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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • @GannTM said:

    Such a shame it has to be on RPD.

    I have a love/hate relationship with that map.

    Love the Aesthetic, Hate the flow of it. 😅

  • @tenoresax said:

    Not playing Laurie, must be a fake

    Their steam profile pic has Laurie in it. xD

  • No, I think it's childish to target people because of their ttv status.

  • I don't find this necessary.

    Even swf don't know where each other are located down to the aura.

    It's why many people use Bond even in swf.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763374#Comment_2763374

    I would love you to play 25 games as survivor that only hides in lockers and see how many escapes you make. LOL!!!

    (Remember that hatches don't count toward your MMR).

    Play solo queue.

  • @Pulsar said:

    It was a bad analogy.

    Look at the perhaps the two most skilled players in the entire NHL. Connor McDavid and Leon Draisaitl.

    Connor McDavid's stats:

    https://us.v-cdn.net/6030815/uploads/F28L6W3LJQFI/connor-mcdubstep-png.png

    Leon Draisaitl's stats:

    https://us.v-cdn.net/6030815/uploads/X610VCH550IY/drais-png.png

    Now, the team they play for.

    https://us.v-cdn.net/6030815/uploads/JL56XW2VRJVI/edmonton-png.png

    As we can clearly see, goals does not equal wins. Edmonton has lost 7 straight and lost 6-0 tonight.

    Thanks for those stats, literally had no clue about this analogy when it was mentioned in the Q&A. lol

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763196#Comment_2763196

    So you are telling everyone here on the forums that you believe a survivor who hides in a locker for 25 or more games in a row is going to escape more times than he gets killed on average?

    Why do you believe this?

    Where is the data showing that they do not?

    The devs themselves have said they do not look at the variables of "what happens during the match" only the end result (Kill or Escape).

    I am only going by the fact that this is very common, you only have to look at posts from several people complaining about their teammates on here.

    If a survivor hid and did as little as possible to contribute towards the objective, they are bound to do it again. This isn't fair to those who have gotten to a higher MMR because they actually ran the killer and contributed to the objective.

    It's like imagine you're working on a school project as a team, and you saying someone is a part of the team so they should get the same credit even though the others know they just showed up for the presentation but didn't actually do anything else.

    The logic of "skill" is flawed. It might as well be called Escape by being carried MMR system.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763005#Comment_2763005

    Nerfing them isn't going to make them any more fun to face. lol

    Anyway, the nerf makes no sense. The reason "high MMR" Twins win all the time is because they are so rare no one knows how to really play against the Twins.

    Exactly. The reason why people find them unfun to face was never because of Toy Sword, it was because of the way they place Victor by the hook and wait to switch until someone goes in for the save.

    Something which they will still be able to do.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763142#Comment_2763142

    So they tell you that anyone who crosses that exit line and escapes raises their MMR. But you still think they have low MMR. Gotcha.

    Again, my friend. Averages. You keep telling me they and you understand what they are and then you say stuff like that.

    I mean it's not like people on here don't post about how MMR is not working as intended every single day,

    No matter how many times you say something, does not make it true.

    Just stop calling it "skill" when we

    Its just a word friend, If they called it "MMR" would you feel better?

    No, I just call it how I see it.

    If someone has been running the killer for 5 gens, and the other 2 survivors are doing gens, meanwhile I am scared so I hide in a locker and walk enough that I got prompt the game to put crows on top of me. Meanwhile I refuse to go save but open the gates and leave instead leaving that one teammate who ran the killer to die.

    That shouldn't make the game think I am more skilled than them. It should let me have my escape while also taking into account what I did towards the objective. That is the argument people are making.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763069#Comment_2763069

    The fact that there are variables that stick out in every match...

    And that's why we go for averages. Just because the simple solution is smart and easy, does not make you lazy for picking it.

    ... when survivors who hid the entire game,...

