Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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I’m just gonna say this.
If killers are balanced around high rank play then why does camping still exist? Even in red ranks people are camping, when this isn’t considered the most optimal way to play a killer because you are not fulfilling your objectives to pave your way to high rank.
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Yep the speeds were the same for me too.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1103457#Comment_1103457
I've seen this a fair bit while playing survivor and killer. People come off hook and the dc icon appears.
When it's intentional it's normally done before the hook.
But I guess it serves you right for discon....trying to play the game you paid for.
Yep... It's really disappointing that you feel like you're walking on eggshells if it kicked you out of a match because you know the next time, the time will just double up.
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None lol
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I might be wrong but honestly I don’t think survivors are the loudest voices in these forums. That is me speaking from my own perspective.
Ive literally never read any post where a survivor was like “you can’t do this because it’s in the killer book”.
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Keep giving feedback because at this rate they are going to have long queues because of how many people were wrongly penalized when they didn’t intentionally DC.
The penalties would have worked if the game didn’t have its own history of issues with crashes happening in the middle of a match.
I got disconnected while I was being unhooked, all of a sudden I am taken to the post match chat screen with a server error... and then I get a penalty. Lol 😂
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Eh. If these are dark times I can’t imagine what the beginning of DBD would be called. Killers have it much easier today than when the game first launched.
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Yep, and survivors should be able to carry a weapon too.
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@ChildofGod said:
I 100% agree that she needs a rework. Her power really limits the options survivors have to counter her, and the fact that nobody cleanses makes her really boring to play as. Here is what I would do:
If being infected was much more punishing it would motivate survivors to cleanse instead of staying infected. Perhaps making all action 15% slower would fix this. To keep things balanced I would make corrupt purge last 30 or 35 seconds, so survivors are not punished as much. I think this would lead to more use out of her and I believe it would make the overall game much healthier.
Being infected already has penalties.
• One hit away from down.
• If broken you infect other survivors and therefore slow the game down because they would have to be willing to get sick.
• With the new change, Plague will be able to use Corrupt Purge from the start. So this whole “who cleansed?!” Probably won’t come into play because there will not be a need for it in the beginning.
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I’m pretty sure if they went as far as to allow killers to break through walls, it must be because of how strong certain structures are. Not the opposite.
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Plague is nothing like Legion. When you are sick you can still proceed to do gens, when you have been hit with a frenzy stab, you have to mend.
I have a lot of fun with Plague because match could go several ways. It isn’t determined just because survivors don’t cleanse.
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I'm kind of happy about this change.
I suggested something similar on a previous thread, but for windows. :D
https://forum.deadbydaylight.com/en/discussion/117198/an-idea-to-balance-super-strong-windows/p1
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@[Deleted User] said:
Here’s a hot take.
I dare any survivor main to exclusively play Plague for 1 week and ONLY use BOTH her Blessed Apple & Ashen Apple so that Plague starts with 2 Corrupted Fountains.
Then see how many easy wins you actually get on average.
I guarantee that most will find that wins with Plague even with 2 free fountains don’t come easy, and when to activate CP requires real strategy.
Exactly. Walking to a fountain can waste ALOT of time. That's why sometimes I don't even rely on Corrupt. I don't even think it's worth it at some points.
Some people are just making sound like she is some god when she gets her corrupt. 🤣
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101237#Comment_1101237
How many times do I have to say it? Being. Injured. Isn't. Scary. It does not make you weaker in a chase. It does make you worse at doing your objective. It does not remove any game mechanics. All it does is cause the Killer to actually get something out of hitting you. If being injured was scary, people would heal way more often. But they don't. They don't need to worry about going down too fast when they still have every single tool at their disposal to survive. That's why not healing is the meta. Hell, if you bring the right build, you can actually be STRONGER while injured.
Vile Purge injures. That's all it does. It's not good.
You can say it as many times as you'd like.
Being sick/broken makes you vulnerable. You are one hit away from getting downed. Someone without exhaustion perks, someone who mainly brought healing perks and stays sick isn't going to have much to rely on.
A lot of the why survivors should cleanse depends on the skill of the killer. If the killer is bad with Vile Purge, they will be bad with Corrupt Purge. Which is why I think you are putting too much emphasis on closing the gap between Vile and Corrupt.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101220#Comment_1101220
Ah, yes, I underestimate being the most M1 Killer in the entire game. Vile Purge is so incredibly good. I love how it does nothing against people who are already injured and I have nothing but my loopable M1 to save me. Top tier Killer.
You can still make them sick and if they work alongside of another 'healthy' teammate, can also make them sick.
It is good. You just need to understand how to use it.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101081#Comment_1101081
If you don't cleanse, Plague has no power whatsoever and encourages the obnoxious, overpowered no-heal genrush meta. She has nothing to help her in a chase, and her height makes her even worse at certain mindgames than someone like Freddy or Legion.
