Avatar

Johnny_XMan

Johnny_XMan

About

Username
Johnny_XMan
Joined
Visits
7,584
Last Active

Comments

  • Yes I would. No game is perfect.

    And it’s a ton of fun.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026587#Comment_1026587

    Again, matchmaking has been bugged for months now and lowering your ranks still faces you against red rank survivors. I highly doubt killers are deranking to face weaker survivors.

    What's probably happening is people just AFK farming for the Rift fragments because BHVR still didn't lower the Rift grind and this time we're not going to have an 11 day head start to do it and this time DLC characters are required to do all the challenges so people are going to have to farm up iridescent shards as well.

    @Sairek

    Right. I never doubted that the system is flawed and low rank killers get paired up with high rank survivors, but it is also happening with low rank survivors getting paired up with high rank killers.

    That doesn't justify someone manually deranking because they chose to and don't want to face high rank survivors and instead would rather troll low rank survivors. That's what the OP is talking about.

  • @[Deleted User] said:

    Why does it matter?

    Rank 17~20 killers face red rank survivors anyway.

    @Sairek

    It matters because those are two different things.

    Matchmaking is currently being looked at and they are working on it, as per what the devs have said.

    Purposely de-ranking just makes you look bad because you are choosing to manually derank to go against low rank survivors for the sake of trolling and making their learning experience miserable.

  • It's very important to recognize that there is a difference in X Killer is OP because... vs X Killer's counter isn't working properly.

    In Ghostface's case, it is the latter. You can be looking straight at him and not reveal him, so the inconsistency of that will make him annoying to play against because you have no idea if he will get revealed or you will get exposed.

  • Nope. Gen Times are fine.

    Map "areas" are not.

  • Have there actually ever been matches where at least one to two gens never got done? Especially if the survivor is good during a chase? Because the only times I have encountered this is where the killer snowballed and the survivors made mistakes.

    I'm legit asking because I've never seen a killer stopping survivors from completing any gens unless you somehow created a snowball.

  • I can't speak for everyone else, but as a Myers main, and I gotta say I disagree that he has trouble applying pressure.

    He is legitimately one of the best killers in the game. His Evil Within alone can create a giant snowball effect, not to mention a lot of pressure because you can definitely get people off a gen if they know they are in exposed status.

    I think everything you do, no matter what killer you play. You are never going to be doing the same exact thing when applying pressure if you have an understanding of how the character plays.

  • The only thing wrong with the matchmaking system is the awfully long queue times it has created.

    Skill =\= Rank.

    Rank =\= Skill.

    Everybody knows this.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1023464#Comment_1023464

    As a Doctor, The perfect build where you could get 2 Kills at big maps are Thana, PGTW, Tremors and Butcher.. While on Myers I switch Butcher to Bamboozle because of Myers advantage vault.. And the rest well typical Slugging build which includes Butcher and Thana(Since there's no other way to slow down the Gens except this 2 perk).. I still get 4Ks on small maps while at least 2 Kills on Big Maps especially on Red Ranks.. But if there is one map more annoying that the Cornfield maps, its the God Loop Building Found in Wretched Shop.. In fact I can't even hardly get 1 Kill with that Map with any M1 Killers.. These Maps should be re-designed, and Yeah since Devs like to based nerfing on how perks are used, Probably its time to Nerf DS, DH and Andrenaline? Especially DS which has a 60 seconds user time? Since As I said Gens are popping left and right in Red Ranks.. It doesn't give any Chances to M1 Killers..

    Oh I did forgot to mention that There's a spike of Survivors who bring toolboxes now.. Which make these 2-3 Gen popping in 1 minute especially in Big Maps Possible..

    @DragonOfPain

    You will see a spike of survivors bringing toolboxes because of killers bringing moris. Which cut a normal match in half since everyone basically spawns in on death hook.

    I find it very surprising that you had trouble with that build. It is a pretty strong build.

    As for the map issues, yes there are maps that are big but I think the underlying problem that plagues killers is that some of them don’t have utility to go from point A of the map to point B. I think by adding more time to gens it just puts a band aid fix to that issue while overtunes killers that don’t even need slow down perks.

