Avatar

Johnny_XMan

Johnny_XMan

About

Username
Johnny_XMan
Joined
Visits
7,584
Last Active

Comments

  • I see a lot of people using the words “correcting a mistake”. Honestly this is where you lose me, because as an avid Dead Hard user and someone who enjoys engaging in chases, sometimes it isn’t correcting a mistake, it is understanding how the perk works and yes extending the chase in some way. Many of the people who do this know that they could extend the chase at the risk of their Ping being on their side.

    It is no different than someone holding (99ing) their SB or someone who has viciously or cautiously been looking out for where they could use their Lithe or BL.

    Dead Heard’s distance isn’t worth any value if you are a good killer who will not swing. In a dead zone you will be exactly that... dead. You also have to account for the fact that you can’t dash at a curve, so you have to be very specific about when and how you use it.

    I understand not liking it but I don’t agree with some of your points.

  • Umm. It’s not the same thing because on DBD the survivor’s job isn’t to figure out who has been doing the killing. It is to repair gens or distract the killer long enough.

    You have a much higher chance to cheat in Among Us because finding out who the killer is IS your objective. On DBD you already know who the killer is you can figure out what they have. Found a hex near shack? Oh well I know it spawns there too, don’t need comms.

    This is probably the worst comparison I have seen.

  • Except it doesn't. Killers who have tunnel vision do not respect DS or it's effect. Thus they will pick up , take the stun and continue to tunnel.

    Which means that for those who don't have it, the 'threat' isn't so much of a threat.

  • The fact that Camping/Tunneling exist as built-in mechanics while their counter has to be in the form of a perk is enough of a reason to bring it.

  • I don’t even want the old Legacy skins, but they could at least make new better looking Legacy skins. I mean it’s not like there isn’t a grind still. I don’t see how this affects old legacy skins.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656424#Comment_1656424

    Yeah, not ONE of those games reached any kind of success. You and I both know F13, Last Year and RE Resistance were no real competition

    @Zaitsev

    The RE Resistance community may not be as popular on PC, but on console it is not the case.

    Untitled Image


  • I don't think you need a therapist to understand how pvp scenario games can have an impact on your mental health.

    If you wanted to go further, you could also argue that people who do have mental health issues perhaps shouldn't be playing this game.

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661691#Comment_1661691

    Because through death wishes and screaming survivor players have many killer players wondering what is actually toxic or not in the game.

    @SquirrelKnight

    They wouldn't be asking if they didn't think it was. It doesn't matter. Play how you want. If you are getting salt from it, mute chat. It's really simple.

  • Play how you want. Why do you need to ask permission on the forums.

  • I would do everything in my power to give each side as many options as possible. Starting with more interactive maps.

    Areas can now be darkened by the killer creating a power outage in that specific area. Survivors decide if they want to ‘fix’ it or not.

    You can create additional path ways at a loop, as a survivor by interacting with objects in the surrounding area (pile of wood, crumbling wall) etc.

    Things that would excite both sides because you have a little bit more control over the map and it’s outcomes.

  • They are a problem if you are someone who rarely cleanses totem, or if you are someone without map awareness and totem spawns.

    Just like DS/UBis annoying to a killer who often chooses to Camp hooks or Tunnel.

  • LMAO

    Ok I get it you made a funny post about Huntress’ BROKEN Hatchets. Now let’s go back to the topic at hand *clears throat+ Deathslinger....

  • @Tactless_Ninja said:

    And it doesn't work 95% of the time? Why is it op again?

    @Tactless_Ninja

    It is broken because of latency. You should never have the exhaustion icon on your screen unless you actually saw your animation go through.

  • I mean when you get paired up with teammates who aren't afraid to do things, I love solo queue. Otherwise no. The game wasn't made so that 1-2 people have to repair all the generators, be able to run the killer AND take all the aggro.

  • Im going with DS is fine as it is.

    You cut down the timer because it was cut on PGTW? It doesn’t make any sense when you can’t DS killers after every unhook. The two perks have nothing to do with each other.

    Im really starting to believe that there are many bad killers in this game getting stunned left and right. Because that is the only explanation for the same argument being made.

  • I personally don’t find them that bad.

    A piece of advice I was given that I now practice is to cleanse dull totems because it prevents other hexes from transferring.

  • Just as when the day comes that hooked survivors will only be able to be camped to some extent, or when you cannot slug when you feel like it because the game will automatically recover the survivor if they have been on the ground for long periods.

  • @ClickyClicky said:

    The attack is slow, heavily telegraphed and has a very narrow hitbox. Watch anyone play against PH and you see that a single step to the side is often enough to avoid it. Compare that to Huntress who might as well be throwing a damn elephant the hitbox is so large.

    You could improve the turning, hitbox size, travel speed, or activation speed....any of those really, instead they went only for the cooldown.