If you do cleanse, Plague becomes the easiest Killer in the entire game. Even old Legion was harder to get a down with than Corrupt Plague.
How is that good game design? How is that a good Killer at all?
Again. You underestimate her Vile Purge. You can still win even if you don't use her special ability.
Corrupt Purge is not her only power. She is not an M1 killer simply because of that. Corrupt can inflict damage but it can't infect objects or survivors. So you're simply changing your gameplay style. She is only powerful with it in the right circumstance (Camping while 2 injured people are around a hook and you have corrupt) for example.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1101050#Comment_1101050
So, you're just proving my point that Plague is both weak and terribly designed. Got it.
Also, I used to play Plague extensively before I realized she was just a boring version of Legion with no height mindgames. And I can say with certainty that her power's design needs some serious looking into.
I don't think she is weak or terribly designed. I think her design is pretty straight forward, doesn't mean you have to like it.
This change was only needed to balance the requirement to always bring an apple as an add on if you wanted to have earlier access her secondary ability. Otherwise you heavily relied on survivors cleansing.
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If you ever play Plague ( I main her), you'll understand how much time it costs to go to a fountain.
You practically have to be in the area or else you lose momentum quickly. Also, as pointed out in the previous post, you can already spawn with one fountain (corrupted). After she uses it, you can go back to not cleansing.
Imagine you have a toolbox but can only use it if you have an add on. It would be the equivalent of that.
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The mori can take out 1-2 survivors out of the game faster than a key can.
All you have to do is camp the hook, down and mori.
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I can understand the frustration, I think a lot of us have been there. Lately those are the things that annoy me about this game.
I'm curious to know what they will be doing when they talk about somehow lowering the distance so it looks the same on both screens for those M1's. Not sure how they would fix Huntress' hatchets.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1096072#Comment_1096072
The perk massively affects the game, regardless of whether the slug is picked up or not. Even if the killer waits out the timer, the survivor bought time for the team and ultimately allows that same downed survivor a better chance at escaping. Your perspective is too narrow: getting stunned is not what makes DS effective (by itself).
When I decide I want to take the stun, they might last like an extra 10 seconds if they are even in a good position. A lot of how it impacts the game after the stun depends on that. Which in essence you can blame RNG.
It's just as unlucky as a killer with Spirit Fury, if they are already caught up to you, there is no way you are going to avoid the hit through the pallet + if you're in a bad area, you're going down anyway.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1095970#Comment_1095970
This is flawed logic. That would be like saying that to “counter” old Ruin, just don’t do gens and find the totem; the killer wanted survivors to waste time, so Ruin did its job. DS still does its job (for everyone) if you get slugged.
While I did have some “ifs”, optima survivors will take advantage of the slug. Potatos will lose anyways.
When people speak about "countering" DS, they mean the stun. Not the possible scenarios to be avoided or objectives to be prevented from getting done.
Counter to old Ruin was hit the great skillcheck.
I don't see the 'flawed logic' just because it indirectly impacts other objectives.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1095894#Comment_1095894
Slugging, as you said, uses 60 seconds. If two people are on a gen, it’s finished. If even one person is on a gen, that’s a ton of progress. What makes this even even crazier is that if even one person runs it, you must respect it for everyone.DS is the best perk in the game.
But gens being done doesn't mean you aren't countering DS.
Also, those are big "ifs".... I could also point out that if the team is too altruistic they will most likely go for the heal first.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1095600#Comment_1095600
Slugging doesn’t counter DS. 3 other people can sit on gens while the survivor recovers, and then one can tap them and go back to business as usual. Unbreakable also kills slugging. DS wastes time either way.
Slugging does counter DS, you are trying to counter the stun right? You got 60 seconds or less of you didn’t actually go back to the hook.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1094810#Comment_1094810
Yes because to some it is baffling that there are still people who cry for killer nerfs when the game is so easy and stacked for survivor.
There is a big difference between someone making a balancing suggestion and "crying for a nerf".
All I am saying is it doesn't help your case when the automatic reply is mocking the suggestion by stating that everyone wants to see killers get nerfed which isn't what the OP said.
You can feel however you want about it, but at this point some of those replies have become a meme and aren't taken serious. Not every suggestion that has balancing ideas means it is a bad thing for the game.
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I love the way some get bent out of shape whenever someone even remotely suggests something that would nerf killers. Lol
It has became a joke at this point.
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If Chucky ever became a killer my DbD Life would be complete!
Imagine a similar set up (cosmetics-wise) to Legion, only you would choose between Chucky and Tiffany.
