Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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I agree with you. I personally HATE using No Ed and I could care less that others do when I play survivor.
However, facts are facts. You ever play against that killer that constantly whiffs, tunnels and camps? Be prepared for No Ed to proc. That’s all I am going to say.
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The exit gate is no more powerful than a basement in which in the right scenario ( just like with the gates) the killer has the upper hand.
Sorry but I’m not digging this suggestion. Way too OP.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1237717#Comment_1237717
Ooh, I like that, I mean its a interesting idea, but wouldn't it be for all windows?
Thank you! I didn’t make the suggestion with the intention for it to work on every window... but I’m sure in the right “window” Situation this could still apply.
My main objective was to show that the treatment being given to maps should have emphasis on allowing a mechanic that isn’t only solving the issue at hand but also providing a fun interaction between killer/survivor.
It would be something we haven’t seen in this game as far as vaults are concerned.
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I think many times either side is “sweating” without necessarily consciously thinking about it.
Obviously you are playing the game to win. The pace is determined ALOT by the opposing side‘s effort to win... so if I see a slugging killer @ 5 gens with slow down perks, I’m going to try to counter that and out-pace them. Same if I was playing killer and they are doing things to make me believe they are playing efficiently and completing gens at a faster pace.
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Good killers and Good survivors are the power role.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1237663#Comment_1237663
It's hilarious how they dealt with most of the windows, just slapped a door 3 feet from them. I mean why not just remove the windows entirely at that point? I think it makes the maps look goofy.
I was hoping they were going to turn them into interesting tiles with some mindgames but from what i've seen looking at 3.7 footage they are just free hits for the killer.
Especially grim pantry seems like a missed opportunity. What are you even supposed to do with this?
Many people. Streamers, my own friends and even people on these forums are talking about this exact thing.
Fixing the problem with another problem isn't a solution. I offered a suggestion where a 'depletion mechanic' would have gotten rid of the window BUT the survivor still got some use out of it. The more times the survivor vaults the window the more the window begins to deplete. See pic below:
The actual post is here if you're interested: https://forum.deadbydaylight.com/en/discussion/117198/an-idea-to-balance-super-strong-windows/p1
Anyway. The point is that there is almost 0 possibilities to engage in a mindgame OR interaction with the killer other than surrendering a hook because you have nowhere else to go. This in the scope of many killers who already have the upper hand (like Oni) and where a vault is legitimately the only counter.
Of course my idea is only one of many, and it was mostly with the mindset of keeping it "fair" for BOTH sides. There is definitely more interesting tiles they could have converted these windows into.
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Until bloodlust is fixed to fit the "changes" they keep making, I don't think excitement is the feeling I have.
More like a "Let's wait and see how it plays out".
No one likes nerfs, but even worse no one likes changes that feel cheap, when you consider the cool posibilities those changes could have had.
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1227603#Comment_1227603
survivors don't have to prepare for nothing, it's an horror game, not fps. they have to get surprised, they have to be thrown on the unknown. the killer knowing what survivors are bringing makes more sense, but survivors may change chars on last seconds, making it impossible for the killer to truly prepare.
Yeah because as it is moris are so unbalanced that the last thing you should have to worry about is if someone notices the secret offering.
The game being a horror genre has nothing to do with how unbalanced this offering is, secret or not.
Also, for the record you get more killers dodging lobbies than survivors disconnecting because of a mori.
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For the same reason the killer can see survivor items.
To prepare.
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Because they're a 'power role'? Lmao
In all seriousness. My guess is they had bad games in the past so they go ahead and take it out on the next team. Which is a terrible idea.
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I guess we must be playing different games because from the matches I’ve had killers are still dominating (even without the upcoming changes) and none of them play Iri Huntress.
In fact the people that bring Iri Huntress as boosted as hell.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1219225#Comment_1219225
If you're running through a deadzone just holding W the killer will catch you without bloodlust since they run faster anyway.
I meant the killer holding W, not the survivor.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1219112#Comment_1219112
There's a slight difference between outplaying a killer and utilizing pathing where a killer cannot catch a survivor regardless of skill or killer ability.
Exactly, and that's why it will never proc in dead zones... oh wait! It already is.
There are a ton of dead zones where if you simply keep holding W, you get bloodlust tiers that you shouldn't have.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219207#Comment_1219207
By straight camping you cant... but if killer is half camper and know when to camp he s easily can get 4 kills .
Right. Again, I am talking about straight up camping without ANY interest in winning. Simply just making it a horrible experience for that one player.
It needs to be fixed.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1217202#Comment_1217202
I think you lack experience.
Watch the last game .Even optimal swf like depip squad couldnt do much against camping arond 3 gens.
https://www.twitch.tv/videos/280601532
When you know the game very well you realize how camping can be strong. Especially against poor solo players. Especially with perks that are going to help to know where everyone else : about to save or doing gens.
