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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • Funny cuz sometimes I think about becoming a killer main when I play solo queue. 😂

    This has literally been me seeing no one on a gen as I am on a hook after running the killer:

    https://youtu.be/2IcJNyqJpCo


  • I see nothing wrong with their build.

    Am I missing something?

  • @Grandpa_Crack_Pipe said:

    "Nerf dead hard meta build"

    1 week after the Dead Hard nerf

    "Nerf sprint burst meta build"

    I was just about to type that.

    *gen in the middle of nowhere pops in their face*

    *All four survivors sprint away with SB and no one gets hit*

    Killer: 😳 but where is Dead Hard???

  • ”Fixing mistakes” when the survivor literally only extended the chase because they knew they had an extension through a perk. Because they knew you were going to think “oh now they are f*cked” but really it was just to bait you.

    Perks are suppose to give you an advantage in situations. Kinda like how other perks work. Who would have thought.

  • Legendary skins have a separate audio reserved for each one, so it wouldn’t matter if some did and some skins didn’t have voice lines.

    It’s why Leon and Chris sound different. Jill and Claire. Steve and Jonathan. Etc.

  • I hope they slow them down so much that they will be forced to change the regular animation to a slow motion animation.

    Imagine perks like Surge while working on a slow motion gen… Dwight’s face while the gen (in slow motion) blows up in his face:

    0F144576-DE41-497D-B299-CA2CB5A2DD38.gif


  • I know this is gonna sound crazy…

    I don’t think it is to a point where this combo is a problem. Is it seen more often than not? Possibly.

    Point is, just like DS/UB/BT are seen often, they represent core game design being outdated. Because I can bet you most of you wouldn’t be thinking it needs a nerf if you didn’t have the amount of perks that we have now. It would just seem kinda normal.

    The problem is that because of Camping/Tunneling/Map Pressure-Set Ups those perks are your best options. They are the main star while the rest of them are like the backup dancers. They are Beyoncé,while the rest are Michelle and Kelly. Know what I mean?

    We will never have variance ( or the one that people seek) unless they expand on the concept of hooks and/or add a mobility power to each killer, especially those who are already suffering like Trapper.

  • One thing is for certain.

    These server-sided validation fake "hits" happening so frequently cheapen the game IMO. I.E. It's not a good look. Right off the bat it lets a new player know the game suffers from server/coding issues.

    Among the rest of the performance issues it already has.

  • The problem is not everyone records their game and there is no way to prove that someone is hacking by simply reporting them for hacking without proof.

  • The survivor meta doesn’t include anything outside of perks, killer does.

    Camping and Tunneling are two things that are only countered if you bring perks. So while I am critical of those who bring DS/UB/BT I also don’t blame them because those two actions have become a part of a killer’s kit. Meaning they are ALWAYS available, and there is 0 way to tell when someone is going to do it.

    Only thing I could think of is items but even then the killer sees that and plans ahead. You can’t do that as survivor. Unless you just assume everyone is going to opt for that playstyle.

    When I play killer I see a lot of DS/UB and barely if ever get stunned with DS because I choose to instead go for more fun builds, where it will push survivors to rely on more of their skill and less on creating a situation where they will cheese a strategy through those perks.

  • Very rarely , but I sometimes find lil Victors who will let you boop them. 😊

  • All I see in those builds is Meta vs Meta.

  • Camping is the reason why gen speeds remain and will always remain the way they are.

    Survivors have opted to bring perks and builds which allow the breathing room necessary to be able to complete their objective while one person dies.

    As I keep pointing out, fundamental parts of this game not being looked at or updated, are the root cause of the game feeling like a sweat show.

  • I don't know? Wish him well, and Go on with life?

    What kind of question is this?

  • This is what happens when the fundamental parts about the game haven't been updated/changed.

  • Can’t say I’m surprised they dc’d against a Spirit. I get a lot of dc’s against Twins, even though I don’t even play like the scummy type Twins that leave Victor at the hook.

