Johnny_XMan
Johnny_XMan
About
- Username
- Johnny_XMan
- Joined
- Visits
- 7,584
- Last Active
Comments
-
@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205393#Comment_3205393
Why? Because it's extremely powerful to make the killer unable to hook the survivor? Forcing the killer to drop the survivor then having the survivor recover with Unbreakable is basically giving the survivor an extra hook state and health state. Survivors are already doing this with Flashlights, body blocks, and pallet drops. The better question is why wouldn't survivors want to force the killer to drop the survivor so they can recover with Unbreakable?
"Same can be said about all those doom and gloom posts over perks which aren't even ran that often (Boil Over/Power Struggle/etc) where people were losing their minds and yet here we are people are still not using those perks."
Boil over became the meta and was heavily abused until it was nerfed, so I don't know what you are talking about.
https://forum.deadbydaylight.com/en/discussion/comment/3205413#Comment_3205413
You are partially right, but Sabo is a major problem. Once you account for that, hook dead zones can be created on most maps.
https://forum.deadbydaylight.com/en/discussion/comment/3205474#Comment_3205474
It isn't necessarily only the corner of the maps that have no hooks. There are many other locations where it can be hard to hook, such as the underground portion of Badham and The Temple of Purgation and Swamp and Midwich once a hook is removed. You also aren't accounting for Sabo. Say a killer walks to a hook and someone Sabos it, the killer is now forced to drop the survivor because there might be no other hooks or they can't make it to another one in time.
Boil Over isn't even remotely meta and people still complain about it. Same as you are about something that hasn't even come out yet.
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3205866#Comment_3205866
I rarely draw Wraith because Wraith is my most hate killer. The fastest way to search a certain character that I draw is typing
from:C3_Tooth (character name)
still waiting to see a baby dweet drawing ^^
-
"The abuse... "
-
@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205440#Comment_3205440
You just ignored what he said. If both sides slowdown/speedup get nerfed then there will be less reliance and more variation without too much change in the equivalent power. It causes bad killers to beat survivors way above their pay grade and vice versa.
I didn't. I responded coherently and to the subject at hand.
There is always going to be the RNG aspect that will heavily apply to EVERY single match. Because it isn't just gen times, it's also MAPS, it's also Killers with mobility Etc etc . There are things within the game that have literally zero effect on a match (like BNPs) that when those things take place do VERY little.
-
You can't just change and especially nerf things simply because of RNG.
From my experience it wasn't until the 6.1.0 patch that people started to really bring more gen-focused perks (On either side) WHY? Because for killers, those ones that (for whatever reason) want to have a 30 min match want to make every effort to slow the game down that much more. Meanwhile survivors now have to enter super sweat mode to have a chance thus they too focused on gen-specific load outs.
With each lobby being a gamble in terms of what perks or killer and their playstyle you will be met with, that is the RNG piece that I am referring to that basically throws the balance off and why gens or the game for that matter, will never be balanced.
-
That moment when you are thankful some people aren't part of the development team. Yikes
-
@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3203114#Comment_3203114
"They are not because it's virtually impossible unless everyone (I mean everyone) has build load outs for exactly this purpose."
You realize once base kit Unbreakable is added, everyone or at least the swfs will be running builds exactly for this purpose because it will become the meta to run Sabo and other perks to force the killer to drop the survivor and force the killer into a lose-lose situation.
Why? Because you say so?
Same can be said about all those doom and gloom posts over perks which aren't even ran that often (Boil Over/Power Struggle/etc) where people were losing their minds and yet here we are people are still not using those perks.
-
Non-camping Bubbas.
I love Bubba.
-
Her hitboxes are BS when they go through walls.
-
@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/3203381#Comment_3203381
Still proves you wrong if what you said was true the boilover fiasco wouldn't have happened outside of the ptb
This is neither of those.
How do you even know if it will even have the same impact? You don’t.