Slasher, Small enough to be sneaky, Voodoo doll that can manipulate survivor’s movement (kinda like The Boil Over effect on a killer). A mori that when he stabs you he says “Get off my knife!” *insert Chucky laugh* ok I know I’m too hyped 😂
Setiously though, this will be a HUGE test for the devs, because it would require unique mechanics.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1094566#Comment_1094566
The whole game?!?! Dude the thing doesn't activate until the game is over, what....are we even playing the same game?
I think you misunderstood, they meant you can practically tunnel one survivor without checking any gens and get it to proc.
I don’t agree nor disagree, just stating what I think they meant.
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There is a chat bubble icon when you’re in the post match chat.
Want my advice? Close it. And click Upgrade and claim your points.
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I don’t care that you think No Ed shouldn’t be changed, but I also don’t want to hear it from killers when they complain about DS, BT, Adrenaline and anything that they think needs “fixing” with these perks.
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Being someone who absolutely enjoys playing Trapper as he is. I welcome this change.
Picking up a trap, especially when you know it’s a good spot that you would just re-arm it in the same spot saves a lot of time.
Being thankful for even a small change in the right direction doesnt hurt sometimes.
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I agree...
The thing is creating curls in mesh is hard, but I think the proportions seem wrong.
The Actual hair from the show doesn’t have that much volume, as her hair is thin.
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I wouldn’t be mad at that.
It is a simple way to buff BW.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1088402#Comment_1088402
60 seconds is 60 seconds. If I hook someone right next to a gen and they're unhooked, they have 60 seconds to do that gen. For free. 0 risk other than missing the skill check (or a mori). That's nonsense. If I tunnel them off hook and all they're trying to do is get away for long enough to heal/start a gen then fine, they deserve to pick themselves back up or I deserve to get hit by the stun. But once they start doing that gen...it should deactivate.
There's also potential to mindgame with DS then, making it more skillful: You could simply leave for a bit, not doing anything, then return to the killer on purpose to bait them into picking you up. Hell, make DS infinite until you touch a gen for all I care. Doing gens in front of my face like a cocky little turd? No.
I already talked about slugging. Unbreakable only being able to be used once per person is irrelevant. So is DS (though the "can't touch me" status can be used twice). So is Dead Hard (once per chase). So is an ivory mori. Just because something is a one time use or not insane in a vacuum doesn't mean it isn't insane when combined with other perks/items/strategies.
First off, not everyone who has DS plays like this, and many that do, do it without DS.
If the person decides to immediately work on the gen next to the hook, they are doing that at their own risk because you are one-shot away from getting downed and slugged.
So yes there is a risk. Just because you don’t like that you don’t inflict fear doesn’t mean that there is 0 risk. Many of the people who play risky end up paying the price and sometimes even throw the game.
If you have a problem with how DS is countered there are also perks annoying to counter on the opposite side. Why should I throw the pallet early just to counter Spirit Fury? Just to diminish the full potential of a loop? We can also play that game.
Every killer knows how much of an impact slugging has. They use it even without DS being present AND it is unlimited. Imagine complaining about a built in luxury.
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@[Deleted User] said:
DS has 3 critical design flaws:
- It gives the survivor 60 seconds to do whatever they want with no fear of repercussion. They can do their objective in the killer's face and know with a smug look on their face that they're in 0 danger whatsoever so long as that 60 second window is still in play. Oh boy they can be slugged...except maybe they're on comms, have unbreakable, or maybe their teammates just have an inkling of game sense (which is really lacking in a lot of red rank games these days admittedly, so I understand why people don't see the problem).
- It screws over anyone who isn't running DS by putting a huge "KILL ME THERE'S NO REASON NOT TO" target on their back if the killer does decide to pick them up after they were recently unhooked. I personally go out of my way to tunnel people who don't have DS if I think there aren't very many other options available to me. This shouldn't be the case, but it is. I have no reason to play nice against a team that's obviously playing at least semi-optimally.
- Its very existence is as RNG as NOED. It creates an extra mindgame that just shouldn't exist, though NOED isn't as much of a problem because red rank killers don't generally use it and it can be countered by doing totems or cleansing it after the first down. There's no way of knowing a survivor has DS until you're hit by it. Even if someone's being extra cocky and in your face about it, the safer bet is always to leave them on the ground/in a locker. I myself have abused this, entering lockers and getting off an Inner Strength heal because they expected me to have DS when I didn't. This. Is. Not. Ok.
With old DS, you expected the entire team to have it as you should now. Thing is, you could juggle the obsession (which could then be countered by body blockers). You could make it to close hooks with non-obsessions and juggle if you wanted to be extra safe (again, countered by body blockers). You still couldn't tunnel if you were facing a good team because they'd be there for their teammate...but they had to at least risk themselves in the process.
