Johnny_XMan
Johnny_XMan
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- Johnny_XMan
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Comments
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@Mister_xD said:
here's my 2 cent on this:
i would hate for Evan to get a full on rework. i love his current power and i would really want him to keep it.
however, i fully agree that he isnt on a power level he could / should be on.
however, this power level can be achieved by buffing his power, not fully reworking it.
i'd do the following:
1) fix trap hitboxes. the current ones are. too. small.
2) make the trap escape sequence a set in stone action that requires a set amount of time instead of RNG.
3) give him all traps in hand at the beginning and allow him to always carry them all. bag add ons would just increase the amount of traps in a trial. rework the trapper sack add on.
3 quick changes to make him viable, it doesnt take much more.
Giving him all his traps from the beginning of the match would be too much. I'd say allow him to carry 2 at base would be fine.
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Genrushing is a term that exists in the “Buying the killer more time rule book”.
Sometimes I count to 5 seconds before starting on a gen, and then I gotta wave at my teammate next to me, only to go into a locker to make sure it’s not dirty and THEN I start to work on a generator. It makes me feel great knowing I helped a killer have more time to chase and kill someone. 😉
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Not all games go by too fast when playing against SWF.... and sometimes when they do it can also be because the killer snowballed because many SWF get very altruistic.
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So when is hook rushing getting nerfed?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/907232#Comment_907232
Their post in relation to the patch notes has already been posted for you to read and you still refuse to believe it.
Also, it was said during the stream back when the DS changes were released and Horvath discussed their design philosophy with the changes.
No, it has not. You said “The devs said it is strictly an anti tunnel perk.” I am only asking for you to post a link to a video or a post where they posted just that.
What Sairek posted is a change that gave the perk more purpose, but not only one way of using it.
Read the bottom line: “The 60 seconds does allow for enough time to find a killer again after being unhooked, but I believe it will come down to a smart strategy at that point.”
Hence they know you can still use it some other way. This perk doesn’t stop a tunneler, at best it stops a tunnel off the hook.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/907205#Comment_907205
"And yet no one ever said it was strictly an anti tunnel perk except for the people who don’t fully understand the perk."
Oh you mean LITERALLY the devs? Who stated that it was made to be strictly an anti-tunnel perk themselves...
Please post a link of where they said what you just said. Word by word.
You can also post patch notes if you’d like.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/907205#Comment_907205
https://us.v-cdn.net/6030815/uploads/727/XE2X0ALLY6RS.png
https://us.v-cdn.net/6030815/uploads/122/YT9Y4FP7BPJ2.png
As I said to you before of course though, BHVR doesn't understand their own game. So you're not wrong, but therein lies the problem.
This is not proof that they are saying it is ONLY an anti tunnel perk. You can continue to post the same image over and over it will not change the fact that they have never explicitly said DS can only work one way.
You don’t have to like the perk, but it is doing what it is intended it should do. That includes stopping a tunneler (at least for a moment) because as I said, a tunneler will be a tunneler. DS doesn’t stop that behavior.
Read the bottom line of what they said.
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And yet no one ever said it was strictly an anti tunnel perk except for the people who don’t fully understand the perk.
It’s also not an anti tunnel perk because the killer can continue to tunnel even after they get hit with DS.
A tunneler will always be a tunneler.
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She has the best perks, she is QUEEN.
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The only hypocrisy I see is killers who claim things like camping and making it an unfun experience for survivors is fun for them, but then turn around and cry because they got gen rushed because they camped too much.
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I think you should play as you like.
With that being said, I don't think Camping brings a "fresh" experience to DbD. I disagree with that part.
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@LetsPlayTogether said:
How did you come to the conclusion that DS is at fault? Its the fault of killer playing cheap and being scared of a tiny 5s stun. Thats the real problem.
Some people will make an entire thread about the 5 second stun lost you the game. Not how they played xD
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People who think even killers would stop slugging if DS was not in the game... Lmao
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How about focus on new mechanics, so that they can make more exciting perks.
Tired of perks being underwhelming because of how niche and/or situational they are.
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As much as you want to put labels on them, they are both literally part of the game.
One is the objective, the other a perk.
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I disagree, Hex Ruin is not always necessary.
I think a lot depends on your ability to pressure and catch survivors, plus also the mobility of the killer you are playing.
I’m not saying balance should revolve around red ranks, but from my own experience I’ve seen teams get demolished when Ruin isn’t even being used. Ruin is suppose to only slow down the gens, but not permanently. The problem is it’s spawn locations atm.
I just don’t think a perk that is gone nearly within seconds is necessary.
You can slow the game down through other means (Thana, Dying Light) if gen speeds are really affecting your playstyle.
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@gamerscrybecauseofme said:
Thankfully, I am a great killer. I don't care about DS, you got it, i eat, I down you again, you get hooked.