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2495153#Comment_2495153

    You're assuming only bad killers think the game should be slowed down. Good killers think this as well. A 100% optimally played killed with Ruin, using....lets just say Blight, as he's the most mobile overall. With Tinkerer. Even if he played 100% optimally, he still would lose 2 gens within the time it took him to down and hook the first survivor.

    This is of course very map dependent and a lot of the discussion of game speed has more to do with the MASSIVE disparity between map sizes. You get maps like Azarovs Resting, Dead Dawg, Coal Tower, and it seems like gen speed is okay. Then you get maps like Disturbed Ward, RPD, Mothers Dwelling, Grim Pantry, etc etc, and two survivors can literally do upwards of 60% of a gen before a killer even makes it across the map.

    Are you right and saying that killers think slowing down the gems is a bad idea are bad? Yes and No. This is less a generator problem, and more of a massive map imbalance problem. Trapper is (imo) by far the worst killer in this game. But if you give him Dead Dawg with saloon gen not next to the window and gen in main street dead center, he turns into arguably the most powerful killer in the game, able to completely control the entire area with as little as 3 traps.

    Gens all progressing at the same speed regardless of the map being 8.5k meters total area or 11.5k meters total area is the problem. Not the the gen progress themselves.

    I am not assuming anything, I am speaking from my own experience. Hence why I said "in my survivor matches". Because many of them get carried by Ruin and Undying, meanwhile they do not know how to run shack or overcommit but want to only blame gen speeds. Which is also the same type of argument I see on these forums on the daily.

    People are too focused on keeping gens un-repaired, when you are merely encouraged to defend them. Also Map Size is an RNG issue, and that goes for both parties (survivor and killer) and specific killer types. Do I cringe whenever I get Haddonfield as a high mobility killer like Hillbilly? Sure, Do I accept it? Yes I do. Because had it been reversed and I had gotten Shelter Woods I wouldn't be thinking that, I would say better luck next time.

    Maps is entering a different territory in the discussion when you start to look at the different resources or lack there of that each player has.

    Also, Why isn't the discussion steered to buffing killers with low mobility instead? Instead of asking for gens to be slowed down. I mean if they really feel that bad for that killer?

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2495118#Comment_2495118

    What? The high mobility killers ARE the top tier killers of this game. Nurse/Blight/Spirit/Pre-Nerf Freddy

    Did I say they were not?

    I am talking about people thinking that "gen speed" is not fine simply because they feel like every killer has to stack on slow down perks.

    I only use Corrupt on my killers whether Trapper or Hillbilly and do JUST FINE. Meanwhile I see Nurses and Spirits in my survivor matches stack up to 3 (yes 3) slow down perks, and suffer because they decide they want to camp or tunnel one person, turn around in post match chat and say "Nice Genrush". 🙄

    At some point skill/RNG needs to be taken into account. Not just "I need more time because I am not that good of a killer".

    The devs shouldn't and will not buy you time by nerfing gen speeds, just because you are bad.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494460#Comment_2494460

    If gens speeds were adjusted so ALL killers stand a fair chance then the devs could rework gen slow down perks and we wouldnt have an issue. There are plenty of perks I would like to use but no matter what, 1-2 slots have to be reserved for gen slow downs or else I don't stand a chance of getting at least 2k unless Im nurse.

    Yeah that would be true, if gen speeds were not fine. Which they are.

    Because if gen speed was the issue, you'd see a lot of high mobility killers win. Instead you have unskilled/camping/tunneling killers bring those perks and still lose.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494369#Comment_2494369

    Then the devs need to address the issue with the survivors rushing gens. Theres a reason killers have to use slow down perks at high mmr. Also survivors use the same 6 perks every game. Its not just killers that run the same build over and over. The difference is they dont need 2nd chance perks because they out number the killer. They can run meme builds and still escape. Killer has less room for experimenting.

    Do you honestly think killers would no longer stack slow down perks if gen speed was nerfed?

