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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • If you know how to play the game, you don't feel like you have an "advantage" in SWF. Why? Because this game doesn't guarantee that comms will gain you skill. You can be saved at the wrong time while on comms whereas you could be saved the right way while playing solo.

    That title seems kind of gringe when you consider that many of the people who still enjoy this game are killer mains. Yes of course, excluding the handful of people on the forums.

  • Actually it's really not.

    It's a really small map, and usually the smaller the map the more killer-sided the map is. As for gate spawn locations... same could be said about those gates that spawn next to each other.

  • Dead Hard is when they have the item you’re looking for at the store.

    Lithe is when the store tells you you can go online to their website and get it there.

    Very different consumers looking for where they prefer to shop at.

    They both have their disadvantages and advantages, I don’t think neither one is better than the other, only in certain Specific situations.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183492#Comment_1183492

    He gets a free hit with no counterplay

    Have you ever tried 360ing a legion? Or just running in a straight line against him when he gets his power so he cant hit you?

    @Spannungsstoß

    Just going to throw this out there... 360s don't work against good killers.

    Legion is probably the one killer who gets more free first hits than anyone in the entire killer roster. (Aside from Nurse)

  • Sure, because perks are the only reason people buy DLC's.

    In fact, there are people who buy the DLC because they are a fan of the cosmetic or the character especially if licensed. The perks have nothing to do with the purchase.

  • In order to argue gen times you have to include skill level of the player. Because everyone who is red ranks knows how bad some killers who bring the most obnoxious slow down builds really are.

    Like, I get it if you have trouble patrolling the gens once in a while, but I cannot see gen times being slower to appease a number of killers who already use builds like forever Freddy and still do really bad. Because that tells me it’s not gen times that are bad but they just choose to not get better at making conscious choices, like patrolling gens.

    Simply put, adding time to gens will come at a heavy nerf to many slow down perks.

  • His music is the problem.

    His music gives him an advantage because in the first few seconds, it is almost too subtle as if there was no music at all.

  • Same can be said for many of the survivor's meta perks.

    Survivors might want to bring fun builds but when they are met with a tryhard camping ebony mori killer, they opt not to.

  • At this point an add on to open the gates faster might seem more impactful.

    Using a tool box now seems very underwhelming.

  • From my experience I see many Plagues in my game.

  • I would like to use this thread to say THANK YOU to the developers for doing giving us extra BPs, and for keeping those people who have to remain at home in your thoughts via this event. ❤️

  • @Oshi

    Smart enough to understand that if you complain about a key bring brought into a match, bringing an ebony mori doesn’t really give you license to justify how powerful keys are when moris are broken also.

    Any other insults you got up your sleeve?

  • So you complain about a key but bring an ebony mori?

    I don’t see how a key is broken in this scenario. You can literally cut the game in half with a mori.

  • “Maps changes won’t help”

    But you don’t explain why you think that, instead you go into a rant about how the game has “ruined” things for you. I say you, because not every player who plays killer feels as you do.

  • I don’t see how removing these icons would make things more “tense”.

    It’s merely an indicator not even a warning because by that point you can already figure out what it is.

    This game has lost its “surprise” factor because of so many perks that have been introduced on each side. So for me the “tense” “exciting” parts are the mind-game able parts.

  • A good killer will not let you finish gens unless it is absolutely out of their control.

    Jusy saying.

  • @Gorgonzola said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166869#Comment_1166869

    So I guess you are not allowed to miss a single hatchet? While survivors can do a lot of mistakes and still easily win? You can always dead hard, run into killer after getting unhooked and just use DS, use Sprint Burst whn your positioning is bad etc etc. And "Did you miss a hatchet?" answered with "Yes, I missed 1/2" means you deserve to instantly loose.

    @Gorgonzola

    Missing one hatchet doesn't mean your mistake should cost you the game, I was emphasizing on the fact that a snippet of a clip doesn't mean there is a gen speed problem. What if they missed 3 instead? Then I'd say they need to get better with Huntress because an invididual chase + bad map position CAN cost you 3 gens.

    Please learn to understand what is being said before you come to a conclusion that I literally meant 1 hatchet cost them 3 gens. Not what I said at all.

    @MrMisanthropy66

    I do play killer equally. I don't have 3 gens popping before my first down.

    Also stop assuming that just because people don't agree with you means they don't play killer.