    Sounds like you are really low MMR, i have not seen a player idd consider inactive like that in ages. Never the less, I bet they are trying their best anyway, its very unlikely anyone makes their way through the game like that, even past the bloodpoint incentive. If you think its possible, please demonstrate if you can make it from low to high mmr by just hiding.

    I dont think BHVR is being lazy they tried to find the solution, but it just was not meant to be. We gonna have to move on.

    So they tell you that anyone who crosses that exit line and escapes raises their MMR. But you still think they have low MMR. Gotcha.

    I mean it's not like people on here don't post about how MMR is not working as intented every single day, because if a survivor has high MMR, they should not be doing these things (hiding all the time, not being efficient etc). THAT is the argument, not their "averages".

    Like if they want to base it on escapes, sure go for it. Just stop calling it "skill" when we (the people who carried them through the match) know it only took them holding W towards the gate to get there.

  • @NerfedFreddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763100#Comment_2763100

    Mind showing one?

    yes, you are directing at me bc you don't have any actual viable arguments so you switched to personal insults. Classic

    And your argument is what? How much you find Twins "unfun"?

    Wow...

    Untitled Image


  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763069#Comment_2763069

    Everything you do in a match determines whether you escape as a survivor or make a kill as a killer. How long you can extend or end a chase. How focused you are on objectives. Everything funnels to whether you escape as a survivor or make a kill as killer.

    As survivor, if you make more escapes, than getting killed, then you move up in SBMMR because you are using all of those skills in game correctly to make you escape.

    As killer, if you are making more kills, than letting survivors escape, then you move up in SBMMR because you are using all of those skills in game correctly to make kills.

    Why should you try and "guess" what proportion of "chases" you should do, what proportion of "working gens" you should do, etc etc, when you can literally look at the end product of using all of those skills correctly (escaping or making kills), to determine if you should go up or down in SBMMR.

    It's not lazy and it uses all the variables in the game to determine your SBMMR. It's elegant and it works. Killers no longer can get 100 to 200 kill streaks and are mad about it. If you listen to all the complaints, the complaints are coming from killers saying the game is hard now (and streamers in particular). Killers (and streamers in particular) want their back-to-back 4ks back.

    They don't even need to guess. Because the game literally knows when a survivor holds M1. I am saying that there are obvious things that stick out. Not everyone who escapes HAS skill. They just opted to not participate in the match, only to spawn in and let others do the objective for them.

    Also because it would be more fair to those who carried the survivor who the game now thinks is "skilled".

  • @NerfedFreddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763077#Comment_2763077

    Literally nobody likes to play against twins and data also shows that majority of survivors are "bad at surviving" against twins because how boosted and unbalanced that killer is. BHVR got it right

    Oh no, I am not talking about the majority of survivors. I was directing it at you.

    Other survivors know how to play against twins.

  • @NerfedFreddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763036#Comment_2763036

    Dude you good? the dev literally said they are nerfing twins because of data and high killrate with certain addons not because they are unfun to play against. "Unfun to play against" is just cherry on top, it shows that unbalanced and unfun to play against often come together. Spirit, Twins... Killers heckin love when killer doesn't have reliable counterplay

    Again, nobody is talking about how much you find Twins unfun to go against. You brought that bias into a thread that has to do with the balance of Twins.

    It's not my problem what you are bad at surviving and have a hard time with Twins and therefore you find them unfun.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762997#Comment_2762997

    Whats lazy about it? if they tried doing it the hard way and it didnt work out, whats wrong with a more simple way?

    If you run into a brick wall, do you just keep smashing into it until it breaks?

    What's lazy about it?

    Oh, I don't know. The fact that there are variables that stick out in every match that can weigh heavily on the outcome of a match.

    I don't particularly love it when survivors who hid the entire game, never took aggro, never unhooked another survivor, never touched a gen, immerse enough to go through the gates as if they did anything outstanding. Anyone with half a brain understands that this isn't being skilled, in a game where it is literally tied to an objective, if someone simply walks through a gate shouldn't be considered "skilled".