    LOL

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493111#Comment_2493111

    When have you seen someone use hoarder before pinhead came out? Ruin+undying=definitely, franklins=only if the survivors had keys. Even if all you see are the same perks the killer is different. ALL killers are unique unlike survivors who all function the same. My point still remains. If you want to face different killers then let the devs buff other killers. What I've noticed from decades of playing games is everyone likes to win and most will use the best tools at their disposal. When word gets around "this is the best <x>" a lot of people will use it. Then the devs nerf it and people then go to the next best thing. The cycle repeats. Instead of nerfing strong killers+combinations ask them to buff other perks and killers so we have more variety.

    Yeah and so does mine.

    Ruin/Undying is a combo I see in literally almost all killers. Kinda hard to appreciate any "uniqueness" a killer can have when they use the same build over and over. There is a phrase to describe them: One trick Pony.

    I personally have never used that combo, b/c I find it boring playing as survivor. No killer should feel like that, and if that is the only build that makes Pinhead strong, then you need to re-evaluate your definition of a strong killer is. Because having Ruin/Undying in your everyday build should not be it.

  • NGL double box slow down add ons + Franklins + Hoarder is lowkey obnoxious to play against.

    That being said, I don't hate the killer. I just personally hate Franklins as a perk.

    I wouldn't dc though as annoying as it is, but I have seen people dc in my matches which is even more annoying lol because it handicaps the rest of the team.

  • @EvilJoshy said:

    I want you to remember this. The next time a strong killer build comes out don't scream for nerfs. Soon Pinhead with hoarder+franklins+ruin+undying will become a thing. If you beg the devs to nerf that then you will go back to facing blights+spirits with ruin+undying+tinkerer.

    I'm just pointing out if you let killers have nice things. You may not run into the same 3 killers over and over. Instead of nerfing the current meta give us more options. That way every one won't be using the same build.

    Do you think that the builds will change just because it's a different killer? That build is all I literally see.

    I get it. Players like STRONG things on both sides. Doesn't make them any less boring, that goes for both sides.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2491810#Comment_2491810

    My Felix with Built to Last would like a word with Mr. “New & Improved” Franklin’s…. 😆

    The camping hag that trapped your item already made your build to last useless. 😉

  • Keys should exist but Not via the bloodweb.

    New Franklins can deplete the key’s charges btw.

  • So this is an initiative to try to get the devs’ attention to buff killers and nerf survivors? That’s the goal?

  • The problem isn’t his power design, it’s that he is add on reliant, or feels like it.

    To gain value from Summons of Pain it feels like you have to bring Engineer’s Fang every time because even when you are aiming correctly it feels like the survivors break out of the chains quick enough which considering how easy it is to dodge feels like it hinders him more than help him. You waste so much time just trying to bind them to a chain and for what? Just for them to break free by the time you get close enough.

    It legit feels like a weaker version of Clown’s slow down bottles.

  • Say what you want about No Ed, but I wouldn’t necessarily call it “weak”.

    High risk, high Reward, maybe. Weak? Not so much.

  • I hope so. I feel like DBD has competition, thing is how many games are coming out with Michael Myers, Pinhead, Pig, Bubba, etc all wrapped into one game?

    For me, this is literally why other games cannot compare to DBD. That being said, gameplay in DBD is very basic, and the overall performance isn’t great so if another game is capable of creating something fun and unique without needing icons in their game, then yes it might create competition for DBD. Until then good luck.

  • The way he throws her at the end like… “eh, the knife’s as deep as it can go. ..next victim”

  • Didn’t a mod confirm they are still working on a a keys rework but wasn’t ready to share details?

    Also, There’s been plenty of conversations about them.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487664#Comment_2487664

    Whenever killers complain that gens fly to fast, survivors answer with: "just apply pressure". Tunneling someone early out creates pressure. It's just the killer doing what survivors recommend him.

    As I said before, if the killer would have killed 2 survivors + 1 hook. While you are still sitting on the first gen. Would you feel cornered? Because that's how a killer feels when 3 gens pop after the first chase.

    A killer tunneling you at 5 gens is just a way to prevent getting cornered by survivors.

    Since this topic is jumping all over the place now. Seeing as you can’t answer my question. Let me ask a more simple question.