  • Oh this clip again... lmao

    🤣

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167720#Comment_1167720

    So I can clearly answer your question let me ask you one.

    Have you played a killer match where you find and hook your first survivor around the same time the first gen is popped?

    The beginning of my match will make more sense if you've had that experience.

    @SpaceCoconut

    The answer is yes, and you know why? Because 3 people were on it, and the survivor I was chasing might have been at a very strong loop.

    Now please tell us about what exactly happened in the beginning of that match...

    https://media.giphy.com/media/BgJumFO4ZuV7a/giphy.gif


  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/910365#Comment_910365

    Bubba isn't top tier - he's... ENTITY TIER!

    "Solid" evidence:

    https://youtu.be/2xx1qDoSWlg

    /notseriousofc

    @Yamaoka

    LOL That's awesome.

    I wish I would have recorded the one where I downed 4 with my corrupt spray gun as Plague, while they were trying to flashlight save this one survivor. 😂

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168780#Comment_1168780

    A 32 meter TR with an 18 meter range cap for a 4.4 m/s Killer is not a good idea. What he probably could use instead is a less subtle TR music.

    @TAG

    I agree I think his music is what needs to be tweaked.

  • Wait ... did they just say "It's the same Oni as before, then it's a noob"....

    You gave yourselves away. 🤣

  • @Mandy said:

    I've had no problem in playing against DeathSlinger, and everyone I've played against runs Monitor & Abuse, because it's such a strong perk on him. He's got an 18m range on his power and he's got a TR of 24m as standard which reduces to 16m with M&A, he's also tall and moves at 4.4m/s instead of the standard 4.6m/s of some of the other killers.

    It's a matter of learning to play against him and have some map awareness so you have an idea of where you are coming from and not run in a straight line away from him, keep objects between yourself and him so that you can break that chain.

    As with Stealth killers, the strongest weapon you have at your disposal is your eyes - and I'd suggest playing as the killer to understand how to play against him better.

    @MandyTalk

    They could be on to something. I literally crouched next to a Deathslinger and there was TR at all.

    Then I wasn't sure because I noticed his music is extremely low in the beginning, like there is almost no music when you enter his TR.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168538#Comment_1168538

    I play survivor and i use DS+UB combo all the time, as soon as i get hooked i get a free gen almost every game, or if they try to come after me i have DS, or if they leave me on the ground, i use unbreakable. During which time my team does a gen if they pop my DS and i send them on another chase. or if i use UB, then i just finish the gen i was doing.

    Its meant to be anti-tunnel, the devs literally stated that, and also agree with my statement that if you start doing a gen then you are no longer being tunneled and are putting yourself back into the game by choice.

    And yeah, they still have 60 seconds. if they hop into a locker and i leave them, then they just hop out and keep doing the gen they were doing. If i dance around with them and try to catch them not in the locker, during that time 3 gens pop because DS lasts 60 seconds and a gen takes 80.

    @Reinami

    Devs never said it is strictly an anti tunnel perk. It serves that purpose but even they themselves said that should the killer encounter the survivor previously hooked that it would come down to a strat at that point. So no, it isn't ONLY an anti tunnel perk, because if it was it would completely render the killer unable to tunnel, which they can even after the stun.

    Also, if the survivor who you happen to find AGAIN (after you didnt 'tunnel'), they no longer have 60 seconds.... the timer starts right after they are unhooked, not when you find them again.

    As for "3 gens pop" that is what happens when you tunnel. Gens pop.

  • @Almo said:

    The concept was to change toolboxes to be tactical rather than strategic. I used a "Toolbox" (the yellow one) the other day on a gen while working with a 2nd Survivor as the Killer approached. It saved us a few seconds. The Killer hit me, I ran off, then he hit the other Survivor about 0.5 seconds after she got the gen done. Without the toolbox, we would not have gotten the gen done, and it's likely we would have lost a lot of progress due to a PGtW kick. With one of the old-style toolboxes, the time saved during the Killer's approach wouldn't have been enough, either.

    So the new toolboxes, while an overall nerf (they save less net time), have enabled a new set of possible plays.

    @Almo

    I agree with this, because I used to do that with toolboxes before the nerf too.

    I do think that they sort of feel ‘meh’ now. I think it would help if there were key visuals to understand how much of an impact they have, so maybe if a toolbox is being used while repairing, the repair bar turns bright green or something.