On topic: camping is viable strategy.
Yep, that's why every killer I see that plays in red rank camps. Not.
You are obviously not reading.... I said "IN THE RIGHT SITUATION" it can become a strat. But generally you are not going to get a 4k if you camp. Period.
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@undeadcookie said:
https://forum.deadbydaylight.com/en/discussion/comment/1219179#Comment_1219179
Not sure what you mean by annoying other players not to win. If killer is camping a hook, there's not really a reason for you to be annoyed because that's a free pass for you to do gens.
Annoying meaning there is no other drive to do it than to annoy other players.
Why shouldn't the person getting camped be annoyed? They wanna play the game too.
At that point it is a straight up exploit. It's also not playing the game at all.
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@undeadcookie said:
https://forum.deadbydaylight.com/en/discussion/comment/1217202#Comment_1217202
Not all strategies are successful. It is a legitimate strategy, albeit and annoying and often unsuccessful one.
In certain scenarios it is, but it is more than often used to simply annoy other players not to win.
It can become very exploitable without really playing the game.
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I mean if you are gonna make a thread about the outrage, please have a seat with the rest of the players that complained when MoM came into the game and when Ruin was changed.
I despise threads like this because it does absolutely NOTHING towards making the game or community better. Yes there is crying but if you were actually posting for the sake of providing useful feedback you’d understand that some people are also suggesting other fun ways they could have been changed. Also, I don’t understand this notion that somehow you people aren’t allowed to share their opinion about an upcoming change. Especially when they have suggestions attached to those opinions.
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I’m surprised they bought you time to do all the gens by yourself. Lol
Whenever I solo queue, it’s pretty much the same experience. Only difference is if I get chased and no one is doing anything I just sacrifice myself to the entity.
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@sulaiman said:
Yes, you fixed an exploit in map design , now do something about a legit stategie i dont like!
But maybe the fix of the one is the fix of the other. With chases being done faster, just going for the next survivor might show to be the better way than camping. So maybe it is fixed with that. We´ll see.
Not really a legit “strategy” when survivors can complete their objective while you camp.
God Windows were a problem, but camping is also a problem.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1216825#Comment_1216825
Thanks for the reply but I think you misunderstood, or I guess I did not make myself clear enough.
This is not about a suggestion that DS should dissuade killers from Tunneling but that killers who were always going to still just do.
This is about how DS seems to do the opposite, invite tunneling from killers who normally dont because they know how unfun it is through playing both sides (like myself)
The argumentation for it is in the original post and I made several replies about it as well with maybe more detail.
The problem is you are always going to have an argument when it comes to DS because many seem to think that it is strictly an "anti-tunnel" perk... and in reality it isn't. It doesn't even do what it's suppose to half the time as many killers simply continue tunneling after the fact.
The perk itself doesn't invite to tunnel, but if you are worried about someone having it once the gates are opened, then you need to force the survivor making the save to trade hooks. I know this isn't "fair" but you're obviously not doing your objective if you aren't finding ways/strat to get your kills.
I think the bigger issue here is not that there in't anything you can do in the scenario you presented, it is that you want to play a certain way because you think it seems "unfair" otherwise, and quite frankly that is a bigger issue I see in the killer community in and of itself. They don't want to switch playstyles during a match because of "reasons".
The way I see it is you gotta use what you got. When you play killer you are not in the business of trying to appease others or not disrupt their gameplay. How will you ever kill or strategize for that matter, if you always played nice? The survivors aren't going to cut you a break so why should you? This is a pvp game.
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I’ve played with and without DS and I can tell you a tunneler will be a tunneler. I’ve actually heard streamers utter the words “Oh there is no obsession so I can tunnel”.
Ive been left alone when I had DS and I’ve been tunneled when I didn’t. So I’m going to go with it could go either way.
No DS doesn’t mean that luxuries such as tunneling and slugging aren’t at the killer’s disposal anytime they feel like using it.
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DS is not the strongest survivor perk by far. Most good killers know how to deal with it and mostly always prevent it from activating.
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Unfortunately tunneling is a part of the game, there is virtually nothing they can do about it since at some points (just like DS) it can become a strat, but at other times it is just the killer wanting to be greedy.
Even though most good killers know you are wasting your time if you just tunnel the one person because gens will definitely fly.
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@Dzeikor said:
At this point I think the forum is just a place for butthurt survivors to complain and place the blame on everything but themselves.
Sometimes not saying anything is probably the best thing you can do if you don’t have anything Constructive to add to the discussion.
J/s
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I have to agree.
They could have made them useful in other survivor objectives, such as Gate Switches... or even more creative with gens where we could have add ons that “tag” that gen as almost completed or something.