    Bottom line is they need to add other abilities that compliment the individual killer’s main power to make up the difference of not being able to zoom from one point to the other. An example of this is Freddy.

    It’s a very difficult part of the game to balance because there are killers who are low tier that are performing ok, and it just goes to show that it is possible.

    I do agree with the structure windows needing to be reworked, I actually posted a thread in the feedback section about it.

    As for the perks you mentioned needing to be nerfed, I think that would be overkill. I think DS is in a good place and DH while effective during chases doesn’t work half the time. It’s just my opinion though.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022015#Comment_1022015

    Imagine ignoring so many variables and making such a blanket statement with no logical backing.

    https://media0.giphy.com/media/lszAB3TzFtRaU/giphy.gif

    @ReallyBigShoe

    One could say that it goes both ways and that poster has a point.

    Some players on here think gen speed is bad because they don’t know how to properly apply any pressure. It is evident from many red rank matches.

  • OP I don’t think many people put a lot of effort into learning period.

    It’s very easy to lose and come on the forums and post about how x, y, and z need to be changed but yet your skill remains the same because you refuse to learn. That’s been my experience in these forums.

  • So what perks did you bring to the match?

    Because it’s very hard to judge based on what you are describing. I understand fully well that gens can get done rather fast sometimes But usually if that happens there is also something you ( the killer) are not doing.

    Ive been playing in red rank matches and it has not taken a minute to fix 3 gens. It may be possible under certain circumstances but i can tell you that is not the norm.

  • Hmm I bought the costume and didn’t notice this.

    If it did it would be neat. This costume looks really great btw.

  • @Zagrid

    The devs are working on matchmaking changes.

    I am hoping that it will be sooner than later. Maybe in the next chapter patch.

  • @MegMain98 said:

    They fixed Oni’s flick, Spirit and Wraith’s lunging bugs, and reworked Doctor and his map. I wouldn’t say they have a double standard.

    Sound bugs (while frustrating) are not as easy to fix. I have no idea how they break every other patch. I totally agree it is frustrating as hell, I have voiced my annoyance of it multiple times. It’s just not that easy to fix though.

    DS is a perk. A pretty easy and simple fix. Just like if a killer perk like BBQ wasn’t properly working, it would be an easy fix.

    @MegMain98

    I was about to post that, but you beat me to it.

    I feel bad for the devs because no matter how much they fix in this game, people are never happy it seems. They will find a way to reel it back to “Devs only care about survivors” mentality.

  • DS is fine as it is.

  • This isn’t how my games are for me.

    I won’t speak for anybody else, but I would never generalize and say this is how every match is.


  • @Archimedes5000

    Picture this:

    • A camping killer camps.

    • The only way to unhook the person is to bait the hit, because otherwise you get grabbed.

    • Survivor takes the hit, unhooks, and then takes another hit and goes down.

    • Now the killer tunnels the DS survivor, and downs them.

    • Killer returns to hook the survivor who saved.

    • Survivor originally hooked loses DS.

    Tell me... what exactly could the survivor unhooking done different? Do gens? Bring BT?

    Nah. We shouldn't be forced to bringing that perk in literally every single match. So that's why DS the way it works is the most balanced you will see it. Killers underestimate how much pressure there is in simply slugging, and guess what? Many killers already slug DS or no DS, because it is that good, and a luxury.

  • @HYthinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017994#Comment_1017994

    thats the problem. its not growing. while every other "service" game gains more and more players over time or stays at a realy high amount. dbd still only has 20k consistent. and the more dumb changes the devs introduce the more killer player will leave and q times will take longer and longer

    @HYthinger

    Please name games of this same genre that are gaining more people.

    I just recently played Last Year and queue times there are worse than DBD. Friday The 13th (I have over 1k hours there) and not going back because there is nothing being released.

    The statement I don't get behind is "and the more dumb changes the devs introduce the more killer player will leave and q times will take longer and longer" because that is merely speculation you are drawing a conclusion because of a change which you are unhappy about, not because of facts or evidence.