    I know this can only help so much, but the scenario you describe is probably the only one that you will feel like they mean something. Other than that it’s a “oh 3 second toolbox...ok”.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168456#Comment_1168456

    I mean sure, that can happen with meme killers; they will just depip and you will safety because they didn't really do anything and you did (you can win without surviving). If a killer isn't applying pressure anyways and a secret offering is used, you should be able to do bones pretty easily and escape with ease.

    It's like Blood Warden, it can 4K by forcing survivors to endure the wrath of the Entity, but there's a lot of things (counterplay and conditions) that need to happen before it comes to that point.

    The main thing people dislike is getting deleted from the game — now that only happens if you are caught after the 5th generator. I don't want to nerf the offering even more because it becomes useless. Making some useless isn't always the answer to balance, it needs to have a use. 😄

    @NMCKE

    Most of the time when killers bring a mori is either because they have a challenge or because they are trying to be toxic about how they play. That’s been my experience.

    Personally when I play killer I only bring them if I haven’t seen the Mori before and I always play as if I didn’t have it.

    I don’t have a problem with the atm, even if they can seem excessive at times (when no one brought any meta perks or items)... for example.

    With the suggestion you are offering you are no longer requiring the killer to down/hook someone... you are depending on the survivor to complete a generator which means a mori that could have been countered before, is now inevitable.

    The coolest part about a mori for me is the animation and visual NOT cutting the game in half.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168458#Comment_1168458

    Because survivors will do a gen and then hop into a locker when killer gets close. Then you are forced to eat the DS or let them do the gen. meanwhile they get a 5 second head start on a chase that could last another 30 seconds. Pair it with unbreakable and you can't even slug.

    DS should be cancelled if you perform an action like doing a gen. If you go and do a gen, or heal another survivor, or do a totem, then you aren't getting tunneled.

    @Reinami

    If you’re approaching a previously hooked person and they hop into a locker, they no longer have 60 seconds. The problem is you’re seeing these through the eyes of DS being Strictly an anti tunnel perk and it isn’t.

  • DS is fine as it is. I don’t understand how it’s so hard to slug (something 90% of killers already do) to counter it.

  • @NMCKE said:

    Here's an idea to change both since they are pretty common nowadays! 😁

    Ebony Mori

    Once all generators have been completed, all survivors can be killed by the killer.

    Ivory Mori

    Once all generators have been completed, only one survivor can be killed by the killer.

    Cypress Mori

    Becomes basekit

    Keys (Dull and Skeleton)

    They both take 20 seconds to open the hatch, add-ons can be used to reduce the time it takes to do so (up to 10 seconds).

    When a survivor attempts to use a key on the hatch, the HUD will blink the hatch icon and the killer hears an audible warning.

    @NMCKE

    That doesn’t sound like a nerf to me but a buff.

    It’s the same bad design that No Ed currently has. Why would you reward a killer for the survivor completing their own objective?

    In fact someone could just bring No Ed, wait for someone to finish a gen down them and mori them on the spot. Not exactly a nerf at all.

  • He is not top tier but VERY underestimated IMO.

  • @PureHostility said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167089#Comment_1167089

    I have no idea why you said that, as I never said all SWFs are using comms or playing in a way that could be considered annoying or abuse the balancing of the game.

    But due to you mentioning it, you need to understand the issue we are dealing with here. Not all who use SWF are using comms or abuse balance flaws but all who do use comms and skew said flaws in their favor are indeed using the SWF. Thats the problem.

    SWF by itself isnt a problem, it just allows you to play with specific people, even though it is against lore (unless recently introduced into tomes) or initial concept of the game. That feature just allows people to actually DO abuse game design of dbd to their favor, such as gaining unfair advantage over opposing party.

    Just because you or some other party doesnt try to use power of communication to skew the already shaky balancing of dbd, doesnt mean there arent people who dont do it, as a matter of fact a lot do it, just as a lot want to just mess around or play with pals without comms.

    The issue still is there, swf is open to the abuse of game's mechanics and that should be adressed without completely destroying it.

    @PureHostility

    According to you which exactly are these abused mechanics that swf players are abusing?

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166869#Comment_1166869

    If you want more cases, you can look on the forums, feedback sections and youtube for more. They're there and you've probably already seen them.