    Do you think that choosing Hillbilly and getting a map like Lery’s Memorial, which arguably is one of the worst maps for him as with most indoor maps are. You are going to tell me that this isn’t just bad RNG for him? You are still going to tell me that once 3 gens pop on that first chase, it’s just bad game balance and the map had nothing to do with it, when in fact it does seeing as it basically handicaps his main power?

    Yes killers should pressure gens but there are checks and balances that come with that. They aren’t saying ONlY focus on gens, or ONlY focus on one survivor. I am just trying to shed light to the fact that every move, every choice that killer makes… counts.

    Many killer’s 4K at 1 gen, others at 2 gens. Those with a lot of skill and better add ons 4-5. Etc etc.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487414#Comment_2487414

    No, YOU think that they got hit by bad rng or are bad players. But if it were bad rng, then it would be maybe 20% or 30% of my matches. Not over 75% of my matches and 75% of my matches having bad killers (even before the sbmm) also isn´t something really believable.

    For example. I fast forwarded Otz last stream. Where he played solo survivor. The majority of the killers he played against got an underwhelming amount of hooks/kills. Is he only facing bad killers? With his sbmm?

    Where are you coming up with 20 and 30%?

    Let’s back up a second because now you are starting to confuse me.

    In a post earlier you claim that killers are more inclined to camp/tunnel when 3 gens get done because of the “unbalance” that exists.

    So I ask again. Where are you concluding this without it being more than just anecdotal evidence?

    If you don’t think bad map RNG is a thing and a player whether survivor or killer has the ability to f*ck up pretty bad in a match, then we are not playing the same game.

    Also, I could care less about a streamer’s sbmm. We aren’t talking about them we are talking about you, and your analysis.

    I have 6,000 hours in this game and I can’t tell you how many times I get campers in red ranks, and not all of them are trying to “pressure” they just want an easy kill, after most of them ( the ones camping) never bother to break chase with me.That is a mistake and no amount of finished gens is going to correct that for them. That is my personal observation based on the amount of time they chose to chase for. Not the 3 gens that popped in their face.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487280#Comment_2487280

    It happens in almost all of my solo survivor matches on red ranks. If you want, i can spam you with screenshots of killers having 3-5 hooks by the time all gens are completed.

    Survivors completing 60% of their objective while the killer completed 8% of his objective isn´t an issue?

    To make it more comparable, a killer completing 60% of his objective would be like the killer having 2 kills + 1 hook at the time survivors completed half a gen. Would you feel cornered as survivor?

    So there is not any part of you that thinks that many some of those killers are just… bad?

    You seriously think they all got hit with bad rng where survivors spawned next to a gen? and how do you know that they decided to camp because of that? Did you ask every single one?

    I don’t buy it.

    Many of my matches have included killers camping and slugging at 4-5 gens, does that mean all of them play like that? No. I’m just not the one generalizing.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486773#Comment_2486773

    What mistakes? Survivors spawn next to gens. Killer spawns at the other end of the map. Lets say the killer takes 30 seconds to traverse the map and find the first survivor. Who starts running away as soon as he hears the heartbeat. Getting 2 hits to down a survivor who just holds shift + w and doesn´t loop at all takes 45 seconds. Piking that survivor up and hooking him another 5 to 10 seconds. Congratulations, you just lost 3 gens due to the "skill" of those survivors.

    Does it happen in every single match to warrant it a “balance” issue? No.

    What if the opposite happens and you have 4 gens in a tight area? Did the killer’s skill get them the pressure or was it a map situation? Cuz I think I know what you’re gonna say…

    Stop making it sound like it is a one sided thing. Let alone an issue.

    All I am saying is you generalize too much. It’s evident that you either only play killer or don’t even know how messed up RNG is for survivors sometimes too.

    I honestly don’t even know what you are going on about now, because my comment was very direct. To your notion that as long as the killer is losing 3 gens feels inclined to camp which is not true. You also aren’t factoring other things (yes like mistakes and rng) that play a part in the match.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486773#Comment_2486773

    There are just some builds that will deny most killers and they are being played more frequently (such as a toolbox prove thyself spine chill bnp etc. on a larger map).

    The only mistake a killer could make at that point is choosing a low mobility killer🤔

    Look at some high end streamers playing and tell me there isnt an issue with gen speed.