  • @HYthinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017952#Comment_1017952

    i did post a steam charts

    https://us.v-cdn.net/6030815/uploads/410/VOOVJO2NTG8Y.png

    look. i never claimed the game is gonna die. i just said that the player base is not realy growing since release of the game. it always drops back to 20k because the devs fail to keep the new players. i give the fault to the realy bad match making the ultra long q on low ranks and many bad design choises even though they balance the game around rank 15s.

    @HYthinger

    Well I think it is still a pointless statement to make AND to assume that queue times was that affected by Ruin. Matchmaking HAS been a problem since a while back, it has nothing to do with a perk change.

    It happened ever since the matchmaking update where it started to pair up killers according to the highest rank survivor. Which the devs already said they are continuing to work on matchmaking.

    Regardless, the game is still successful and growing. It's not meant to keep "everyone" and there is obviously a replayability factor if it continues to keep people playing the game.

  • @TheBilldozer

    Let them simmer in their own bitterness.

    Apparently if you say "The game is going to die" in these forums that is data enough to go by. I wish these people would actually GO (as they claim others will do) and at least that would make their statements true. Instead they stick around to keep repeating how many players will leave. xD

  • @cipherbay_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011707#Comment_1011707

    How about you ask the crowd and good for you for seeing Spirits? Too bad your the only one who has

    @cipherbay_ yep I’m the only one who has... wow you got me there.

  • @Jacksansyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012414#Comment_1012414

    It's not 60 seconds of invincibility. If i have chased down and hooked some other survivor in even 40 seconds after they got unhooked, then find them and chase them, they will only have 5 to 10 seconds left, and if they jump into a locker right at the end of that time, count to 5 and get them out. It's not as good of a perk as everyone says. It's super situational, and i haven't been hit by it once since it got changed. There is not a single OP perk in the game, and DS is certainly not the strongest survivor perk.

    @Jacksansyboy That’s exactly what I said. You would know this if you understand how the perk works.

    They have unlimited slug capability but apparently 60 seconds is an eternity. Lol

  • @OtakuFreak

    Slug. You have an unlimited amount...AND if you don't tunnel, you won't be dealing with 60 seconds, you will be dealing with a shorter timer, so if you slug it won't be for 60 seconds.

  • @OtakuFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012438#Comment_1012438

    1) It sucks for the killer to be stunned when they didn't tunnel the survivor who had DS to begin with.

    2) The killer suffers for camping as well.

    Both sides suffer, yet killer seems to be punished even if they play fair.

    https://forum.deadbydaylight.com/en/discussion/comment/1012443#Comment_1012443

    Even if it isn't recognised as an ''anti-tunnel'' perk, there is no excuse for this perk to give a survivor a full minute of invincibility.

    There's no counter play for the perk here. Slug? Well, enjoy waiting for the full minute as generators will pop & unbreakable exists (or other survivors can intervene and help).

    Most killers in red ranks just outright ignore the survivor with decisive strike, because it discourages tunnelling.

    @OtakuFreak

    Sure, that's why I play against red rank killers who know how to properly counter it.

    Here is the direct quote from a dev: " The 60 seconds does allow for enough time to find a killer after being unhooked, but I believe it will come down to a smart strategy in that case."

  • @OtakuFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012423#Comment_1012423

    It is intended to be an ''anti-tunnel'' perk yet can still benefit the survivor if the killer actively does not tunnel them.

    It is an ''anti-momentum'' perk, as no matter what you do as a killer, they receive 60 seconds of immunity.

    It is broken and needs to be fixed.

    @OtakuFreak

    It's not. Devs never said you can only use it for "anti-tunneling" purposes. They even stated specifically that if the killer happens to find you AGAIN, it will come down to a strat from killer and survivor.

    Also, if u don't seek-out the same survivor it is no longer 60 seconds. Slugging is a good counter, why do you think killers in red ranks effectively use this strat?

  • DS is not strictly an anti tunnel perk.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011840#Comment_1011840

    I'm curious to know what maps you think have many unsafe pallets now? And I guess by unsafe you mean pallets that can be mindgamed by both survivor and killer? Because the only maps I can think of are Hawkins, Lerys, and the Badham maps, and Badham maps still have a fair share of safe pallets as well. Maybe a few more, but the majority of maps still have more safe pallets than mindgameable, or unsafe, pallets.