    You'll notice in the bottom left that I completed a chase twice ending with a hook. On average, players often hook their first survivor around the first gen is finished. This same experience has probably happened to you. The difference here is that it was the worst case scenario with 3 survivors on 3 separate gens while the killer deals with the 4th. More often than not 1 gen gets finished in this time in my matches. The point is that this 3 gen one hook within the first 85 seconds of a match shouldn't be possible with or without perks to fix the problem.

    The suffocation pit is an unbalanced map especially with a low speed killer such as the huntress.

    There is plenty of information in the clip in addition to they myriad of videos on youtube that show the situation I mentioned before with 1 or 2 gens.

    It's a well known fact that on average the first survivor is hooked within seconds of the first gen being finished.

    But you can continue to choose to ignore the available information if you wish.

    @SpaceCoconut

    You still didn't answer the question. What happened before those 3 gens popped?

    I think it's important to recognize that if you are going to be sharing 'proof' as to why you think there is a problem with gen speed. Then the video still needs more context. You are telling me I am choosing to ignore something you didn't provide.

  • @PureHostility said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166790#Comment_1166790

    The changing of targets (be it a stealth killer or not) at best will confuse the group for max of 10 seconds. The information will be relied instantly to the rest of the group anyway, giving heads up to the other 1-3 survivors.

    Thats a lot of valuable information, even if slightly delayed. Working on a gen with killer chasing someone close by is always a risk of killer switching targets anyway, in most cases remember that SWF teams usually have more survivors being able to observe what killer does than just the guy who is being chased, thus removing a lot of mind games or potential ambushesand often removing the power of splitting pressure.

    SWF does indeed need a nerf, or rather having heavy tweaks and implementing various limitations (i.e. Not being able to use aura reading perks that do reveal killer's aura or his belongings), slowing down the progress done by them isnt a solution either, remember that 3 man swf also comes with 1 solo survivor. Direct nerfs to performance of swf group impacts also solo survivors in the game and trust me, facing 4 man swf is as annoying and disgusting as being the solo survivor in a lobby of 3 man swf.

    I am in the progress of writing my 2,5k hour feedback that bases my observations, experience and suggestions on my play time since day 1 of dbd release and some from beta gameplay videos.

    Game isnt in a healthy state and needs various changes to certain aspects that were either not changed since their introduction or are misunderstood by bhvr. The elephant in the room is indeed the SWF, it is the major source of balancing issues and the bigger reason why our community is so toxic (i.e.the bigger the group the bigger entitlement is, it is proven by dbd or my own experience of me playing with my friends in many different games).

    @PureHostility

    Contrary to popular belief , SWF groups aren't telling each other every little thing the killer is doing every single second.

    Like I already said, even in SWF you can't reliably play like this. You have many more tracking perks now as killer now then ever + if I see the killer whether through an aura or just physically chasing, I will point (emote), which is still the same exact thing.

    Again, it is not as reliable as you think. Most people in SWF groups just want to play with their friends. Period.

  • @SpaceCoconut

    Neither is using a singular case scenario as hardcore proof that gens go by fast.

    You never included the part when you engage in a chase. So it’s really hard understand why it took you 1 minute and 25 seconds to hook someone. Was it the set up? Did you miss a hatchet? Etc

    Much of why gens go by fast is the missing skill gap in some of the killer playerbase.

    In other words you can get into a match right now and just tunnel the first survivor you see and KNOWINGLY give up on the gens and hope that they used enough pallets so that the next time you’re in a chase they will have nothing to work with because you knew gens were about to pop.

    That’s an example of why you can’t just present one scenario (or a snippet of it) and expect the rest to understand if there is really a “gen speed problem”.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165490#Comment_1165490

    You seem to trivialize the power a simple 'killers on me' to your group has. You don't need to be a 'highly coordinated squad' to completely dominate a killer. This isn't about 'getting punished for playing with your friends,' this is about balance. But seeing as survivor fun prioritizes that, or even killer enjoyment, you keep thinking that.

    @Rivyn

    The game has evolved and SWF isn’t that reliant anymore. There are so many tracking perks they have introduced that completely negates the only counter survivors really had when they don’t have information on where the killer might be: immersion.

    Also the buff to stealth killers which to me where the ones who were suffering the most has made it near impossible to be able to confidently say “they are on me”. Sometimes that actually costs the team time because someone might say that and then realize the killer actually switched and now the person working on the gen isn’t safe anymore.