    And on the flip side you have killers (no not just high mobility ones) who stack slow down perks. All while survivors don’t bring what you just listed.

    It’s not a balance problem, it’s an RNG problem. You are opting to risk that a group might bring BNPs (which aren’t a problem anymore) and Prove Thyself. The problem I have with comments about gens being lost while chasing is MANY killers think they have to commit to that first down. Sometimes it’s more strategic to go for someone who is less good at looping or just drop the chase alltogether. Many don’t know how to make those decisions but that has nothing to do with gen speed balance.

    It’s just as if a survivor brought DS and BT because they’ve been getting nothing but campers, then they go into a match and the killer doesn’t camp once. I guess thanks? For not camping and making them feel waste a perk slot? It’s RNG.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486760#Comment_2486760

    Its a matter of balance. A killer who loses 3 gens in the first chase, will be more inclined to camp and tunnel.

    Lol sure because every killer who loses 3 gens has balance problems. Nothing to do with their own mistakes AT ALL.

  • I mean, you make it sound like MMR is making these type of killers more potent, when it’s been that way for a long time.

    Anyone can Camp and Tunnel for instance, it’s a matter of player choice not bound to a specific killer.

  • So you’re describing DBD before the current SBMM… AND why soloQ sucks.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485613#Comment_2485613

    I think the developers are still operating on this weird (and misguided) idea that the survivors are scared of the killer. Yet again, this just shows that they're too focused on how they 'want' the game to be experienced and not the reality of the situation. Delusion, arrogance, stubbornness, or a healthy dose of all those things across multiple people in power positions on the development team. Bright days ahead, I guess.

    Yeah, I am not really sure who is at the drawing board proposing these design ideas tbh. I do think that they need to work on the whole "feeling threatened by a killer" conversation because so far we aren't even finding a happy medium let alone a spot where the killer actually feels like a threat through their power.

  • For me the whole box mechanic needs an overhaul.

    It feels like it hinders him more than it is actually helping him.

    You teleport to a survivor who is already in a better spot than you are. Granting them the upper hand for holding part of his power hostage.

    Basically it feels like bad design when the box itself its suppose to make that survivor feel threatened. Yet, you are the one who feels like you should have never teleported.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485157#Comment_2485157

    Not in a double locker set up as one flashlight survivor is in both so grabbing either gives them the flashlight save for free and there is literally nothing you can do about it.

    Then they should add the ability to be able to look left/right, instead of getting rid of something.

  • Can't killers just look around lockers for the person with the flashlight? lol

  • @OniWantsYourMacaroni said:

    Ok,just had the pleasure to play against Ruin,Undying,Thana and Corrupt Twins with double speed addons.

    If there's a way we can encourage anything but slugging people for over 30 minutes then please BHVR,go ahead 🙂

    You realize that this is a boring build regardless of which killer right?

    Slugging is more understandable on Twins because Victor (even as much as he'd like to) cannot pick up survivors, thus it is core to power.

    It's funny that you mention slugging because your very own name has the name of a killer who is also known to slug, and yet he (unlike Victor) can pick up survivors, but somehow the counter argument is always "This is pretty optimal for him because he only gets his power so often".

  • @chargernick85 said:

    I don't get it. Killer Instinct procs when they have the box (or maybe when they begin solving) so you can teleport o them. if they don't solve chain hunts begin either way you know where the box is when they have it. Least that's how my game played out.

    Chain hunt does not begin as long as they hold the box. Even if they do not solve the puzzle.

  • As others have said he is weak and his power feels like it hinders him more than it helps him.

    Holding the box hostage should reveal the aura of the box, much like when survivors hold Victor hostage.

  • @lordfart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2483184#Comment_2483184

    I'm a Twins main there are a lot of ways to play them, it's just a lot of people utilize the scummiest ######### to make sure they roll survivors. A boring waste of fun if you ask me!

    @lordfart

    I'm with you, I use twins and I don't need to play like scum to get my kills.

  • Probably one of my favorite voice overs.

    I've been playing him non-stop now.

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