    @ad19970

    Hawkings (pretty much 85% of the pallets): including corners, upstairs, any hallway pallets.

    Badham Preschool: Pallets around rocks and cars.

    Lerys: Middle pallets, some of the hallway pallets.

    Shelter Woods: Pallets around rocks mainly because there aren't as many tiles.

    To name a few.

    You cannot possibly mindgame a big portion of the pallets because the killer just builds up bloodlust and uses it to go around and get a hit. Yes in some cases you can leave the pallet and just take the hit to go to another "zone" but if you're already wounded chances are, you are better off just running around to a dead zone away from all the gens (to give your team a chance to repair) before you go down.

    Obviously I do agree that there are many safe zones in many maps. I also agree that the windows specifically in structures need to be reworked. I actually made a separate post about that in the feedback section: https://forum.deadbydaylight.com/en/discussion/117198/an-idea-to-balance-super-strong-windows/p1

    Only because I find it unfair that as a survivor you can break chase and decide you want to go back to that window while preserving pallets around the structure.

    Anyway. My main point was in response to the part of the video which is that bloodlust don't shorten chases, by pointing out how many strong loops there are but doesn't acknowledge the the reworked maps have come with a vast number of unsafe pallets. I'm just giving my opinion from both playing survivor and killer.

  • Killer is still fun to play, I don't know what you are talking about.

  • @LoverOfDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011840#Comment_1011840

    For one there is no map in the game that is so full of unsafe pallets that you have to choose them over more safer options, and yes I mean HNL as well. Unsafe pallets aren't meant to be looping points more by time points, aka. drop the pallet very early to buy you time to the next safer pallet. Learn how to use them instead of using them incorrectly and complaining about them.

    @LoverOfDemogorgon

    Then I say the same to you... "Learn how to loop around safe pallets" because if you don't believe that there are extremely unsafe pallets that will not get you to another safe spot, then you haven't played survivor long enough.

    For many safe zones there are also unsafe zones. Some without ANY pallets. Go ahead keep spreading your biased opinion and get the same results from the same group of people who fail to see both sides.

  • Except that they have added many many unsafe pallets to the point where killers simply go around pallets and get a hit no matter what. I guess he forgot to mention that part.

    By definition perks are just that. Perks. They aren't suppose to be the foundation of what makes a killer great, they are suppose to "aid" "enhance" their ability to perform. Same with survivor.

    The way the maps are laid out sometimes can be an issue for BOTH sides, not just one. Hence why people from (again) both sides seek balance in this regard. IMO they need to focus on each individual killer to add other options (like they did with Freddy) where they aren't punished hardcore for not having the same mobility as others.

  • Why are we trying to make a narrative just because YOU don't see Spirits in your games.

    I see plenty of Spirits every single day.

  • "The Ruin change will end the world"

    You watch.

  • Yep, take away their weapons and give them to survivors.

  • Why would we give every killer a speed boost?

    Some of them are already in a good place.

  • Slowing down generators speed through a passive method will only make those killers that are already strong + who use strong slow add ons... too OP. Then they would have to adjust perks because of that reason.

    Speed isn't the issue with gens, it is the lack of the invividual power of certain killers that is the problem. Hillbilly and Spirit are strong in applying map pressure because of how fast they can get to an area. Giving them an upper hand to be able to pressure gens.

    As much as I think your idea is interesting, it is not going to make killers play "nicer", a tunneler will only be encouraged to further tunnel because of their skill gap. So IMO they need to look at each individual killer because some of them are already in a good place, that making a drastic change for all of them would just overtune them.

  • The “Gg EZ” is really not that deep. I’ve gotten it as a killer AND as a survivor.

    I am capable of understanding why I lost in most scenarios so if people want to “gg ez” me have at it. I am not losing sleep over it.

    It’s just a game.

  • I would have loved if you had provided examples of what was happening in between. It’s kind of hard to judge someone’s match without any context of why gens were popping that fast.

    From what you’re describing it sounds like a map problem not a gen problem.

  • Same can be said about literally every nerf that has happened to survivors.

