"Only if 1 Survivor spawned on Hook, which they don't. The first chase always takes around 1-3 gens, which means Deadlock won't save enough time to get another person"
See. It wasn't even me who implied the first chase takes 1-3 gens. It was another poster, and he didn't imply #########, he straight out said it. What I said (again, directly stated, not implied) is that the first chase should take at least 1 gen. (Which means I'm actually taking the lower number of the range given in the previous comment) now you want to bring in 5 gens and camping, with 2 very specific non meta perks, and we're the ones bringing up "very specific scenarios" really?
You said you agreed with them didn't you?
Does it matter if you originally implied it or not? Don't backpedal now.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2878138#Comment_2878138
Because SWF still benefits hard from it. The self-heal speed is fine but the speed boost to healing others will still be a problem when SWF can coordinate heals so easily.
..
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2878174#Comment_2878174
Your ######### attitude doesn't actually make you correct.
I did follow the conversation. The statement was made
"The first chase always takes around 1-3 gens"
You then said "I mean it would be if that one scenario was there only scenario out there, which it isn’t." In a direct reply to that statement.
Which doesn't actually make much sense, but I gathered you disagreed. So I pointed out that if your team can't get at least 1 gen done during the first chase (which again was pointed out by thatonedemoplayer as always taking 1-3 gens) that means your team is bad.
You then tried to turn that into somehow the killer playing unfairly, which again, doesn't make much sense when discussing the first chase, which by definition happens before any tunneling or camping.
So I pointed out again that I am backing up thatonedemoplayer's point that the first chase takes 1-3 gens, and yes, if your team can't get a single gen done during that first chase, that's on them.
Deadlock only takes effect after the first gen is completed, so it doesn't effect whether or not you can do a single gen in that first chase. NWO is an end game perk, so I hope I don't have to explain how that doesn't effect gens being done either. I imagine your back must be sore from moving those goalposts so much, so I hope you are least are having fun doing so.
I never said my " " attitude makes me correct. That is your statement, a childish one at that. Then again, it is the forums so I am not surprised at all.
The fact that you imply that every 1st chase takes 1-3 gens is wrong. When a lot of what happens in that first chase weighs heavily on RNG of map , RNG of perks, RNG of pallets. None of which you know ahead of time.
I also didn't try to turn it into "The killer is playing unfairly" I said Camping is an unbalanced playstyle because it is. It was not connected to the first chase comment whatsoever.
The point I was making was simple. The survivor camped has 120 seconds on hook time to give to their teammates to complete 5 generators. All 5 generators combined take a total of 400 seconds. Each survivor has to repair a total of 133 seconds in order for all of them to be completed. If Deadlock gets activated at least twice (which is more than that depending on RNG) The total repair time per survivor is 153 seconds. That is still way more time (longer than 120 seconds) than what it is needed in order for 1 single survivor to commit to repair time. Not when this perk has forced 1 more survivor to take another chase, because the camped survivor is already gone.
So, when I say things like "You are using very specific scenarios to fit your opinion" what I am really saying is you aren't following the "math". Only spouting your own narrative to fit into "Well if the survivors can't finish 1 gen then they are bad" when in actuality it was not what was meant through my wording at all. YOU spun it that way so it makes sense in your scenario.
Also those numbers do not include the (hypothetically) 1 stack of NWO and No Ed that could be in play. Which further encourages that playstyle.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2878130#Comment_2878130
Yes. If 3 people can't get a single generator done in all the time it takes to find, hit twice, pick up and hook their teammate, that's absolutely on them. You can claim the killer is playing an "unbalanced" playstyle, but at this point we aren't even talking about camping or tunneling, just the literal time it takes to catch a survivor twice vs fix a single generator once. Unless you are playing against an instant down killer, you should almost always have the first gen done by the time the first hook happens. If the killer then starts camping, you should have plenty of time to do at least 2 more before your teammate dies, even if you are the literal worst at spotting them.
You are describing a very specific scenario to fit your opinion.
I am talking about how those perks have made the playstyle even more broken. By the time the first person is dead, the camping killer has bought enough time via perks like Deadlock and NWO to easily get a second kill. Through means of camping which is already a playstyle they are looking at.