With new DS, there is no risk. There is only slugging. And slugging was nerfed awhile ago and has counters. DS has to be changed again.
Make it decay at an accelerated rate when doing a generator or shut it off when the survivor touches a gen. Done. It doesn't fix everything, but it fixes the one problem most people have with it in its current state. You should never feel so safe as a survivor that you can sit there in front of the killer and work on your primary objective.
The 60 seconds to do whatever is incorrect.
If you are not a killer who runs back to the hook and you happen to find a survivor they won’t have 60 seconds to do “whatever”.
If you are they yes but you also deserve it if you mean to tunnel right off hook.
Also it’s not like DS makes them untoucheable. You can still down them and slug them. Which takes one survivor off a gen (main objective) and forces a second to heal and off a gen (main objective).
Slugging while it can be countered can only be used once. While you can down them again and slug them unlimited until they bleed out.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1088326#Comment_1088326
That isn't a theory. Intentional disconnects long outdate the option to disconnect from game being added. Also, even if there wasn't historical evidence, anybody with half a brain knows that would happen.
Theory means that there are no reports of how many DCs happen through pressing the “leave” button vs unplugs.
Anyone with “half a brain” would know that if you’re throwing information out there, you should have the evidence to back it up.
I am pointing out optimization issues that crashed people in the past recent updates. That continue to plague the game.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1088234#Comment_1088234
Constant crashes seem to be a small minority of people. A small minority which ironically has a significant number of people that over exaggerate their problems like the world is out to persecute them. The vast majority of the player base experiences crashes on a rare basis.
The random crash bug isn’t a minority problem. Many people reported it and yet it comes back from time to time.
Point still remains. Game isn’t ready for an all dc punishment simply because of a theory that everyone will now unplug. Sorry but I would rather have someone unplug than stop someone from playing the game just because they couldn’t help that the game crashed them.
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She’s been at the top all this time. People just underestimate her.
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I don’t get hit by it often. I am quite capable of remembering who I hooked and when.
I get more salt out of that fact than anything else.
“Slug so I can’t use my DS”
me: Yep.
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Wow some of you are down right disrespectful. Just because the OP has an opinion and they aren’t a red rank doesn’t give you license to act like a —- .
Everyone knows that Hillbilly is easy to maneuver until you are at a strong tile/structure. That doesn’t mean he doesn’t require some skill everybody does.
His charge add ons can be OP depending on the map.
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@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/1088078#Comment_1088078
Woah there, you can't speak for everyone there. I also have yet to experience an infinite loading screen.
https://forum.deadbydaylight.com/en/discussion/comment/1088045#Comment_1088045
Well it will be common because if you can unplug and not be punished, whats the difference. I'd rather have nobody be able to bypass it and sacrifice some players than have it easily bypassed at the expense of the minority.
The difference is that the game isn’t ready to punish every dc because it has not yet been optimized to not have people crash constantly.
Not everyone disconnects because of their internet connection.
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Yep because apparently the alternative was too much.
I honestly wouldn’t see people unplugging that often to dc. Takes too much effort. That’s just me though.
Crashes in DbD happen too often to go ignored and now instead you’re punished for it.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1085957#Comment_1085957
Then there would be no purpose of having a penalty at all if voiding it is that easy.
What is the point now with the way people are disconnecting unintentionally?
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The only dcs that should have penalties are ones where someone actually hits the "Leave" button.
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Wow you got a full rainbow lmao 🤣
🌈🌈🌈🌈☁️🌈🌈🌈🌈
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Hey @AsePlayer I think I played with you the other night. 😄 (I think you were wearing a Fedora Dweet... and I called you a baby Dweet).
Anyway, I feel you on that. I don’t even get mad at killers anymore, cuz it’s not their fault my teammates wanted to play groundhog playstyle. 🥺
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Yes, I have the receipts.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1084581#Comment_1084581
The same applies to both sides.
Survivors can leave if they see a fellow survivor that has sandbagged them in the past.
Killers can leave if there's a survivor that has harassed them in the past.
There's no favourites here, please don't try to infer that we're picking favourites when we're not.
I have the outmost respect for you, and I know you aren’t trying to pick sides.
However, it is not the same.
I’ve had killer’s literally bring a mori into the match and use the dirtiest tactics simply because they were “trying to get back at me”.
I just play like normal because anyone can slot a mori but because when they have made it very clear why they brought it in post chat, I can’t exactly agree that it is the same as a killer simply dodging a lobby.
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The joke made less sense for me because DS is not an anti tunnel perk.
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I don’t find any exhaustion perks problematic.
Not when you understand that the other side no longer has to break pallets because they have become utter garbage in some cases and all they have to do is rely on Bloodlust, which is not a perk but a built in mechanic.
If anything I’d say they need to buff exhaustion not nerf it.