  • Yep I think they thought this would go over everyone's head.

  • @NerfedFreddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763012#Comment_2763012

    They are indeed unbalanced and data proves it. It seems like you don't understand something if you think dbd should cater only to your tastes and ignore everything else including actual data

    Yeah ignoring the data, coming from someone who's first answer was basically "Good they are unfun to go against anyway".

    I am sure you love things that get nerfed simply because you think they are unfun. I don't.

    If you want data, take it from their own mouth. They said they are over-performing at HIGH MMR. If they aren't balancing around High MMR, then they should leave it alone. Because that would mean they are balanced otherwise.

  • @EvilJoshy said:

    I dont think the devs themselves understand half the changes they make either.

    I have tried my best to support their ideas but after that Q&A, I literally raised my eyebrow when they pretty much deflected by bringing up Alchemist Ring (Blight) in relation to the Toy Sword question.

    Notice how they never explain, "This addon/perk was doing this and that and therefore..." It is always "This killer is over-performing at high MMR" Because I think if they did, it would show they understand and know their own game. It's always a vague answer no matter what. Like I would really like to know what about Toy Sword made it unbalanced? Is it because it is used more than often, because that isn't reason enough to nerf something, especially an add on IMO.

  • @NerfedFreddy said:

    Sorry for your loss but nerf is justified and twins is absolutely unfun to play against

    Nobody is even talking about unfun to play against. I don't think you understand the difference between unfun and unbalanced.

    They are not unbalanced.

  • @Emeal said:

    Seems Dowsey does not know what averages are. Seems most of the Community don't either.

    If you are so god like, you will escape the majority of your matches anyway, so you will get higher MMR.

    This Community is just depressing. Demanding a system that takes potentially an unlimited possibilities into account, while averages do the job.

    No, they understand. They also understand it is a lazy way of doing it.

  • Although I feel that most of the time it does feel like a needed perk, because of the current exploitation that facecamping provides.

    I don't think it is necessary as basekit. Without BT there is an element of interaction that requires more teamwork, that I would hate to lose. So for me I would rather see those killers and more specifically "powers" where BT doesn't do much get looked at. "Hi Bubba" 🤗

  • I don’t know how you would think that someone blessing a totem makes NoEd unuseable when in reality if they didn’t have CoH they would just… cleanse it?

    If anything you should thank them that they are blessing it and not actually cleansing it, because if they were chances are No Ed wouldn’t even activate, period.

    Blessing it is a better scenario for you because it means they could have left the totem alone in hopes to use it as a CoH totem.

  • I done mind No Ed, only the way it activates.

    Ir should not be tied to a survivor objective being completed.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758703#Comment_2758703

    That’s what I did. Nancy unhooked herself used ds and took bubba for a chase as we finished gens. Solo teammates were good this game. I went in to sacrifice myself to get Nancy out. Then nea did the same

    Love DS users for this specific reason.

    I always feel bad when it is a new person and they don’t have it because they haven’t had a chance to level up or buy Laurie.

  • Never because it doesn’t need to.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758142#Comment_2758142

    but I would bet you have less killers dodging teams then you have survs dodging killers they hate. you could basicly delete half of all killers cause they would never get a game

    I am not talking about dodging specific killers, I am talking about players.

    The system should not give either side the advantage to dodge each other. Currently it does for killers because they can see player names, AND also dodge based off of items that get brought in.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755347#Comment_2755347

    nope sorry, it was proved a long time ago that this issue happened...when there was a way to block players, and good players struggled to find a game.

    I don’t mean to play Devils Advocate, but killers even now are doing this.

    They would rather dodge a team because they think it’s a SWF group, or because they see specific items in their hands rather than play the match. Causing the system to bork and putting someone of lesser skill in instead.

    I know it can easily be abused if survivors had that option but the other side is getting away with it on the daily.