-
@AverageKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3202080#Comment_3202080
And if you had just a bit of common sense and actual knowledge regarding ptbs, you'd know the devs wouldn't allow overly broken stuff in live servers. I swear you guys straight up neglected how they fixed the multi hit endurance ptb.
Also btw, you're making the exact same point op was talking about when people were jumping the gun on perks like Inner Strength and Soul Guard
They will find a million reasons why it’s “broken” before something is even tested. It’s the way of these forums. Lol
-
There are still those of us who wanna have a good time rather than making winning the priority.
-
@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202645#Comment_3202645
Survivors aren't doing it much currently because they don't have unlimited Unbreakables, which is the main factor making it exploitable. 🤦
Are you actually serious? LMAO
Survivors WOULD do this with normal unbreakable. They are not because it's virtually impossible unless everyone (I mean everyone) has build load outs for exactly this purpose.
-
@Shaped said:
Based ace.
Honestly I was surprised. Usually Aces are pros in my experience.
-
Match was that rough it shaped her face.
-
Oof 😂
"Holding survivors hand so hard"
Patch 6.1.0 : "Hold my beer"
-
LOL - good one.
-
@SunsetSherbet said:
I sure love wasting my entire EW3 (which is limited in numbers I can use it, due to archaic design) because now I can't slug the survivors to get the most use of my power as a bottom 5 killer. Now, I have to down one and immediately hook him, thus wasting a large chunk of the ONLY THING that makes that killer a threat without his add ons. And it's even worse because he can't even get to EW3 more than a few times a match.
This entire thing is to punish the handful of people that slug to grief. And at the same time it guts tons of legitimate strategies and also scenarios where the survivor basically just gets a free restart now. I'll even be the devil's advocate and say basekit unbreakable is okay, but not when you literally are giving an ultra-buffed version of the perk as basekit. Not even a weaker one. Just a massive buffed version. Up it to at LEAST a minute.
Also how is charlotte supposed to pick up anyone now? If a survivor has UB as well, then the Twins player might as well DC. They won't even be cable to switch back to Charlotte and make it to the downed survivor before they pick themselves up.
The issue I keep seeing is the number itself rather than basekit unbreakable. 45 seconds is way way too short and I don't get what they were thinking. 22 seconds with UB pretty much destroys several killers, several of which are bottom tier.
If it's taking you 45 seconds to down 4 people with EW3 then that was probably the wrong move to begin with. You got greedy.
I say this as a Michael main.
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3202356#Comment_3202356
There is a plenty of situation you want to and you are forced to do such, and 22 seconds is nowhere "excessive" at all.
I am talking about the 45 second window , not 22.
And by excessive I mean people who feel the need to slug every second of the match. Regardless of the "play".
-
@9monthBreak said:
https://forum.deadbydaylight.com/en/discussion/comment/3202347#Comment_3202347
Basically if a killer slugs a survivor, the other survivors won't have to leave their gens to go pick them up anymore since unbreakable is basekit now. It removes the killer to cause pressure. Killers are pretty much forced to pick up now. Some perks like Knockout or Deer Stalker (granted they weren't viable anyways) are now rendered completely useless now.
But to be fair... why would you just leave the survivor on the floor? I don't see a situation where I would want to force survivors to come for the pick up. Especially when I know that the more they linger on the floor the more time they have to get to a pallet etc.
You would have to be slugging excessively and for long periods of time to notice a difference.
-
@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3202075#Comment_3202075
Enabling free gen rushing is a massive buff.
what does this even mean?
-
@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202054#Comment_3202054
Why not? 2 Metaperks Basekit for survivors, 0 for killers. Balanced, right?
Next will be 3sec DS Basekit, regular DS will grant extra seconds for the stun.
I totally believe the devs are that kind of "I dont know nothing about my own game Jon Snow"-Thing.
You realize why BT is meta right?
Not because survivors think those perks are especially good. Camping is so rampant that they had to make it basekit. But sure go on Jon Snow
-
@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201375#Comment_3201375
He's one of the few people on this website who are 100% biased to survivor.