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I’d be up for a buff , even if it meant it was on a cool down.
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"and killer que times should be bad because of everyone wan to play overpowered killers and go easy mode"
So what you're saying is, if killers didn't have to rely on skill more would be playing? Got it.
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@Respectfulnancymain said:
https://us.v-cdn.net/6030815/uploads/915/PA1GZ86FLC1B.png
The fact that this post got 30 upvotes while calling survivors animals shows how bad some people in the community are
https://us.v-cdn.net/6030815/uploads/587/UKIQS1N6YCU4.png
Atleast my reply to that post also got 30 upvotes so some people in the commnuity are nice :)
I applaud your effort to remain optimistic about this community.
Every time I try to make a point, I get called a survivor main (even tho I play both sides) or I get told that I “must be a low rank” ...or new to the game... even tho I literally have over 3k hours and enough experience to understand how unbalanced some things are.
The thing is, I feel the pain on both sides... so for example for me, the change to the structures is needed because I’ve experienced chases where they do not even register because of the ways you can utilize these “god windows”, In the same way though, I do think they could have made them more interactive, so it’s not just a bloodlust chase, because it will remain that way, which IMO is unfun on both ends.
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I believe that's how they said the new matchmaking was going to work in the future? I could be wrong.
You are right about one thing though. There is a high skill gap that many refuse to talk about. :)
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Because you know how the perk works. DS isn't strictly an anti tunnel perk and the survivor is allowed to use it within those 60 seconds of being unhooked.
If you really were even trying to counter it you wouldn't have picked up the obsession first.
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@WhTe_Tygre_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1206253#Comment_1206253
It isn't, lemme explain
Surv unhooks Surv, you chase the Surv that unhooked the Surv and yoy down and hook her. You start chasing the original Surv that got hooked bcus they was doing a gen, thta isn't tunneling.
It is ... Before you could use it at FIRST down. The only thing you had to do was make sure you went down far from a hook to give you time to get your wiggle time. That's it.
The conditions are far better now and especially since you have unlimited slugging capabilities.
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According to these forums the last 4 survivor perks would be at the top of the list. 🤣
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They have already nerfed DS before. It's in a better state now.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1204319#Comment_1204319
I understand about slugging, however survivors do have Unbreakable to counter that! And also, good survivors can coordinate distracting the killer and picking up their downed teammate pretty easily, in my experience. I've had many games go well just because the killer slugged me or a teammate instead of hooking and applying pressure, thus keeping me or the teammate from taking a hook state! Tenacity + Unbreakable is especially a good combo for situations like that, or even just one or the other.
Which killer tactics are you speaking of in particular?
Unbreakable only works once, whereas you could be slugged indefinitely. So at this point slugging is a luxury for killer not only to create pressure but you can abuse it to camp and use that survivor as bait.
As for killer tactics that I personally find to be abused more than often... Slugging, Camping, Tunneling the unhooked person. Those can be legitimate strats in certain scenarios but just like with DS and BT (Which are only perks) they can also be used in a way that is annoying to the opposite side.
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And while they take those two strats away, please also allow survivors who are slugged to auto-unbreakable after a certain amount of seconds, because that is apparently also being abused.
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The same could be said about many killer "tactics" that are just as annoying.
I'll give you one that isn't even a perk: Slugging.
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Simple answer is no.
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@DisappointedUser said:
https://forum.deadbydaylight.com/en/discussion/comment/1202701#Comment_1202701
It’s not removing a strong window and wording it that way tells me you don’t play killer or have never made it out of yellow ranks. Those were not strong windows. They’re infinite/god loops. Survivors can run to them with no skill and ensure They survive, running around and around forever. That should have never been in the game to begin with.
First off, I do play killer and I am not a yellow rank. I think assuming someone’s rank or validity of their opinion through a rank is plain dumb. I am pretty sure you wouldn’t like us to assume that you are just a negative person based off your username, doesn’t seem right does it?
Second, I don’t care what word you use to describe the current iteration those windows hold, it doesn’t mean that removing them completely is the answer. Not every single survivor who used them abused them. That’s the point I am trying to make. The problem isn’t the window itself it’s how you can go from the window to a tile, back to the window and often times break chase, which means the entity will no longer block it.
Adding a doorway just means that the only interaction is basically bloodlusting the survivor, no mind game at all. Aka a lost opportunity for a fun Killer vs survivor interaction.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1202701#Comment_1202701
I think the best way to balance maps is to have maps spawn with more pallets, but have them be mindgameable. I guess that's the one problem with these new map changes, that the pallet loops unique to these maps, which are almost all completely safe, but instead survivors are getting less loops they can work with. I still think the changes to the maps in general are good, it just seems like these maps would be even better if there were more pallets, but mindgameable ones.
