Junylar
Junylar
About
- Username
- Junylar
- Joined
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Comments
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SoloQ turned into battle royale with this escape based matchmaking.
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What about hexes? Are they fair?
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Or you could just ignore them...
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2602700#Comment_2602700
Let me relight the boon lol you just waste your time while the other do gen and are safe
You waste 20 seconds to relight the totem while the killer wastes 1 second to snuff it. Yup, definitely OP, plz nerf!
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Just
Do
The
Bones
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Pick NOED, Down, Hook, Stay there for 120 seconds, down another one, hook, gens get done - seek other survivor, down and hook them too. If the hooked survivor gets saved - hook the one who saved him. Depending on your luck and whether or not you are playing against SWF, you get 2 to 4 kills, that is 2 kills are guaranteed. Without NOED you can only guarantee one kill.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2602529#Comment_2602529
Where did he say that? Not to mention that this isn't even the problem mentioned in your main post.
DC penalty is a must because a part of this game's community simply can't lose, and some survivor players dc after the first down, or when they have to do against a killer they "don't like to go against". Or killer players that dc because they got hit by a few pallets.
He implied it. Because with DC penalty on players have to endure being BM'd and sandbagged without being able to do anything about it. For example, killers can now leave the last survivor on the ground to bleed out, wasting 4 whole minutes of the victim's time, while they are unable to leave earlier. Survivors can cooperate with the killer and just spam unhook action on a hooked teammate until he dies completely, while the hooked survivor won't even be about to kill themselves. People who support DC penalty support this kind of crap by implication.
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@dugman said:
I have no sympathy for people who ragequit. It’s extremely disrespectful of the other players in the match.
Yeah, but BMing your opponents and sandbagging your teammates, who don't even have the ability to quit, during the whole game is very respectful, right?
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I guess you have never played soloQ survivor, right?
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@Labrac said:
Getting a latency hit is not a legit reason to DC. If you believe it is, you shouldn't play an online videogame.
If you get hit in any other online video game, you lose ~5% of your hp, and if you die - you respawn and continue playing. If you get unfairly hit in DbD - you lose your life and the game is irredeemably lost for you.
And yeah, it's not the latency, it's the vaulting hitboxes, which has been proven countless times. For some reason they haven't even touched the hitboxes since 2016.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2601230#Comment_2601230
It's free only if u stand still. And she has only 1 hatchet. Blame yourself not the killer.
If you had ever played against iri head trolls, you would know that they don't "throw" their hatchets. They approach you at melee range and then throw the hatchet, making it nearly impossible to miss. This way iri head grants them an on demand insta down "lunge" ability that can be reloaded at any locker.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2601289#Comment_2601289
This.
The problem with Haddonfield are:
- The fence, which creates far too safe a vault (Badham is worse in this regard, but not by much).
- Multiple 'free' gens in houses, which are time consuming to scout for the killer, offer a perfect vantage point for survivors and an almost guaranteed escape on demand.
Move gens out of one or two of the houses (or remove the upstairs window/roof combo), probably add another natural gap in the fence somewhere and the map is fine.
RPD is a much bigger issue right now, due to the office pseudo-infinite and the distance between killer spawns, survivor spawns and some gens. It's entirely possible for a gen to pop before you get there, even if you are heading there as soon as the game starts.
Those "free gens" are free only if you have balanced landing, otherwise all those gens are death traps.
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He is too strong and too fast, by the way, he is in a dire need of a nerf. But I hope OP is just being sarcastic here.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2601098#Comment_2601098
Iri head is nowhere near as bad as it used to be.
Honestly, it's way less oppressive than a SWF team bringing multiple BNP+PYT. And yet I'd never DC on them (the only time I'll DC is when someone is abusing an infinite, or refusing to end).
Just play the game out and don't be a baby.
Yeah, except I'm talking about soloQ experience, so your whataboutistic argument about SWFs is completely irrelevant.
