Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2157660#Comment_2157660
No, that would be too much. It doesn't need more. Even at one use it's already extremely strong. If one 5 sec stun from tunneling isn't costing him at least 2 gens your team is playing really bad.
You may not agree but they have a point, just as others do as well.
It is still an oppressive way to play with hardly any downside. There are so many inconsistencies in this perk’s design that I wouldn’t call it anti tunnel for those reasons alone. Let alone for the fact that you can still tunnel someone out of the game and now in an easier form than ever.
Even at two hook stage activations I wouldn’t call it anti-momentum. You are still tunneling after an unhook.
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A sweaty killer + a survivor who refuses to do gens, has no coordination whatsoever, let's teammates go to phase 2... crouches as if their life depended on it
=
Solo Queue sucks.
If you're a survivor who likes to run the killer be prepared to die for others is all I'm gonna say.
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What is bullying in this game?
Because I've noticed many people think doing gens is bullying, outsmarting the killer during a chase is bullying, taking hits for other teammates is bullying. At this point I am not sure what this community defines bullying in a videogame, when there is actual real bullying out there in the world.
Knowing how to play the game better than someone else does not make you a bully. That is just a fact.
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My opinion is that when I play killer it is much easier to tunnel.
Killers who proxy camp and don't necessarily make themselves known as far as going back to the hook immediately, will more than likely go back and for that person who just got unhooked because god forbid you've already touched a gen or you got a 1 second heal on yourself because that still counts as "you're not being tunneled". lmao
Even though we all know it is. Even though we all know EGC unhooks (while understandable) are somehow considered tunneling while there is nothing else to do but patrol the hook. Like something doesn't add up. 😂
What they should have done is, instead of the timer depleting immediately, it should deplete over time. Because this prevents from those scenarios from happening, where the killer is just cutting corners to proceed to tunnel the same person (IE give the person a little bit of breathing room).
My main problem with DS was not people working on the gen while it was still active. Because people like that who got cocky never even got to use it, and most likely went down 2 seconds after. My main problem was during EGC. Where someone can just walk out because DS is still active.
Nowadays though, I am ok with them leaving that in. Considering how much they have already neutered this perk.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2154205#Comment_2154205
Clown was and still is better at looping.
Ok? Doesn't mean he has the equivalent pressure that Wraith does and did.
OP is talking about speed, not looping abilities.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2154105#Comment_2154105
Clown was weak but not weakest
Wraith with add ons =/= Clowns lack of map pressure.
In fact, Clown still lacks pressure atm.
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@Northener1907 said:
Wraith is not problem lol. That boi was weakest killer for years. He deserves some good days. Leave him alone.
And Spirit is biggest problem. Before her noone deserves nerf.
Weakest? LOL
Clown says hi.
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The extra speed just gave camping Wraiths more ammo.
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Today's character models and environment set a high bar that make the old models look out-dated, so yes I am personally ok with this.
I am not going to get bent out of shape if they look somewhat different, I expect that in the new look. As long as they stay true to their characteristics I am fine with it. Meg's red hair missing for example, I am not ok with that, same with her eyes looking a bit off. They did say this was a WIP though, so my guess is more changes are coming.
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@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2151217#Comment_2151217
she good but she kinda reminds me of Ellen DeGeneres
and Jane reminds us of Ricki Lake but we ain’t out here hating. 🤷
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You know they did specify that this is only a WIP.
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@HollowsGrief said:
From my understanding (which I could very well be wrong) I believe every survivor and killer is going to be getting a graphical enhancement. But if I had to pick the very next I guess I would go with my favorites, Kate and Ace.
Really? o.O just seems odd cuz the new ones (Felix, Elodie) look miles better in comparison.
Someone else I think could use some love is David, I think his face sometimes looks off.
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Found this cool Mock-up of Laurie, I forgot she is also up there in terms of needing an upgrade. o.o
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LMAO
please do a 99 yourself for distance next. 😂
Press W to win.
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Because some fail to understand how perks work. So rather than adapting they would rather call it unfair.
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Cannot wait to see Meg and Dweet 😳
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2147068#Comment_2147068
solos generally dont have the ability to split up on gens perfectly and not lead the killer to their teammates.
Even in SWF you have the ability to bring the killer to your friends. In certain maps you can’t explain your exact location. At best you might be able to say “I’m at shack on a gen”... other times it’s “ All I see is a wall and a tree”... because that is what it is.
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Most tactics don’t work against good Spirits.
Sometimes doing dumb moves work (for some reason) like for instance, one time I went against a Spirit where I saw a tile with a pallet and I faked the pallet drop by placing my character not inside the pallet but on the other side of the wall that connected to it. So in her mind she thought I was one of those survivors who waits at pallets and she swung, because she could “hear” me in there, but I wasn’t even there anymore by the time she swung. 😂
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Michael is my main and I don’t feel this add on is unbalanced.
You can call it out by simply taking notice in how long it is taking to get his T3. Where you could counter it by simply jumping inside a locker.