  • You have about 20 seconds to pick them up if you suspect Unbreakable. So there is. Counter.

  • I really want Sidney Prescott in this game.

    She would be a very popular character IMO.

  • When are you gonna do a Dweet one 😭

    Good job btw <3

  • "How to make sure meta perks stay meta forever"

    "But don't worry! You will still have forums and other social media outlets to cry about them!"

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753573#Comment_2753573

    The day everyone uses sprint burst instead of dead hard is the day I dont care to play killer anymore. It's honestly one of the most annoying perks when people know how to use it correctly.

    Agreed.

    I have lost more games to SB than I have to DH. Because At least with DH I know they can only get so far, whereas with SB they know they are safe working on a gen without the need to worry how close I am to them. So they are more likely to commit to a generator than if they had DH.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753551#Comment_2753551

    Dead Hard wont save you in a dead zone, sprint burst will.

    Don't worry...

    I actually want DH to be gone and everyone start using SB. I want to see how much they cry for it to be back when they realize which one out of the two is more annoying to deal with.

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753536#Comment_2753536

    SB does not yield so much distance compared to benefits of DH.

    And addition to DH: oh i wont be able to vault withiut a hit. Let me (ab)use iframes so ill soak that hit while standing still and afterward I will continue with vault and looping

    LOL what?

    SB can prevent you from getting a first hit. With DH even if you choose to leave the survivor alone, they have to heal or deal with being one-shot. I don't think you understand how beneficial it is for survivors to be healthy.

    You are only choosing to pick on DH because in reality the same or similar complaints can be made about other exhaustion perks. DH is just the one you don't like.

  • And yet other exhaustion perks don't require you to be injured before using them.

    Only to:

    Get in a locker: Head On

    Spot the nearest Hill: Balanced Landing

    Spot a window: Lithe

    Nothing: Sprint Burst

    Yeah big requirements there. 😂

    Just wait until Sprint Burst becomes more common. You'll realize then what a nightmare it is when you have to deal with 4 survivors getting away without you getting 1 hit. Meanwhile 2 gens pop.

  • I think it's fine that you try the other side, but along with that there is also experience.

    Many of the people who complain don't have the tolerance or patience to learn. So rather than learning they would rather call it out as a "balance issue" when in reality it is really their own skill that isn't there. You can't learn killer (any killer) in a single day.

    No matter who you are you it makes sense that you would have a rough time in the beginning, especially if you've taken a long break. This is normal.

  • Umm, she is in a better spot now, but nowhere near being too OP.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752161#Comment_2752161

    read

    the

    WHOLE

    thread

    before leaving comments thanks. no one here is complaining about bloodrush, WE are complaining about the actual state of the game

    I don't care that you are complaining about the game. People do that on a daily basis.

    You brought those complaints as a means to justify your ungratefulness.

  • Having a blood rush week is still better than not having one.

    Wanna know why? You’d still be complaining regardless.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751691#Comment_2751691

    It's almost like you do need to bring a perk to play against what is an intended game strategy. That is why it is not base kit. And it does not completely block it, because it is not meant to. It discourages it and buys extra time, which makes it matter.

    Doesn't mean there is no drawback. If there isn't one single drawback where is the balance?

    Like, imagine if survivors could always fast vault windows... Oh wait! there was a time that was a thing and it got changed. Because even though in reality they are meant to run loops, there are still checks and balances.

  • It's because they want to have their cake and eat it too.

    I love the killers who play this way and then claim "Nice genrush". No buddy you just think that the match should go exactly how you predict it in your head. For everyone to go down easily and you get to camp/tunnel/slug them AND get a 4k at the end.

    Just had a Ghostface who had the audacity to say he will keep camping and tunneling after he did that to me, to which I replied that he shouldn't be surprised that BT and DS will remain meta, to which he said he did not care.