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@BasementDweller said:
https://forum.deadbydaylight.com/en/discussion/comment/2601098#Comment_2601098
How is using a nerfed iri add-on being a "BMing troll"?
They didn't nerf it enough, it's still a free insta down leaving no chance to survivors.
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Just had a game with the iri head huntress. Two teammates DC'd instantly, and I would've done the same, if not for a challenge. And those guys received a penalty for not desiring to cater for the power drunk BMing troll. I bet that troll will create a new thread complaining about "DCs ruinig the game", when it's not the DCs that ruin the game, it's the direct reasons of DCs that do. But instead of fixing the reason of the problem they limit only the consequences.
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@MrCalac123 said:
Pallets have hit validation so if you got hit, you got hit.
Even though I dropped the pallet BEFORE the hit happened, sure. What about mile long hits after window vaults?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2601061#Comment_2601061
The most recent QnA stream.
I remember these "announcements" dating as far as at least 2 years ago.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2600765#Comment_2600765
They actually said the exact opposite.
There is an unannounced system in the works to help with the grind, which they hinted might be tied to Prestige somehow.
https://forum.deadbydaylight.com/en/discussion/291150/get-rid-of-tiers-for-perks-to-reduce-bp-grind
Honestly, WGLF and BBQ should be baseline on all survivors in terms of the BP gain (not the other effects).
How many years was this "announcement" ago? Whatever they might have said, their actions prove otherwise: the grind is here to stand untouched and the devs are adamant about it.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/291166/no-challenge-selected
It happens when you start the game right? That's how it goes for me.
I'm not sure, it's happening randomly.
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They don't need nerf.
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The devs have already let us know they are not going to do anything with the grind. The grind is here to stay forever.
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2600551#Comment_2600551
I am shock killers do not get happy if a survivor dc, I had 2 jakes dc on me with tricky who I barely just pick up and no way in heck it bothered me if anything I just allowed claudi and lauri to farm and escape and everyone wins. As I mention above there is reasons for why people do it even though yes they are petty reasons on survivor side, also killers will dc too if getting stomp hard both are equally wrong. You saw my vid on that trapper? I was not toxic no clicky clicky , had a dry basic brown tool box , joke perks am sure your wondering why am I even using theose perks in my kit and he dced after I mind game him from being caught by his trap idea
Killers are the only ones who ever complain about DC, because killers wish to see solo survivors suffer in pain unable to leave this hell called "soloQ". Some killers get their sadistic fun out of witnessing all this suffering, so they feel dissatisfied when survivors are able to leave painlessly.
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Yet another thread with killer main complaining about DC, when DC penalty is still there.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2600431#Comment_2600431
New level of trolling here
New level of argumentation here
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2600402#Comment_2600402
Lmaaaaao please. This game is so one sided in survivors favor. It's not even funny. But here we are preaching about "nerf spirit more and balance"
Thy playing as a soloQ survivor and then say again how the game is "survivor sided".
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@Grandkurama said:
I thought during the event we were going to get free shards as log in rewards
Only mobile users get shards as gifts. Main game users have to suffer through the grind wheel.
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I like how only killer mains ever complain about DCs. DC penalty is one of the most killer sided mechanic in the game.
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@Crazewtboy said:
Honestly. First time playing on the map since it has been re-enabled and I went through a solid thirty pallets. Everywhere a pallet could spawn, it did. It felt like there was way too many. Pallet spawns broken on this map?
Try playing solo survivor and you won't fine a single one when chased.
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Yeah, we need a killer that is an ez win factory. We don't need balance in our game, right?
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They should just add commands like "doing generator" or "the killer is on me" that would be visible to all survivors in the trial. But alas, solo survivors don't deserve to play the game even remotely on level of SWF, solo survivors are here just to suffer.
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Yeah, that dead hard buff was totally killer sided.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2592961#Comment_2592961
It's not immunity. They're hits that you shouldn't have gotten regardlessly. Survivors would get hit during the dead hard and that wasnt intended. All that's happened is killers cant get cheap hits due to bad connection.