If you're the type of survivor that wants me to grab you out the locker or is baiting a hit, then enjoy your locker time (while I place a trap in front of it) or enjoy being slugged.
Freaking same. I actually have more people dcing because they thought they got me with DS but I denied it. In any case I usually will eat it before EGC (if it gets there) because I would rather eat it early. 🤣
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Report them and move on.
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I think so as well OP.
They should tone it down a bit because it’s pretty dark especially if you are hit with frenzy by a Legion or get puked on by Plague.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/895316#Comment_895316
There’s two problems with this:
One, it assumes the unhooked survivor is not going to attempt to bodyblock for the saver, since they have a get out of jail free card. This also includes fast vaulting into a locker to gain attention and distract the killer. The survivor can be as reckless as they want for the next minute with no lasting repercussions, especially in a team since if the killer tries to slug their teammates can pick them back up.
Two, it doesn’t take into account the killer downing someone else, hooking them, and then finding the last person they hooked immediately after and downing them. I’ve been hit by DS multiple times when I’ve hooked someone else in between. Can’t call it tunneling when I literally found, chased, and downed someone else and happened to find you right after.
Yeah but you also forget that you can’t simply “body block” because you have DS. You can be slugged and at that point you are pretty much trading hooks.
The perk itself doesn’t stop tunneling, at best it prevents tunneling off the hook. If you left someone alone and find them again, most likely (once found again) they are at 10-15 seconds on their timer. The timer was not added as a means to measure how much tunneling you can/cannot do. It was to help discourage it.
The real problem with DS is players who for some reason don’t understand how it works. They asked for it to be nerfed and the devs did that but it wasn’t enough. I guess they will not be satisfied until the perk is gutted just like Mettle was. Even though this is nowhere as strong.
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To the people saying reverting this change would just make queue times longer, guess what? They already are. They are worse than ever.
It is bad enough to have to wait 20 mins for a match that only lasted 4 mins because of the newer players being stuck with a killer 4 times their experience/skill level.
If you were that worried about queue times, you would also have a problem with killers dodging due to items being brought into the match. Plain and simple.
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@Waldbeere said:
If I see purple green or even yellow ranks in my team I want to be able to dodge
That's the reason why it's not coming back. You increase the queue times for other players.
As do many killers when they see certain items in the lobby and decide they don’t wanna play that match. They also contribute to queue times.
I for one would like to know if I’m playing with a low rank, because I need to know if I need to change my playstyle and lower my expectations. Not everyone wants to dodge, but having rank information is healthy for the game especially when the devs themselves wanted the higher ranks to “carry” the lowbies.
This was something that wasn’t breaking the game and considering how busted the matchmaking system is right now it helped out a lot to have a sense of who you are playing with.
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@OtakuFreak said:
To be honest, Decisive Strike rewards mistakes, just like how DH, UB and the hatch/key mechanic does.. strange that they're top tier right?
If that were true, so does No Ed, Spirit Fury, Camping + Make Your Choice, etc etc.
Listen, if you're going to go there don't pretend as if the killer side doesn't have stuff that is considered "top tier".
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big yikes
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I’ve seen many.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/894208#Comment_894208
I've gone from 0k to 3k with both gates open before. Altruism kills. It's how I made 'friends' with this guy:
https://us.v-cdn.net/6030815/uploads/271/KBCOKKHHR5DI.png
If I had officially lost as killer when both gates were open, then how did I go from 0k from the gates being open to a 3k by the time the match concluded?
Hell, I've gotten kills before because survivors decide to t-bag one times too many at the exit gates or were just a couple inches too far away from the exit line, so I downed them and pick them up (which is of course usually followed by a DC after, but y'know).
While yes it's unlikely to get kills when both exit gates are open, unlikely is not the same as impossible.
Killer hasn't lost until the survivors have escaped the trial. Survivors haven't won until they themselves have escaped the trial.
Killer hasn't won until majority of survivors are dead. Survivors haven't lost until they themselves are killed or sacrificed.
I think you missed the part where I said they could redeem themselves (killers).
You depend on mistakes from survivors to win, not because you were a god.
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No Ed is a good perk when toolboxes and Prove Thyself are in play. Gens will flash before your eyes if you’re not careful.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/894147#Comment_894147
That's like saying a survivor who goes into struggle phase has pretty much failed at surviving.
The gates are open, one or more survivors are already going to escape aka they won.
If you play killer you have a full understanding of this. At that point you can only do so much to redeem yourself.
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If the gates are opened you’ve pretty much failed your objective.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/891602#Comment_891602
Why deny their reward?
How about we look at it the other way around:
Why deny the survivor from being punished when they make a bad play?
Any other time I would make such a play at the end game, both I and the survivor I rescued would be going on the hook. We both have DS though, so we both get rewarded for what would otherwise be an absolutely atrocious play and just crawl out the exit gate together.