Who are you again? Go back and have a seat with your other killer buddies waiting for me to actually care.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3201237#Comment_3201237
feel free to read it and learn a bit about why its much more important as an accessibility issue, or just ignore it and keep your skewed mindset. The long and short is that making shadowborn basekit wouldn't even be a reasonable solution as it would trade one person's sensitivities for another, and its long overdue for an option slider instead. Also that bad faith arguments about bad actors exploiting the changes are either uninformed as to the actual impact these issues have, or disingenuously used to prevent accommodations from being made due to their perception of an advantage for someone other than themselves.
I don't think anyone is denying that there are some cases where there is simulator sickness, but it doesn't mean that those who aren't suffering from it aren't using the perk to gain a FoV advantage they wouldn't have if they didn't have that perk slotted. Both make logical sense.
-
@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3201315#Comment_3201315
? if you slug the entire time, you're not securing hook states. Gaining hook states is essential for late game. Getting kills via hooks is much more quicker than making someone bleed to death. It's 4 minutes total to make someone bleed to death, and that's only if they're constantly bleeding out without any interruptions. Slugging is only good in certain situations, such as finding a survivor near a survivor you just downed. Unless you're nurse, then I guess it doesn't matter what circumstances you're in.
It still doesn't change the fact that you are literally leaving someone on the ground WHILE buying you free pressure. I.E. No downside.
If slugging is only good for certain situations then it won't affect you. Because there is no reasonable situation where you are required to slug for more than 45 seconds. At that point you are just being greedy.
-
Why do you need more than 45 seconds to pick someone up?
-
@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3200984#Comment_3200984
basekit unbreakable gives you an advantage so why wasn't it kept as a perk?
Because you currently have 0 downside for slugging. It doesn't require you to have a perk to keep a survivor on the floor as long as you want.
Now it's 45 seconds.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3200984#Comment_3200984
Idk because playing without getting sick shouldn't need to play a perk? Just guessing.
I sympathize with those who get sick for various reasons, but it does not take away the fact that it is still a FoV advantage.
-
@Trickstom said:
https://forum.deadbydaylight.com/en/discussion/comment/3200960#Comment_3200960
Because it's a accessibility option that should have been in the game already and it's locked into a perk?
And the DEVS itself said in the meta shake up patch notes that they don't want accessibility options being attached to perks?
Its gives you an advantage so why should it not be a perk?
-
Why would they?
-
What?
-
Michael main here, doesn't affect me because I don't slug for the 4k or for an eternity.
-
@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3200320#Comment_3200320
I mean idk if its sarcastic but this change basically erases all snowball potential from twins and oni, because unless a team is really incompentent no team will let 2 people go down in less than a minute.
I don't see how this is a problem with Twins though. Snowballing aren't exactly the most fun games.
So for those twin players like me who pick up in less than 45 seconds, this doesn't mean anything.
-
I don't understand why any of it has to do with Twins, twins by default have to slug and not exactly for 45 seconds.
-
Should they? Hell yeah
-
You should be addressing the devs not the killers. Why would they not to what is so conveniently there without any downside whatsoever?
-
There should be a threshold of how much gen regression you can stack.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3196360#Comment_3196360
"They won't because in their eyes only THEIR needs need to be met, as if the world revolved around them."
I have never once said anything to this sort before, nor do I consider it to be an opinion I hold either. Attacking an imaginary position is what a strawman is.
Yes, which is clearly why they specified that there were network issues separately from the plan to make changes to its function. For reference, this was around a year before BHVR's release of the redone network code which created the validation system that worked with server-side instead of killer-validation. And like they also made clear in said stream, the initial estimates were 3-6 months, but that things could be pushed back as needs required if other things were bigger priorities. And so the actual time just for the network code update portion was around a year since the actual stream, rather than the 3-6 months. Please, learn what you are talking about.