If the killers hits the survivor before he activates the perk - the hit is deserved. But such deserved hits then get rolled back by the survivor sided hit validation.
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After they nerf dead hard, ie. never.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/2592961#Comment_2592961
Ahhh, the old point of killer main seeing anything that is balanced, compared to how it was before, as a nerf to them. You people should probably start to split your massive ego from the game and understand that this is a fix, nothing else. Dead Hard has been a broken perk for a long time, in the sense that killers would still hit you mid-animation (hence, mid invulnerability), even when the exhausted effect applied. A fix is a fix, not a nerf to killers. I'm not melting Norway if I put some ice cubes in my tea, during summer.
Firstly, I'm not a killer main, dear survivor main. Unlike you, I play both sides, so I understand when the balance is being broken beyond repair.
Secondly, if Dead Hard was "broken", why did everyone still use it all the time? If the perk is OP when "broken", it's ridiculous with it's "fixed". It's like saying "the Blight is broken, he is actually supposed to be able to hit survivors on his first rush, let's fix him so that he is finally balanced!"
So all you are trying to do is to apply some outstanding mental gymnastics to defend your survivor main interests and relabel an unneeded buff of a meta perk to "a fix". Nice attempt though.
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What's the point in playing him after he got censored?
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I guess you can say the same about people who use Dead Hard after its recent buff. They just want to make the game miserable for the other side.
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Well, why would survivors play without it? After it got buffed it's literally +1 free health state that regenerates every 40 seconds. It's the best survivor perk in the game now.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2595310#Comment_2595310
It is not based on the survivor-client. This confirms that you really dont know how the system works, it is server-sided. If it would be based on the survivor-client, you would not get any Hits through Pallets at all.
@Topic:
Apparently, this is not possible. BHVR prefers the instant feedback, because otherwise you would have delays. I would even question if it would be technically possible.
If it truly were server-sided, than both survivors and killers would sometimes suffer because of these validation misses. But as we clearly see, only killers have problems: survivors never get hit after activating the perk on their side anymore. Therefore it's survivors-sided, not actually server-sided.
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The feedback is correct, the validation is wrong because it's survivor client sided now.
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How come the mobile version has a superior economy system than all the others? BHVR should definitely move those competent devs from the mobile team to work on the main version.
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I have yet to see one while playing killer. I only encounter them while playing survivor for some reason.
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Are you sure it was insta heal and not just a medkit with circle of healing? Are you sure it was teleporting and not just the new survivor-sided Dead Hard hit validation? These days it's not so easy to tell cheaters apart from regular gameplay, you know.
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You are forgetting that survivors are the power role here, their perks can't be nerfed.
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Just pick Bubba and facecamp first hooks until they fix this crap and nerf dead hard, there is no other way to send the message.
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Shadow step was only used for a day after it got into the game, after that I almost didn't encounter it anymore. I bet the same kind of thing will happen with the circle of healing, because there are just better tools for all of this that don't get destroyed in one second. So much crying about nothing.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2593319#Comment_2593319
If it would favor Survivor, you would not gain any Hits through Pallets.
So either you dont understand how the system works or you just cannot except that those Hits you got before were simply not fair.
Well, I guess you just don't want to understand what I'm trying to say, because you just ignored the whole point you replied to. Once again, people who only play one side can't have an objective understanding of a situation, and the games turns into crap when the devs listen to these one-sided "mains". Now one more score for survivor mains who don't care about fair timings, think any pallet hits should be impossible and dead hard should not require precise timing. Any kind of discussion is futile here: "they made survivors stronger - they did a good thing, if they make them weaker - they do a bad thing".
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After that dead hard hit validation I'm going to mostly play Bubba and facecamp the first hook every game. I can tolerate boon totems, but hit validation that grants a third health state to survivors for free is too much.