If your team is good (keyword:good) they will have most of the gens done by the time he gets it, and definitely if he is pairing it with Tuft of Hair.
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@Sonzaishinai said:
Sluzzy x Lord_Tony
LOL
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2145535#Comment_2145535
Yes, most of them do.
Not every hook is in a jungle gym, but even the ones in the open will usually have SOMETHING you can use to block LOS (corn, rubble, hills).
Maybe on Asylum.
I'm sure if you were tunneling you will have no problem standing at the hook just to make sure you didn't lose sight of that survivor.
Aditionally you can bring Stridor and Whispers to help you track if you're reliant on scratch marks and blood.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2145273#Comment_2145273
If only there were any buildings on the map to break line of sight.
I mean, Lucky Break only gives you a 90 second window to lose the killer.
Yep cuz every single hook on the map comes equipped with a LoS structure next to it. 🤣
@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/2145273#Comment_2145273
Said like someone who thinks theyre better than otzdarva and OhTofu, the people with thousands of hours in the game that still cant find people when they use lucky break
No. Said like someone who has no problem tunneling via the physical presence of a survivor. Don't need to rely on scratch marks to do so.
Dunno what you bringing other people have to do with each other. I have thousands of hours too, doesn't make it relative in any way shape or form.
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@YOURFRIEND said:
It's true, you can't be tunneled if the killer has no way to find you.
If you have good eyes, you don't need scratch marks and blood on the ground to tunnel.
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Just get rid of her Rusty Shackles add on and Hag is fine IMO.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2143134#Comment_2143134
We ain't discussing whether body blocking is against the rules, though.
We’re not but I threw it in there since it is relative. Basically as a way of saying it’s fair game when there are things on the opposing side which can be denied via a bodyblock.
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Such as
- Shack stairs.
- Totem Spawns locations.
- Blocking windows to prevent a survivor from vaulting.
- Blocking a pallet to prevent a survivor from dropping it.
You can do a lot more depending on the killer you're playing. Wraith and Twins come to mind.
All which are well within the game rules, same as bodyblocking with BT.
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@Friendly_Blendette said:
Ok I think BT is a great idea perk and so is the rework there is just one small little tweak I want made to it. The unhooked survivor has no colosion.
What's wrong with bodyblocking? Killers also bodyblock during certain instances.
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You get a very small advantage, but I find that you get more of an advantage wearing darker clothes if immersion is what you’re going for.
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It’s boring and it needs to change.
I get that slugging can be tactical (I do it myself) but when it is done throughout the whole match and at 4 gens one has to ask who the hell designed this and thought “fun and interactive”???
To me, i could care less if they want to allow the killer to do it over and over, I just want survivors to have MORE ( not less) options outside of perks. For example, they could create a built-in ability that when 2 survivors remain close to each other on the ground for x amount of seconds one has a chance to pick up the other based on their altruistic points. (Something along those lines) This could be based on how long/often they have been slugged during the match.
Bottom line is, If they don’t do anything about it, the meta will remain the same.
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Oppression- cuz ain’t nobody got time for that damn random skill heck!
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Not even potatoes more like spuds.
I got in a match with a rank 19, 16, 16 and I’m a rank 2. 🥺
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2140218#Comment_2140218
you must be joking thinking that the twins are balanced... another forum killer...
Let me ask you a legitimate question...
Why do you think Victor is OP? Because it is certainly not Victor’s pounce. I can tell you that.
You can avoid it just as you would Demogorgon’s shred.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2140079#Comment_2140079
This.
They are not fun and need a full blown change to their ability. They need the ability to tag team not park one in front of a god loop and do 90% of the work with the other.
Thing is the thing you are complaining about is not what is being addressed. People will still park Victor at the hook.
Developers are nerfing the one thing that makes this killer fun to play as Victor by extending the cool down. That is not a solution to the problem, nobody asked for a cool down on Victor’s pounce.
I am in agreement people should not be able to just park Victor by the hook. I play the twins and I never just park Victor to camp so changing this wouldn’t affect me.
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I would rather have them as their actual characters than established survivors dressed up as them.
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The game will never be balanced around one side or the other. It may lean heavily for or against either side because of the RNG.
Bottom line is RNG sits on the throne in the middle of all those “but what if’s!” Laughing at each person that complains about x/y/z. Yes even the streamers with thousands of hours.
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Those are called unsafe unhooks. Most of the time if you know what you are doing as a killer you will wait out BT and down them once again. Meanwhile you can leave them on the floor to chase the farmer AND force somebody else off a gen because they now have to make a choice to go help or commit to that gen. Not only is that nice pressure but it saved you from having to leave the hook and into a no survivor on sight zone while 2 gens pops on the side you didn’t go to.
Swarming isn’t exactly a bad thing for a killer. Unless you just forehead everything.
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”I was playing a very kind build”
*me looks at the build*
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2131520#Comment_2131520
even otz had to camp because of SWF in this video
Even good killers have bad matches. The only difference is he recognizes that, you don't.