Maybe follow the conversation before deciding you wanna chime in.
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100% Yes.
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I can 100% guarantee you killers will still cry about this perk.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2877841#Comment_2877841
So how bad is your team if 3 people can't finish at least 1 gen in the time it takes you to lose 2 chases back to back, get carried to the hook, and be put up?
Oh so it's survivors being bad right?
It doesn't matter that the killer is bad because they are using an unbalanced playstyle right? Not that at all that.
Nice missing the point. Coming from someone who calls other members biased.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2877800#Comment_2877800
Only if 1 Survivor spawned on Hook, which they don't. The first chase always takes around 1-3 gens, which means Deadlock won't save enough time to get another person
lol we’re putting our own spin now?
I mean it would be if that one scenario was there only scenario out there, which it isn’t.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2876438#Comment_2876438
Splitting up counters Deadlock because it only blocks the Generator with the most progress. If multiple Generators are being worked on, Deadlock isn't going to buy much time.
Once again, it seems like you don't know how to play efficiently
It is still buying the killer enough time to get another person.
Once again, your “1 kill at most” strat is already outdated.
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Nope, I'm not sure which part makes you think I meant that, because I basically said you were new and as with most games when you are new you aren't going to excel at everything.
So when I say that you are listing perks/plays the survivors made and call yourself new, I am taking that at face value and with the context where you should be able to understand that because you are new and they played certain perks and at a much higher skill level ( as you claim) does not make them bullies. It just makes you new.
There is always a learning curve, and I think sometimes people especially on these forums forget that.
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@SS007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2876523#Comment_2876523
Weren't you just claiming I'm not new?
When did I say you were not new?
I actually said the opposite.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2876498#Comment_2876498
I am not even gonna argue if you sit here and tell me that map is fine. Lmao.
I really wanna see you follow you own advice playing a low tier killer into a some good 3-4 man meta SWFs. Post the results back here. I bet you get your 3-4 hooks and some gg ez's in the post game.
But you won't. Survivor mains won't accept the truth, that they will get whooped following their own advice. Or they just spam nurse. "I don't camp and tunnel and im a Nurse/Blight main!"
Pretty cringe tbh. They know they are not good enough at this game to handle killer at a high level.
What's cringe is your lack of knowledge of the game when claiming every map has 23-24 god pallets. When EVERYONE (not just one or the other side) know this is simply not true, and for you to post that in a post made by a new person.... well that is pretty cringe.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2876487#Comment_2876487
That's why I say camp and tunnel as much as you want. I have extensive experience in this game and I will tell you that playing for 12 hooks is a total waste of your time. Tunnel people out with the Nurse, it's the new meta. Or just camp with Bubba, I like that since it denies them unhooks and tanks their altruism.
https://forum.deadbydaylight.com/en/discussion/comment/2876485#Comment_2876485
Yeah, see, the only thing being my comment isn't an exaggeration lmao. Those numbers are accurate. Load into "The Game" and come back here and tell me how many safe god pallets there are. It's usually around 23-24. And what are BT/DS/UB/DH? Extra lives to compensate for poor survivor play. I can see them being needed against the top tier killers but for the other 20+ on the roster they are usually just a crutch.
So the game spawns 23-24 god pallets and that isn't an exaggeration to you? Yikes.
BT/DS only works if the killer is at the hook, you will never see them if you aren't camping. Also, hey are a deterrent to the Killer's attempt to gain free pressure. It isn't based on survivor's "poor" play.
Your philosophy/breakdown of this game is quite amusing actually.
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@SS007 said:
https://forum.deadbydaylight.com/en/discussion/comment/2876478#Comment_2876478
Right lol 2 circles of healing , 2 dead hards، 3 iron will , map offering , higher mmr and skill swf bullies .. How entitled these survivor mains are ? Like literally 1 kill and they'd complain about it like #########? I chased everyone like a maniac and got bullied doing it.
So you claim you are new, but proceed to complain about them being more skilled and "bullying" you, by presenting the perks they used, map offering.... basically things that are a part of the game, that even newer players will still see.
Just because you are bad at the game doesn't mean the survivor is bullying you nor that you know their MMR. In fact there is no way to pin point other people's MMR.