Essentially that was the point I was trying to make and I agree with you. There just needs to be something besides “oopsie another blocked window or dead zone...” who finds that fun at all?
I posted a thread not long ago about how they could have changed god windows but without rendering them completely useless while also removing them via a depletion mechanic.
I know what it feels like when you are going from pallet after pallet (fractured cowshed) and hearing gens pop but I also understand how dumb it is to pretend like you could have any chance at all in a map like Hawkings.
Honestly I would have preferred if they buffed killers to where breaking their bloodlust didn’t require them to kick a pallet... they could just walk through.... and they could even make it so that it takes a bit longer to proc.
just something that isn’t going to make survivors wonder why they even try and make gameplay dull in the process because you’re suppose to be able to evade but you have no tools to do that with.
So far (and with all due respect) I feel like the devs have not really done anything that opens up more mind-game able gameplay is all in saying. It’s just more of the same stuff. Block windows, remove pallets, etc.
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The problem with them fixing maps is that it balances those killers that are weak but inevitably buffs those that are strong.
I don’t wanna have to deal with triple pallets as Pig more than I want to deal with (Infectious Fright) Oni with one pallet on the map as survivor.
You nerf something, something else also needs to be looked at. This goes for both sides.
I will keep repeating myself but for me, resizing maps and removing things like a strong window feels like a lazy way of dealing with a “problem”. Instead why not get creative and use it as an opportunity to make more mind-game able killer vs survivor interaction.
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What are you even going on about in the OP?
You realize that if we were actually basing this off of a “realistic” horror film you’d also be tempted to grab a weapon to defend yourself? The only way for a survivor to defend themselves in this game is by putting an obstacle in between them and the killer, that’s it.
Some people aren’t even complaining that they want to change some layouts they are complaining about the fact that some parts of the map went from strong to completely unsafe, or from unsafe, to you might as well just stand there and die.
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This thread is pointless and honestly just shows the face a segment of this community really has.
Perhaps you missed pages 1,2,3 when the Ruin nerf happened and you literally saw a post about it for weeks. Perhaps you should do your research before you make claims and/or have something substancial to talk about.
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I say this as someone who plays both Killer and Survivor.
The nerf to god windows were needed. Why? Because you could easily go to a tile next to it and break chase and go back to the window... rise/repeat. That isn't right, and especially if all 4 survivors are doing it.
HOWEVER...
I don't think that a break-able wall was the answer.
Here is an idea I presented a while back where the "god window" would deplete BUT AFTER some interaction with the killer.
https://forum.deadbydaylight.com/en/discussion/117198/an-idea-to-balance-super-strong-windows/p1
That is the problem I have with many of the nerfs that seem to be happening. Unwarranted... maybe? Unfun.... definitely!
You want to interact with the killer or just let them break a wall whenever they feel like making the map weaker? I think it is so weird that instead of thinking creatively they are going about this the lazy way. Like, even my idea was only half baked but this nerf straight up doesn't even care about engaging in an interaction... the only interaction you will see out of it is when Bloodlust kicks in and u can't even vault that window once.
The point is, the window should have offered some benefit to survivors... with the a depletion mechanic it would have encouraged for a "smart" play because you would be left with a choice... do you want to deplete it now or later? Similar to how pallets work currently.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/1197279#Comment_1197279
Toolboxes weren't nerfed in the same patch as Ruin.
You're right. However, the Ruin "nerf" was also the reason they nerfed toolboxes, rendering them near useless.
So the point still stands. What are they going to do when the maps are smaller and full of unsafe pallets? I think that's where we don't want to get to, because maps like Hawkings (small and full of unsafe pallets) is unhealthy for the game and only takes a braindead killer to bloodlust without mind-gaming to win.
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@Mandy said:
I think I remember a time, not too long ago - when major game changes happened, for example the change to Hex: Ruin. I could be totally wrong but I don't believe that was a Survivor nerf 🤔
Do you mean the same one that nerfed toolboxes to oblivion? :)
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Oh you mean the problems with multiple unsafe pallets existing while Bloodlust is still a thing in this game?
We have more unsafe pallets in this game than strong pallets.
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Just use it as a precautionary sign that the killer might still be there or no one is coming to save that survivor. Better to be safe than sorry.
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Strong loops should still exist, what I think should not is the ability to switch from a god window to a tile next to it because you often break chase in between.
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Gen Speeds are fine.
If you personally are having issues with it, then you might want to re-think your build and start bringing slow down perks. There is a variety of them, in fact on certain killers stacking them becomes rather dull because you find yourself holding M1 for longer than you should. Slowing gens down at base would just make the survivor experience boring and too OP for certain killers.