    The game is a lot easier for killers now more than ever.

  • So instead the devs should just give you a whole 1 minute and 25 seconds before anyone can start working on the objective, in order for you to catch someone?

  • @LoverOfDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164994#Comment_1164994

    They either used broken mechanics (noed/mori/insta *insert busted addon*) or your teammates and you are bad slash aren't very good, or just make a lot of mistakes.

    @LoverOfDemogorgon

    Actually many of them have no add ons, and I only see No Ed in lower rank killers... and they don’t count because I said ‘red ranks’.

    Listen, if you are really in denial that good killers actually exist then by all means carry on spreading whatever information you want to spread.

    I don’t think you are going to get very far though as anyone who has reached red ranks knows that it takes skill to play killer at those ranks instead of relying on a puny crutch.

  • LMAO 😂 This is the funniest thing I have read.

  • I guess all those killers whom I have faces in red ranks must have been extremely lucky after successfully obliterating my teammates and I.

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163046#Comment_1163046

    Yes, as I said before, something related to "Awareness event" could work. However, I don't think that would be the difference between people going outside and people staying inside. You'll be lying to yourself if you think that's the case. Maybe it would be the difference between people watching netflix and people playing DBD, but I don't think double bloodpoints would "prevent people from going outside".

    @Coder

    Of course I don’t expect everyone to not go outside simply because of a DBD event, that’s why I said it would at least create some awareness and possibly invite people to stay home and play DBD instead of going out to gather/see their friends while they are not in school/work etc.

    I also want to clarify that when I say outside I don’t mean going for a walk, I mean more like going to a party with friends etc.

  • That would be a nice synergy buff to Second Wind.

  • I’d be up for having a BP Hunt, if it means it’s going to create more awareness to stay safe.

    There is a positive side to an event, yes it is unfortunate that there have been casualties and my heart goes out to those people all over the world who have lost someone due to this virus.... and I’d like to believe that we have the power to take care of ourselves by doing the right thing, and prevent it along the way. Maybe an event about the situation isn’t the way to go but maybe an event for BPs might keep some people indoors where it’s safe.

    I think, as with everything else it is all about how you suggest something.

  • Contrary to popular belief, SWF teams aren't telling each other where they are every second of the match.

    I've faced killers with knockout while in a swf group, where the whole time I am like "where are you?" because sometimes it is not reliable. It is better to just have bond or empathy to track your teammates.

  • If DS didn't exist you would still be slugging. You can easily go perkless as survivor and the opportunity to be a "tunneler" and a "slugger" is still there for a killer. DS is not strictly an anti tunnel perk and has never been.

    If we're gonna be honest about one perk being too "strong" let's also be honest about a built in mechanic that is constantly abused.

    I only mention it because you brought it up in the same topic. I'll agree with DS changes when the unlimited slugging stops too.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159501#Comment_1159501

    Any other game wouldn't give one side half a dozen second chance perks that can be abused.

    @Rivyn

    Actually there are many great perks on Last Year, and even Friday the 13th. Also, you can actually fight back in those games AND have obstacle advantages.

    Oh, and the most important part. You can fight back with weapons.

  • That's why I smile whenever people complain about DS and any other perk that bothers them.

    Slugging is a luxury and doesn't require a perk. If it was any other game it would have a built-in pick yourself up mechanic, like Last Year.

  • Something is definitely off about his TR, I think it's broken.

    You can literally sit right next to him and hear nothing.

  • "They got 4 and a half gens done before I got a down and my power."

    How exactly is it survivor sided just because it took you that long to down someone? If 4 1/2 gens were done in that amount of time, then I think it's safe to say perhaps you focused on that survivor for way too long.

    They didn't even have any toolboxes or perks to help them with gen speed.

  • My opinion on it is that they should just give some of the add ons an entirely new meaning.

    Toolboxes no longer feel impactful to gameplay and while I understand 4 of them made a huge difference in gen speed, I would have rather them been changed to do something entirely different.

    Perhaps apply a “status” to a specific gen where if more than 2 people are working on it for longer than “15 seconds” of the gen is kicked the regression is slower for “15 seconds”. Just something more interesting. The new change has left them very underwhelming feeling.

  • Not everyone is into sabo'ing unless they specifically go into a match with the intent to do it.

    Playing solo survivor, I haven't seen anyone sabo'ing.

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