    At this point many of the things that people get annoyed by swf, seem incidental when you consider the scope in which these playstyles are being used. We are literally required to bring a perk or perk (s) to half-way counter their "tactics" that are available to them 100% of the time. Meanwhile they run their most meta slow-down builds, and still complain.

    Let that sink in.

  • Usually the players behind them.

  • Personally (This is me speaking from my own experience after 6.5k hours) I just don't find Dead Hard that problematic.

    I understand what players are saying about using it for distance, but I am also aware that it doesn't always pan out that way. If Dead Hard could be used at ANY given time in the way they describe (for distance) then I could see it. So far, even the ones who successfully use it for distance end up going down seconds later. On some loops you have to know which way to loop, on others (the unsafe pallets) you have to start to try to walk around instead of swinging and essentially force them to drop the pallet one way or the other.

    Maps are generally known to have strong AND weak areas. The problem is people just want to focus on the strong ones. Hence why they never talk about those dead zones where it didn't matter what you had, you were just dead.

  • I agree.

    I love facing Spirits tbh.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750215#Comment_2750215

    If you get W as Artist then you do clearly something wrong, Artist is definatly designed against that aswell. That is exactly what I mean, ppl dont even learned her properly and think thats it how you play her.

    So you think survivors do better inside a loop where she can clearly injure you if they come near the crow?

    I don't understand what you mean by "people don't even learn her properly". People who understand how she works have and will set up a crow to deter that survivor away from using the loop. Meaning their best option is to keep running.

  • The thing is that we do need more content. In order for them to introduce new powers/mechanics content has to be made.

    In terms of the Artist, from my understanding she can be boring to play as (because survivors just hold W) and she is boring to play against (because you are forced to hold W). So I suspect that's why you don't see many of them.

    They need to come up with killers with unique powers WHILE also keeping maps in mind. Perhaps they already do this, but right now it just feels like you are forced into one way with certain killers.

  • Idk, but I hear what you are saying.

    I got paired up with people who felt like they had just bought the game today it would seem.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749336#Comment_2749336

    I actually didn't want to comment on this thread, because I am myself a bit tired of it, but yes, you are right.

    All exhaustion perks give you a speed boost if you satisfy their activation conditions, but only once such perk can be activated on demand literally on the press of a button, and on top of that give you I-Frames.

    And it feels so very disheartening in a way, that no survivor player can relate too, when you get looped for a good minute, but gain on then, because you play better, and then, when they finally make their mistake and you should get your down, they just dead hard, i-frame through your strike and dash to the next tile set, while a gen pops off in the distance, leaving you with nothing to show for your hard work.

    This feels very disheartening, and not like you get punished for an honest mistake, but that you get punished even though you played it perfectly. When in a tight loop, against a very good survivor, you don't have the luxury to bait out a DH by breathing in their neck for 3s,you gotta strike, or the chance that you worked for the last 40s is gone. And then DH, and it all breaks down.

    I am sometimes taken a back when a survivor unhookes themselves when I'm not looking with Deliverance, or pick themselves up from the ground via Unbreakable, but all these can be taken with some humor or by being a good sport, because they chose these perks for their builds. But DH is so versatile, so strong and can be used to invalidate so much work, just by the press of a button, that I really despise this perk.

    Getting rid of the I-Frames and just staying a distance perk, like all other exhaustion perks, would go a very, very, VERY long way in mending the wound this perk has struck in the heart of this community.

    Mending what wound?

    Not everyone of us who plays killers has a problem with this perk.

    The perk CAN be baited out in a lot of situations, yes in tight loops and where there is a pallet sometimes they have an advantage but so does Sprint Burst when you’ve caught them in a dead zone and they know they can just bippity bop to a safe area. So does Lithe when they know they have a window because they’ve only played a thousand times on that map, and can greed surrounding area. I could go on.

    People choose to pick on this perk because they themselves are having a hard time. Which doesn’t apply to all of us.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749386#Comment_2749386

    So was Undying, and it wasn't even as powerful as Dead Hard.

    We're not talking about Undying.

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