    @ClickyClicky

    You and I may not agree on everything but I agree with you here.

    Right now I didn’t feel he was as terrible as I thought he might have felt in PTB. His power (without I’m All Ears) you are basically guessing and when you add those things that you’ve listed that’s when I say that I don’t think people understand how hard it is to use his power, because many times you are simple guessing where survivors are going to position themselves to.

  • So let’s make DS have a 45 second timer but also let’s make sure that (just like POP) you can use it every time after every unhook. You also now are guaranteed you will use it.

    Cherry-picking parts of a perk to make a comparison is not a good idea. Even if your favorite streamer is the one who said it.

  • I would go further than that and say play both sides, to truly understand how each side works.

  • My main complaint is how little effort they put into what it means to interact with killers. These breakable walls are an example of that, and are starting to seem redundant and dull gameplay-wise.

    There is nothing "smart" about them. For killers is a simply "I need to break this to open up the building more" or "I shouldn't break this because survivors would have no where to go".... whereas for survivors it's usually "Well I am f****d". It is like a really bad band-aid and a lot of potential lost for a much more interactive experience.

  • @skarsguts said:

    Found the tunnelers in this thread.

    @skarsguts

    BUT DS LASTS FOR 60 SECONDS! How dare you call me a tunneler when I clearly got stunned after I didn't follow you and failed to realize that I just hooked you seconds ago. DS should only last for 5 seconds while my tunneling 'skills' should last forever!


    🙄

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652996#Comment_1652996

    It actually applies more to DS. At least the killer had to earn Pop's usage.

    @SloppyKnockout

    When you consider that the reason DS was made to activate upon unhook, it makes it very clear that Camping and Tunneling off hook are more common than you think. Two actions which get sidelined and are BUILT-IN mechanics (which means you didn't do anything to "earn" them) they simply exist within the game and are available through the entirety of the match. So while DS doesn't really require an action to happen, it also doesn't guarantee that you will get to use it. Unlike PGTW and after every hook.

    This is why the comparison of the two is flawed. You can't dissect parts of it you think are the same when the rest pretty much have no indication that they are similar.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650471#Comment_1650471

    I think it's kinda balanced as well, but it still doesn't make sense why survivors don't breathe louder or heavier when exhausted.

    @MusicNerd_TC

    Not everything has to make sense. Just as not being able to use weapons to defend themselves make sense for survivors. Because in reality survivors wouldn't be running all the time, some of them would also fight back.

  • IMO exhaustion is balanced as it is.

  • DS and Pop literally have nothing to do with each other.

    If you want an actual discussion comparing the “timers” that’s fine... but you have to be prepared to also discuss the other parts of each perk because they aren’t at all similar aside from a timer being attached to each other.

    Do survivors get DS to activate after every unhook? No.

    Is DS guaranteed to proc at least once in a match? No.

    This is probably the most ridiculous comparison I have seen in a while.

  • Considering how easy it is to get an M1 I am not surprised it has a cool down.

    I think they should at least extend the range or something, it is definitely a niche perk but I wouldn’t say it’s useless.

    Good for you for making it work in your favor though. Always love to see when non-meta builds work out.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647102#Comment_1647102

    QUESTION: WHAT LED TO THE DECISION TO PUT THE TIMER ON DECISIVE STRIKE?

    Horvath: We decided to put a timer on Decisive Strike as one of the solutions to Decisive Strike being used too often, we tried 2 minutes internally and found that players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed

    "where it no longer serves the purpose to protect you from being tunneled/ farmed"

    "the purpose to protect you from being tunneled/ farmed"

    @ClickyClicky

    I get that I’ve read the entire QnA. He is speaking from the context of, DS was able to be used at any given time once downed, so they added that condition. Still, he is not saying with a “sole” purpose.

    Did you also read the part where he explains what happens when the killer finds the survivor who still has DS?

    He didn’t say they wouldn’t be able to use DS because it is strictly anti tunnel.

    What did he say? .....

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647060#Comment_1647060

    The rework Q and A was talking about survivors going out to annoy the killer as live bait with its timer up not as a passive thing.

    Aka clicky clicky annoyance playstyle and even in that Q and A thread they flatout say ITS PURPOSE IS ANTI TUNNEL.

    Please stop bringing up that debunked screenshot from peanits.

    Just because it has an anti-tunnel purpose does not mean there aren’t other ways it could be used.

    If they are in your face trying to get you to grab them, guess what? They aren’t on gens. You can even ignore them and go for somebody else.

    Imagine playing around it and not getting stunned.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646999#Comment_1646999

    But then why this?

    https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike

    https://us.v-cdn.net/6030815/uploads/GCXRE8UNGTOV/ds1.jpg

    https://us.v-cdn.net/6030815/uploads/Z6QSRJ30N20P/ds2.jpg

    And look at the rest of the questions, where the developers says they tried to mitigate how much of the killers momentum it would take away, where they say it servers a similar purpose to borrowed time (anti-tunnel), and other questions.