I mean clearly you responded to my post so even if you yourself haven't, there are others that have. Also, it's not imaginary when you look around the forums and the some of the Nurse mains defending her like there is no argument to be had or like she is not in any way shape or form BAD Design for the game.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3196281#Comment_3196281
https://forum.deadbydaylight.com/en/discussion/comment/3196283#Comment_3196283
Uh. The devs literally addressed Dead Hard being an issue back in 2020.
@Johnny_XMan The attempt at projection and a straw man was amusing though.
37:48 - "One of Dead Hard’s issues is that it was built at a time when killers were always the server, and you could always assume 0 ping between the killer and what was happening, and all the code in Dead Hard is designed for a set amount of ping from the survivor’s client to the server (etc etc about network P2P issues)"
38:45 - "It’s going to be fixed both in terms of its network code and we’re going to make some adjustments to its function."
It's not an attempt, but your attempt to defend Nurse is amusing though. 😘
The previous DH was FIXED to address the NON-SERVER issues that were caused as a result of them introducing them. Also, "Adjustments to it's function" isn't "We're going to re-work how it works because it's too strong" .... Like, you are literally twisting their words to accomodate your own ideas of what they said.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3196265#Comment_3196265
And?
What about in 2021? When it wasn't confirmed to be getting changes?
I definitely saw, "Well, because the Devs haven't changed it yet, clearly they think it's okay, ergo, it doesn't need changes."
Are we gonna not apply the same logic here?
They won't because in their eyes only THEIR needs need to be met, as if the world revolved around them.
I found it amusing too because I immediately thought of Dead Hard too.
-
@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3194011#Comment_3194011
But splitting on gens is still always better, and hyper focus just makes it even better. Prove can help when it's convenient, but to be efficient survivors should split up as much as possible. Though working in pairs with one prove each can also be good. A 4 man split makes a game way scarier and a 4 man group spawn feels like my pressure is already insane.
All I am saying is a 4 man split sacrificing 2 perk slots that help on other areas such as Heal/Anti-Camp-Tunnel/Chases etc is also crucial and I wouldn’t sacrifice 2 perks when I can bring Prove and just hop on a gen with someone else.
-
It’s definitely more common since 6.1.0
Obviously it won’t be the same experience for everyone but it has definitely had more of a presence since.
If you understand how impactful Camping was before, then it’s pretty much a no brainer the fact that we see it more when gen times take longer something which used to be the survivor’s only way to punish it.
-
This alone would give Twins a reason to play them.
-
@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3193179#Comment_3193179
Explain how prove thyself is better when it just removes the penalty for multiple survivors being on a gen?
Because as I said you as sacrificing 2 perks for one effect. Because alone Hyperfocus isn’t that good. I tested it out and the average was 12-20 seconds per gen.
I just don’t find it that useful when I can pretty much get that much progress with 1 perk and a friend.
-
Yo, add me and we can play together! 😊
Also I agree, this is me every time I go into a solo queue match…
-
Prove Thyself is much better and you’re not wasting half of your load out for it.
-
@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3191567#Comment_3191567
Doing 5 gens does not take 50 seconds longer. The only way that would be the case is if only one gen was ever worked on at a time, with no more than one survivor on it.
Ok and sometimes that is the case. Point is they take longer.
-
@IronKnight55 said:
I thought people said barbeque was only used because of bloodpoints? Hmmm.
Yep they closed their eyes every time they hooked someone. 🫠
-
Welcome to 2022 where despite how sweaty a build may seem I don’t blame survivors for using tools/perks after patch 6.1.0 where gens take 50 seconds longer and scummy strats we’re solidified to work better than before.
-
It’s the name of the game sometimes.
Because on the flip side you have survivors who don’t body block or take hits meanwhile they killer is playing as scummy as humanly possible.
All of us were there, I still get tbagged and clicked, but it’s a little different now that I am experienced. Not to say anything warrants unsportsmanlike conduct but it is a game norm at this point.