I didn't "play well" doing this. I knew there was no risk and no way the killer could pick me up to hook me again. I knew I couldn't be punished no matter how stupidly I played, even if I was grabbed during the unhooking process. Worst case scenario I don't get the unhook and just crawl out.
I don't find that very fair, I don't find it balanced and it certainly doesn't make me a skilled survivor simply because I equipped a passive.
Rather than having to carefully plan my rescue and co-ordinate together with my teammates, I can just mindlessly run in by myself, go for the unhook, and just crawl out with the guy I literally just farmed with no consequences to either of us because if the killer tries to retaliate it's their fault and they should have "JusT nOt tuNnELed"
Just because they use DS doesn’t mean they made a bad play.
You keep bringing up the same singular scenario “Two survivors using DS one of them save” I don’t know who you’ve played against but seriously... any good killer knows that you don’t pick up someone who just went in for the save... and at least not right away. I’ve explicitly left someone on the ground only to be followed by a DC because their DS was denied.
The mere fact that they are playing risky doesn’t mean that they won or will win. A bad play is a bad play DS or not.
I had this conversation with you before and it got nowhere. As long as your views remain in the “DS is only a tunneling perk” realm we will probably never see eye to eye because that’s where a lot of your points are stemming from.
I don’t think DS is only a tunneling perk so I will use it as I see it fit to my strategy. You’re encouraged to go for somebody else you’re not forced to.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/891225#Comment_891225
I play in red ranks, I've seen people play in red ranks. I've seen killers go through the odds to beat DS, and then I've seen good squads use DS effectively to beat even some of the best killers who play this game.
As you say, variables exist, but I don't believe there should be a set of variables where it's impossible for the killer to do anything because the survivor team played optimally, got their generators done in 4 minutes, and the killer can't capitalize on it because 4 people still have DS.
I mean, if the team played optimal why would you deny their reward?
There is no scenario where a killer Or a survivor would find themselves unable to do anything unless they actually made a bad play first... and even then I would argue that they can come back from it.
Simply having DS does not mean the survivor is going to get a chance to stab the killer. The fact that there are different outcomes in teams where DS was in play shows that it is possible to counter it and it isn’t as broken as people are saying here.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/890393#Comment_890393
Survivors control where they get downed -- not the killer. When I have DS and I know I'm about to go down and the gates are close to being powered (I.E., one generator left) -- I make sure I go down on the side of the map where one of the gates exists in, which is often not very hard, even if the gates are both on just one side of the map, that's at least 3 sides of the map and the middle where you can have access to one gate to escape from in 95% of cases.
Even if a survivor gets hooked far, far away from a gate, the existence of borrowed time as well as the fact many survivors will body block you both towards the hook and will body block for the survivor who just got unhooked is a very real thing and very often happens because if you haven't tunneled at all during the game, that means they're all are going to have DS so if they get downed and rescue the person who just got off the hook, the person who just got rescued can save one other person and again, we go back to square one where they both just crawl away.
Your solution of "just hook them far away from the gate" is incredibly unrealistic against any survivor group who's half decent at the game and isn't lacking a few brain cells. Hoping the survivors are literally bad and stupid isn't a valid counter to the perk, nor does it change the fact that the perk is just poorly designed in the first place where it allows this kind of behavior to be a thing.
Decisive Strike isn't even a balanced perk because it was buffed to stun for 5 seconds due to the fact enduring could be used to counter it as a consideration, and then they took away the counter, yet kept the stun timer at 5 seconds. At the very least, the stun timer should be re-adjusted with the fact that enduring cannot be considered as a counter to it anymore.
In your explanation you described going from point A to B when using DS to guarantee a successful escape. As if every single match plays the same for some reason. Variables do exist you know. Which is why I listed the different scenarios of what could be for/against you (gates location, LoS etc.) You can believe that it happens 95% of the time but I am not buying it. I’m in red ranks and I see VERY skilled killers who would rather eat the DS early and know exactly what they need to do to secure that one kill and even snowball at times.
Hooking them far away from the gate works better than not don’t you think? I mean it only takes common sense to know that. If you get a group of people even with someone with BT. You can still hit the person unhooking and make sure you down them, not the person with the endurance status. I’ve done it and it works.
Even without enduring, there is a lot of evidence that you can counter it and you only need to watch a good streamer or play in red ranks to realize this.
Also assuming that people are just going to keep unhooking each other to proc their DS’s is kind of silly. You would think that by that point someone is on death hook, which if they are their DS is going bye-bye. Of course, this is hypothetically speaking since much of this is dependent on the skill or the killer.