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@Kirkylad said:
12 hours of clean gameplay without dcing drops you down to the previous time.
That's pretty much what I needed to know. Thanks
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If he unhooked and you immediately went down he never got a stack. In order for the stack to count it would have to be a safe unhook.
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My advice: If you know there was some form of tunneling/camping, do not go to their stream.
I say this as someone who actively defends survivors but I also play killer so I am not blind to the fact that some survivors will use any form of tunneling warranted or not as a way to complain. If you did tunnel them and you know you did, do not engage, especially on their stream chat.
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As a Myers main I think he is fine. He is suppose to be slow in the beginning because of the unique way in which his power works.
I think his add-ons could be updated, but as far as his base power. I like how rewarding he feels.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2128832#Comment_2128832
dbd skill checks also aren't easy for someone going the first time... that's not really a point.
fun was a description, not a criteria.
you always have a chance to win and can't be steamrolled by a really good killer or swf
so your game example doesn't work, because it didn't follow the actual mmr idea.
you won't struggle any harder than the survivors, and you won't get paired with bots (unless you have similar skills to a bot)
When I said paired with bots, I meant as a survivor, not as a killer.
I don't like going against survivors that are clearly new where the game paired me against them simply because I decided to pick up a new killer, anymore than I do surviving with them randomly. That isn't fun for me.
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Killers with interesting powers where they feel powerful but also feel rewarding.
Which is why I love/main Michael.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2128763#Comment_2128763
I did read.
Idk if HSH has match making but it does have a form of MMR that can be used for it. Also having a working match making system requires a large player base which HSH doesn't have right now. DBD barely has adequate numbers.
If this is another rank doesn't matter thread then you should come out and say it. But with my time in red ranks, there is a noticable difference between red rank survivors and everything else. Are there potato red ranks? Of course, but not the majority of them.
Then if you did read, why not actually bring up your point. Instead of mocking the post you could have very well just stepped away from.
I never once said rank doesn't matter in my post. I said I don't understand why we make such a big deal when it is obviously never going to be perfect and that I am all for MMR as long as it won't negatively affect queue times which are already in bad shape.
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@Alice_pbg said:
"the skill checks are a little bit harder than DBD"
https://i.pinimg.com/474x/32/ef/29/32ef29c934dbcb5a73bba8d26b728f48.jpg
they really aren't...as long as you press the button you don't even fail.
let me actually read the post now.
ok, match making on hsh:s is just whoever is avaiable, because there's not a lot of people. which is why a noob can go against the best player in the game. (which is a bad thing, in case that's not clear)
but when you get survivors that know what they're doing, you lose. in this part, dbd is very similar. only dbd is more balanced currently...
either way, dbd mmr aims to make every game fun. meaning, you always have a chance to win and can't be steamrolled by a really good killer or swf. which, on my personal experience, it did.
https://forum.deadbydaylight.com/en/discussion/comment/2125589#Comment_2125589
south america doesn't even have a server...fun...
I mean, I said a little bit and yes they are different. It's almost like 3 skill checks in one.
Point is that for a new person it's not going to be as easy the first time.
Personally I don't have a problem going against a higher level rank, as long as I feel like I can learn and become better. Besides, if we are talking about DBD a game heavily RNG based... where many things like map set ups, maps in general, and in-game actions dictated by one side exist, fun then becomes subjective. You can go against someone as "good" as you but they struggled because as a killer you might have gotten a really bad set up, and as a survivor you might have been teamed up with bots (to put it lightly).
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@FrenziedRoach said:
The only thing I was looking forward too in the MMR system was that it was my understanding that your killer's were going to each have their own MMR rating based on how you perform with them given how each killer performs differently from each other.
This would personally make me more willing to switch up killers regularly as I wouldn't feel like I'm handicapping myself against the people I'm used to playing with. I will admit this will probably be a little rough for the lower ranks as those of us with large rosters seek to play everybody to try and get our individual character ratings sorted out, but I think it'll be good overall. It's kinda no fun when a high-skill floor character you haven't learned forced to go up against high-tier players
That would make the most sense. Generally I feel like if you have a pretty good foundation when playing killer, trying new killers for the very first time isn't as scary of an experience.
For instance, someone who just picked up the game playing Trapper is going to feel a lot different playing him than someone who might have started with Huntress, but had general game knowledge trying him out for the first time.
Like I said, my only hope is that in trying to pair the 'right' players in the same lobby, we don't experience extra long queue times on either side.
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@Mr_K said:
Thought this was about MMR. Instead I get someones first time experience with HSH.
Maybe if you would invest time into actually reading, you'd understand the points being made.
MMR is going to be implemented as the new matchmaking system based on players "skill level". Sharing my experience in HSH where there appears to be no matchmaking system ( as explained I was paired on my first match with a rank 44 meanwhile I was a rank 3) in a similar game to DBD, I thought it would be a good way to discuss seeing as players within this community find the disparity between ranks to be a big deal.
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I’d like to see Nemesis.
I think it would be weird for them to put the new villain in their new game in another already established game.