It's ok to be New at the game you know?
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2876472#Comment_2876472
Not throwing the game = boring playstyle. That's right killer, go for 12 equally distributed hooks in a game that lasts 4-5 minutes when the survivors can bring in ~16 extra lives and there can be 20+ safe pallets on some maps (wish I was joking!). Just play better, pressure gens.
Love when people make the most exaggerated comments as if it's going to be taken any more serious or something.
I can do it too:
Go for 1,5000 slow down perks, while camping and tunneling 20 survivors, and having to cleanse 10 No Eds. Just do bones silly. 🙄
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Hmm, interesting how 3 people got out and the one survivor got merely 6k BPs. Normally that happens when the survivor was taken out of the game quickly.
Not saying you camped and tunneled (even after seeing they accused you of it) but I would have clicked too if I had to play against a boring playstyle.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2875912#Comment_2875912
Splitting up on gens is the fastest way to finish Generators. It sounds to me like you just don't know how to play efficiently
Right. So with Deadlock if you are splitting gens doesn't work b/c it blocks each gen (30 seconds) back to back buying the killer more time to camp (I.E. have enough time) to camp the next person.
Sounds to me like you don't understand how perks work.
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I don't have it turned on because I don't need that drama in my life.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2875386#Comment_2875386
Deadlock only works if Survivors don't split up on gens.
NWO will only get 1 Stack if you camp which isn't much.
NOED will only get you 1-2 downs tops if Survivors don't find the Totem, which isn't hard.
Camping isn't unbalanced. Keep telling yourself that and maybe once the devs introduce a Perk that halts all Generator progress if the Killer is within 12 Meters of a hooked Survivor, you will be correct
"Deadlock only works if survivors don't split up on gens"
What? Are you even playing the same game? If survivors don't split up gens the likeability that the killer will get another kill, becomes higher because you can't finish all 5 gens in the amount of time (120 seconds) it takes for someone to die from the hook.
I will keep telling myself that because it isn't a secret that Camping is unbalanced atm. Hence why the devs are going to change it.
So maybe while you rely heavily on hook camping (which sounds like you do with how much you defend it) others like myself will continue to push for a change on balance with concurrent information rather than with outdated one.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2874625#Comment_2874625
Well i see you lot still giving contra on most of those threads from the "cesspool of crying killer mains" instead of simply not commenting or just straight up ignoring /skipping them.
So just like them i don't see you ever stop with this.
What is “giving contra”?
Also, just because you have a problem with me agreeing with someone doesn’t mean I “can’t stop” commenting. That’s what the forums are for right?
The difference is that I think before I post. So for instance posting about the devs “catering” to survivors more when they are just about to drop an update which gives the killer side buffs, seems pointless and silly.
What that tells me is either you just don’t care about the facts or you are just more concerned about arguing regardless of the changes.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2874620#Comment_2874620
Camping won't get more than 1 Kill unless Survivors throw.
And yes, Survivors should be able to be good to counter tunneling. It's 1v4, countering the Killer as a Survivor should be hard
Oh it won’t? So why do people bring Deadlock /Noed/NWO to further extend their time.
Sorry but the whole “camping only guarantees 1 kill” is outdated now.
Also, saying countering a killer as survivor should be hard is hypocritical when your whole scheme or “strat” is to use a game’s unbalanced playstyle by simply standing there.
You are clearly bias about one side.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2874486#Comment_2874486
Well i don't see you, aven, sluzzy or others that didn't get banned after a short forum life time (like a bunch of either side extremists) change so why should the rest?
I’m not sure what you mean.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2874483#Comment_2874483
Teamwork counters tunneling, aswell as being good at looping.
Doing gens counters camping
So survivors have to be good at looping (to half-way counter something) but you can just Camp, right?
You just proved my point.
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@Aven_Fallen said:
Just love it that they just dropped another Dev-Notes full of Killer-Buffs and STILL people say that the Devs cater to Survivors.
Yikes³
It will never stop.
I never wanted to believe that these forums are a cesspool for crying killer mains b/c I thought people were better than that, but I think I was wrong.
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No, unbalanced efficiency is bad for the game.