    The entire article there makes it sound anti-tunnel.

    @ClickyClicky

    It still doesn’t state that DS is strictly an anti tunnel perk. That is something the community came up with.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646999#Comment_1646999

    That's also from peanits who has no say in balance and every other actual dev has said its anti tunnel so I think every other dev combined overules the community manager on something the dev team made just but a weeeeeeeee little bit.

    Aka I trust the words of the people who reworked the perk over peanits who has never repeated that because its most likely 100% wrong.

    @Warcrafter4

    Who has no say? Lmao ok buddy.

    I don’t know much about how involved he is, but I’ll take his word over yours.

    Also, it’s not just him that said something in the link it was stated by another dev that it comes to strategy if the killer happens to find the survivor who still has some of their DS timer available.

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646830#Comment_1646830

    You're doing the same thing as i am and not bringing any proof to me the only difference between us here is you are saying it's a fact without backing that claim up.

    You can get upset about it and pretend this DS is fine how it is idc, i'll use it until someone wises up and balances it to be defensive or make it base kit for survivors but without the antimomentum part.

    @TKTK

    Its old news. I read the forums often.

    Have a nice day. 😘

    19A5469E-D992-404A-9EFD-1911203245E7.jpeg


  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646825#Comment_1646825

    Even if DS was anti-momentum, which it isn't, how is that fair?

    A perk shouldn't just be able to do that with barely any input from the other side, remember the disaster that was old DS and MoM?

    @MusicNerd_TC

    So do you think that a killer actually stops tunneling because they see an obsession in the match? Do you actually believe that works? Red rank survivors would like to tell you otherwise.

    It is fair when you consider that killers have 0 downside on Camping/Tunneling and how freely they can do that. Adjust those mechanics and I’ll gladly talk about adjusting DS. As it is right now smart killers can get around the DS timer and still play scummy.

    So yeah, that’s where I find it’s fairness. In the fact that those two mechanics are still till this day very meta.

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646801#Comment_1646801

    Whatever, i'll continue to abuse until it rightfully gets nerfed, justifiably.

    Pretty sure they were talking about the old DS though, but i don't care enough to look those up.

    It’s not old DS.

    You can ignore the facts. I mean isn’t that what this community already does?

  • @skarsguts said:

    Tunneling (and camping) need to be punishable, yes. The band-aid perks we have are not enough. I've ran into 6,000 hour rank 1 killers that hard tunnel off hook. It's pathetic and needs to end.

    I'd love to use a different perk in place of DS but I can't because I want to be in a match longer than 5 minutes.

    @skarsguts

    Isnt it funny how we (survivors) ‘punish’ Camping/Tunneling by bringing a perk, while killers have these built in mechanics virtually in every match and yet the fallacy that this one perk is “omg so powerful” when killers upon killers don’t even see this perk hardly in every match?

    It is merely anti momentum in every aspect, even when the killer came back to tunnel you because they STILL tunnel after the stun.

    I can guarantee you that at least half of these people will say “it’s a strat” because they caught someone by playing this way, but I guess because I decided to bring a perk which through very specific strategy you manage to pull a stun, it suddenly becomes a “cheesy” mechanic. As if standing still in one place or ignoring every survivor, and focusing on that same one isn’t.

    This is why I don’t even take “fix DS” type threads anymore.

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646058#Comment_1646058

    While i have ds i have no fear and do a gen until the killer grabs me or slugs me while he can do nothing to me till the timer is over and if he's waiting it out he's lost the game anyway to commit to killing me and if he leaves i get back up with unbreakable and finish the gen.

    I use the combo cause it's stupid how much time i can waste of the killer's.

    Antitunnel perk btw

    @TKTK

    Devs already confirmed it’s not strictly an anti tunnel perk.

  • The two aren't even that similar, but like with everything else... let's throw it into the mix even though it doesn't make sense to do so, because it's DS we're talking about so let's add to the millions of other comparisons that didn't stick maybe this one will.

    First off, You don't have DS after every hook. You also don't get DS for completing an objective.

    I agree that Pop's nerf wasn't warranted, but I am starting to think that people just like to say whatever gets in their head just because they don't like something.

  • @skarsguts said:

    Otz is just saying that an obsession doesn't allow you to tunnel. People actually like this guy? Wow.

    @skarsguts

    Hey, when you run out of material, just make up dumb ideas.

    Seriously though. Who says stuff like that?? LOL It's like saying "I won't use my DS because it's too early game and the killer hasn't had any kills." 😂

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645359#Comment_1645359

    Oh Then what do they have? A perk called soul guard which is another second chance perk? Damn these survivors have everything.