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You can also wait it out.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/890493#Comment_890493
Thats why you have Decisive Strike, Borrowed Time and Unbreakable to counter that for the whole game. But when the gates are open, it isn't about tunneling/slugging anymore, its straight up immunity to escape. You cant counter it, thats why endgame DS/BT should be looked at.
@Weederick if you can’t counter it then why is it that many survivors who have just been unhooked get slugged and their DS runs out?
They can jump in a locker but the killer can just wait, because the entity will kill them anyway. There is your “bone”.
There are counters to DS the thing is as I said before people just want a perk to work in their favor. How nice would it be it I didn’t have to cleanse totems to prevent no ed or not have to wonder whether a Hillbilly has Spirit Fury... in EGC.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/890393#Comment_890393
You cant hook someone that far away, that he cant get away from a M1-killer. When you get hit by a normal M1, you can run 75m including bloodlust before you can hit them again. That is across the whole map.
If killers get a hook lategame, they deserve a bone imho. Deactive DS/BT when the gens are powered, so you get more players playing killer at rank 1. Its one of those things that are highly unfun as killer.
And on the flip side being slugged and tunneled are also unfun for survivors but they adapt either way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/890122#Comment_890122
<EGC is active. Recently just got unhooked>
<Unhooks another person>
<We both get downed and crawl out with impunity thanks to DS because the Killer didn't tunnel us all game>
Yeah, that's totally fair. /s
Except for that sometimes gates spawn too far from the hook. Giving you no opportunity to use DS as all.. and that’s perfectly fine. Kudos to a killer who knows how to counter it. You, however, are basically putting EVERY possible outcome into this one instance. Which doesn’t happen every time because it gets countered.
You can also get downed so many meters away from the gate and be slugged...same difference. I’ve actually seen killers pick a survivor while in dying state right as they were about to leave, should they be mad that they can’t use it just because they brought the perk? No. But you also shouldn’t be mad when you didn’t properly counter it by hooking someone away from the gates. When you can clearly see where the gates are.
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This perk isn’t broken at all. So I don’t think it needs to be fixed.
The real problem is that many people see it as an anti tunnel perk. If it was an anti tunnel perk then it would deactivate the moment the killer didn’t come back to the hook. Which it doesn’t, because it is intended to work that way. You have access to other ways you can use it.
Also, since when do we need to “punish” tunneling when it is explicitly allowed? Especially when it can become part of a strategy. I never understood this one.
You can nitpick instances where you think it might be too strong but there are also instances where it’s not. If you’re being tunneled because you’re the last person hooked, why would the perk not shine in that instance? Gate spawns are very rng based as it is... so if that person stabbed you and got out, good for them. You probably tunneled them before they got hooked too.
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I agree.
I wanna know if I’m going to be carrying someone or not. It’s that simple.
For those saying “you can lobby dodge”... killer already has that ability. Not saying it should be encouraged but with the new matchmaking system set up this made complete sense.
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What Haddonfield is to killers, Shelter Woods is to survivors.
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Who?
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@Peanits said:
In theory, sure. Although disconnecting after going down for the first time or when your cleansable gets cleansed aren't problems with the game, it's a problem with the person. I'd like to be optimistic, but I've seen loads of people disconnect because things aren't going their way, not because of a bug.
To be fair sometimes I’ve seen people disconnecting (And sometimes I’ve experienced it myself) due to a game error, sometimes in instances where it looks like a ragequit (while hooked, downed)... and other times where it didn’t make sense (while on a gen, running to save someone).
I’ve seen it confirmed when I play killer as well, when they were SWF and I let them farm because I thought it was intentional and wasn’t.
The problem is that these incidents aren’t reported as much IMO. So anyone who sees a DC automatically thinks it’s intentional. So my hope is that this new ban system isn’t going to ban the wrong people in the process.
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Absolutely nothing.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/874719#Comment_874719
Well then, here is a killer messaging me. :P
One in a million. 😂
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Me: *Tea Bags killer with a smirk on face*
“MuHahaha didn’t get me this time!”
Also Me in post match chat: “OMG you tried To kill me! How dare you! 😢😠😡
I kid I kid 😂
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They are retired Ultra Rares. There you go.
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When were DCs a vote button for a nerf? I don’t get it.
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The amount of detail in the design is insane.
Kudos to the concept artist and 3D modeler who knocked it out of the park.
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The meaning of Body Blocking on both the bannable and non-bannable are the same.
The only thing that changes is one is used as a strat (taking a hit for someone, cornering you when you didn’t expect it resulting in a hit) and the other one is used to grief (A survivor/killer blocking you from doing anything indefinitely).
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Cuz every match OP posted is the same.
Maybe instead of posting one sentence, elaborate. Many things are to be considered into a match. Skill, Map, Perks Etc.
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Same with survivor.
From my experience the game keeps trying to find high ranks for me because I play with friends who are a little bit lower rank than I am. So we wait for long times.