    Only difference is survivors just don't cry/b*tch as much in the forums. This is fact when you consider the very first 2 pages in the forums is filled with the same non-sense "Game is Dying" "Devs *insert insult*"... etc etc.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003088#Comment_1003088

    A better way to handle that would be to increase wait time for lobbies when people dodge. Right now its about 4 seconds when you leave. For each dodge you make it increased by say 5 seconds. You dodge 3 lobbies well now you have almost a 20 second wait time for another lobby. At least I think its better. I liked knowing the ranks of people on my team or that I'm playing against because I sort of know what to expect.

    @Ramxenoc445

    I could get behind this. This way a significant amount of people will understand that there is a consequence for "dodging". It could work for both sides too. Survivor and Killer.

    Nobody likes waiting in lobbies for a queue, so it could be an effective move.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004398#Comment_1004398

    No, the double standard exists when people pretend that people on your own side refuse to acknowledge that you do the exact. Same. Thing.

    Survivors complain about "tunneling" when they weren't actually tunneled far more often than killers complain about "gen rushing" when they weren't actually rushed.

    Recognize the double standard.

    @newavitar

    How do you know it is far more? Do you have actual data or something? Or is that something you yourself came up with?

    There are many double standards here. Everyone knows that.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004237#Comment_1004237

    I had a game against a Plague where she had thana, ruin (wasn't cleansed until all gens were done), Dying Light and NOED. They complained we gen rushed. NOED never proc'd because all totems were cleansed (besides guarded ruin). We did everything available and it wasn't a fast match. Some people just fling catchy phrases to justify wins/loss

    @SleepyWillo

    Yep, and as a Plague main, that is a disgusting build (btw).

    I agree though, that's exactly my point. I think the real double standard exists when you can even admit that you can have bad matches, you'd rather blame it on a situational reason.

  • Its not that people don’t recognize “gen rushing” it’s that most killers on here want to claim their losses as “I got gen rushed”. When many times it is not the case at all.

    Rushing a gen doesn’t mean it is toxic either. At some points you have to try to out pace the killer if everyone is getting hooked left and right with no gens done. How in the world is that toxic??

    Also, I don’t see how Tunneling is the same thing when you lose the game because you tunnel, in most cases.

  • @Fibijean

    Well then IMO something needs to be done about it, because in the current matchmaking system it is a nightmare.

    I don't even know how they can track who dodges anyway... I mean killers dodge all the time. Why aren't they being held by the same standard? While that is besides the point, it is a fair one, nonetheless.

    This is one of the most frustrating things in Solo queues because the one who gets the short end of the stick is the person who is not in a swf group.

    What seems counter-productive to me is that when they made the change that the highest rank would determine the rank of the killer, they specifically stated that they felt their "High Rank" friends can guide/mentor (can't remember the exact verbiage) them during the match, well how is that possible for me as a High Rank to mentor someone when I don't even know who needs mentoring.

    It just shouldn't be this complicated.

  • I’m also enjoying the game without Ruin.

    Dedicated Servers frustrates me more than not having Ruin.

  • @Waffleyumboy

    I agree with this.

    I play Michael and I can’t teleport nor run with a chainsaw on my back, but I do feel that I compensate for it with the added speed when in T3 which is his main power.

    Do I think that I can’t apply as much pressure because I can’t get to the other side? No. I apply pressure differently though, usually I will try to keep two people hooked at a time to force the others off the gens. This is why I’m personally ok with new Ruin. Obviously people play different and some other people are more comfortable ruin giving them that little bit of pressure they get out of it.

  • Don’t you know that if the devs aren’t listening to a handful of players they aren’t listening to the entire community?!?!

    How dare you not get with the program?!

  • @ABannedCat said:

    If they really wanted data on vanilla geneeratorspeed, they would also remove toolboxes. But survivors would lose their mind over that, so that's not happening obviously.

    @ABannedCat

    I think it’s funny that you assume survivors Are the ones who lose their minds around here. Especially after thread after thread it has been nothing but attacking the devs over ruin. EVEN THOUGH we all know that you can still play and win without it.

    It is hilarious the double standard that you guys ( complainers) have.

1 … 89 90 91 92 93 … 116