    @supersonic853

    Yeah survivors who happen to have Soul Guard might get out of that sticky situation. Still A) A Hex is required. B) A heal is required.

    Still doesn't justify how your ability to slug 'indefinitely' is not even a perk, It's a built-in mechanic. Imagine if the game was actually balanced like other games where killers aren't allowed to do that (RE) and where the game sends them back to where they spawned if they are on the ground for too long. Or if after sometime you are allowed to pick yourself up without a perk.

    But go ahead and pop off about how survivors have everything.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645347#Comment_1645347

    Hmmm To play around ds i slug right. What do survivors have? Oh yeah its a perk called unbreakable isnt it? Also they can just jump in a locker.

    @supersonic853

    Dont worry if they get up down them again, your only timer is their dying state bar.

    #unlimitedslugging

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645182#Comment_1645182

    They Are both saying ds should actually prevent actual tunneling and not punish someone for downing people quickly. I could go on a hook spree and get hit by ds after hooking 2 others. I didnt tunnel but i got hit. What they are suggesting is make it true anti tunnel and not some ######### you to your Momentum perk because old mettle of man did that and it was stupid.

    @supersonic

    So you think that every time you down people too quickly means the killer actually playing “optimal”?

    Camping a survivor and forcing others to trade is not playing optimal, it is taking advantage of a built in mechanic which forces survivors to make risky plays. Plays which would not be able to do, would those perks not exist.

    I mean their whole argument would make more sense if DS was strictly an anti tunnel perk which it isn’t. The punishment is you didn’t play around the perk. Much like when you get camped and actually tunneled because of no obsession in the match.

  • Yeah because the alternative is that when there is no obsession killers feel more free to tunnel/camp and that is an issue in itself.

    DS should create some type of choice for killers who would otherwise take advantage of both of those two built in mechanics.

  • Don’t worry after the PTB I am sure people are going to cry about how he uses his power too much.

    Not everyone that faked his power did it to exploit that ability, in many circumstances players got TOO greedy and they would have been hit either way. These are also the same players who don’t know how to run him.

    Be careful what you wish for, is all I gotta say.

  • I mean it’s no secret that players whether here or on other platforms don’t really understand the game.

    I don’t particularly think that bringing up another point while still staying relevant to the conversation is a bad thing. Sometimes some things go hand in hand.

    Ive had discussions with people who make good points about why PH is boring to play against and others who simply say he is OP, which I just ignore.

    I also don’t fully agree with the part that the devs understand the health/balance of the game (at least not 100%) when history has shown otherwise. I have great respect for them but they are not perfect by any means, and I am willing to bet that some of the best balance adjustments have come straight from the community.

  • I don’t think people mind slugging they dislike excessive slugging because it just drags the game out and it’s pretty boring. I’d honestly rather be hooked so I can die and move on to another match.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641723#Comment_1641723

    https://www.twitch.tv/zubatlel/clip/DignifiedSplendidAdminMcaT

    If he dropped the first pallet, he'd get hit but lucky because PH was bad. 2nd, if he vaulted, he'd be hit, didn't, still got hit.

    Nope, no problems here, totally no issues with him

    /s

    @BigTimeGamer

    He got greedy with the second pallet against a killer who can hit you through walls?

    Imagine. If he had just thrown that first pallet. He had 2.75 seconds to do so.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644243#Comment_1644243

    Thing is - there are often reasons to be near a hook. If I hang you and see two survivors nosing around close by, I'm going to be hunting them. If there is a gen nearby, I'm going to pop it then patrol back to see if they've reemerged.

    What you are essentially asking for is for unhooks to be safe by default and for killers to be penalized for playing tactically.

    Aside from straight up facecamping...there is no reason to change this (unless you take a pretty heavy hit to gen repair speeds to compensate).

    @StarLost

    On the same grounds... I, as a killer could abuse the proposed DS idea and just basically pretend to go one way and come back to the hook, meanwhile the recently unhooked survivor has already tapped a gen, cannot get in a locker because their DS is gone.

    Essentially what you are suggesting is for the devs to further neuter DS even more, so that every other possibility where the killer comes back to the hook is unavailable. Because immediately tapping a gen deactivates it.

    Lets not forget this perk is meant to be used during the whole duration in whichever way/strat is possible.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    @Almo

    This is me asking as someone who never uses pop. How do you figure that out though?

    Because half of the time you spend it looking for gens being worked on. So if you happen to say find a survivor you could injure in the process, that isn’t a bad thing.

    So I guess my question is what sort of “other things” do you guys consider as the basis for nerfing it?

  • They should also make it so you can only camp for 45 seconds or else the hook gets sent to a different location.

1 … 66 67 68 69 70 … 116