Leachy_Jr
Leachy_Jr
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They have the code for unlockable cosmetics. They could just snatch the code from leatherfaces unlockable faces (heh) and then adjust it to certain killers.
Legacy deathslinger when? For people who have 1000+ downs with the spear ability? :)))))))))))))))))))))))))))))))))
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I dislike current BT as whenever it's had an effect in my games I haven't been camping but the survivors come zooming over coming to take a protection hit.
Do one of the 3: Add a range requirement, reduce the time even further or remove collision.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2191845#Comment_2191845
*slowly raises hand* i run inner strength because sloppy is fairly common. Also 5 possible heals which is pretty good and healing for 8 seconds gets me back to my objective quicker.
The hardest part is balancing how many times you want inner strength and how easily you want noed gone lmao.
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I mean it's surprising people don't know how to efficiently counter NOED yet. People are still doing all 5 bones?
Heres a 100x more efficient strat if you care about NOED so much.
Go around and find 3 or 4 totems (do not cleanse them)
Wait until final gen pops
Go back to the 3 or 4 totems you found
There's a 3/5 or 4/5 chance that NOED will spawn on one of them totems, making finding the final few totems useless. If it does spawn on the final totems use basic game sense to find which part of the map its on and listen for the burning.
Not only do you not need to cleanse totems, you also have a much higher chance of finding it.
Why on earth are people still cleansing dulls before endgame?
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@peachblade said:
I have had a couple teammates exploit this recently, and it's happened to all of them. However, there is another thing that is occuring after this: When the Deathslinger DCs or just lets us win and escape, my game will crash after I press "Continue" in the match results screen. It's occured every time this specific bug has happened.
I have also just noticed the game crashing in general when interacting with bugs, like the muffled generator on Midwich. It's the same EXCEPTION ACCESS VIOLATION error.
That happens to me as well. One of the players I was playing with did it, I dced out the match because I'm not gonna play when the killer cannot play. The deathslinger DCED shortly after. Then 3 people in the 4 man we were in bluescreened (we on PS4).
Very weird bug.
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Only one issue I see with this is that when you down someone who isn't in an area to guard with charlotte such as away from your generator locations, you lose quite a lot of pressure. This pressure loss cannot be controlled with how hard it is to herd survivors into choke points on medium to large maps.
Good players camp with vic not because they want to camp, but because there is NO reason for charlotte to be in the area where that person got hooked. Also, if you do not want to camp with vic, then you have to slug with him, leaving that survivor in an area with no objective on the ground. (I'm sorry if i sound like captain obvious because I know you play twins).
I kinda agree that vic should die when near a hook, but in order to keep twins a good strength like they are now you unfortunately have to have camping or slugging in their main style due to map layouts and sizes.
My change would be (if I had to change them) to kill vic when idle within 16m of a hook, reduce range that charlotte can switch to vic to 12m at a hook (I think it's 16m current). Reduce stun after downing a survivor with vic to 3 seconds + add in that change to switch to charlotte during a stun. This would delete vic camping, help people who go for consecutive downs and still not neuter situations where you need to slug.
The QOL changes I would want, and honestly I want the regen on charlotte to stay at 6 seconds just so people start playing more twins even if they are bad with them but I understand why you would want a harsher punishment.
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I wouldn't mind the grind if it didn't feel like I NEEDED the grind to enjoy the game.
Like I do not feel comfortable at all playing killers without them P3 and certain perks. It's horrible.
Yeet perk tier please and thanks.
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@ManOMaker said:
https://forum.deadbydaylight.com/en/discussion/comment/2182539#Comment_2182539
https://forum.deadbydaylight.com/en/discussion/comment/2182683#Comment_2182683
Sorry if I’m uneducated but what or who is “samantha”?
Samantha is a spirit main who plays for oracle, she has a $2k headset and can pretty much hear everything you do at all times. She had the most post phase spirit downs by a long shot but something happened with her account and she's also busy rn.
She also had the highest amount of kills. Dhope kills, mori kills, etc. So if you saw a schoolgirl spirit with the thicc sword and a mori it was probably her.
I haven't played against her but I know other people have and it looks like the perfect definition of unfun.
(also no hate to her obv Ive heard shes actually a really nice person)
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I don't hate spirit unless it's samantha, another person with an absolute gamer headset or crack add ons.
Bad to mediocre spirits are easily mindgameable and guessable. Good ones with 2k headsets are not.
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Bit of a bump but hey:
Yesssslads.
If it's working as "intended" (in quotations because 80% of the game isn't working as intended), and mclean said this, then It must be an actual intended mechanic now?
I would ya know want an actual answer about it because I'd rather not have another J flick thread due to misscommunication. Just please say if J flick is still a bug or if currently it's how it's meant to be.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2179899#Comment_2179899
This... This does put a smile on my face
He's completely different from old blight as you now have max sensitivity mid rush until you hit the turn limit.
He's much better now, although I do have to learn him again due to how different he is.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2179774#Comment_2179774
I had you as killer today, you were trickster I was the strode
Oh yea I remember that
Also BLIGHT ON CONSOLE IS ######### AMAZING WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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If this console change is good ill shut up about J flicks forever and that's a promise.
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Huntress, bubba, a good spirit, trapper, a good nurse.
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Blight: Don't even bother with him until he gets fixed or unless you REALLY enjoy him and I mean REALLY enjoy him.
Slinger: He isn't effected much by controller so keep practicing, learn screen centralisation or use a crosshair, and keep a constant sensitivity that you like. I would recommend 90 - 100 but if lower works for you use it.
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It's funny because even some of the more "balanced" realms in the game like macmillian and autohaven can be absolutely awful. Suffocation pit and gas heaven are in both realms and are some of the worst killer maps in the game.
But yea I agree major balance tweaks need to be made to make maps more fun and more balanced for both sides.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2161794#Comment_2161794
Yes, but if I manage to hit a survivor and see that they have LB, I have a choice
A) Commit to the chase with the risk of losing them
B) Find someone else, spreading pressure and keeping people off gens
Now without LB either one of these choices would be viable, with LB I'm just more insentivised to go for option B. By the time I find the first survivor again, LB will have probably already expired ergo, it presents very little hindrance to my lethality as a killer.
Dropping chase doesn't work, not in early game. You need a hook to get snowball and start actually getting people off of gens because survivors don't care if you're injured or not.
This is going to be a HUGE waste of time for the killer early game, and I assume the responding meta from the killer is going to be tons of early game slowdown.
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@indieeden7 said:
You're really complaining about the live version of Lucky Break? It's essentially a one time use perk at this point.
Your first chase matters a lot when it comes to the game. Being forced to bail it because of lucky break is dumb.
The issue with lucky break was that it effected the FIRST chase you had, making it very hard to start pressure in a match when everyone is vaporising into think air when you hit them. This version still has that problem.
Do you understand how important the first chase is?
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Strat is to use your bat as little as possible and from there your aim will drastically improve. Start thinking ahead as well with your blades, if you only have 20 blades left its better to just take the m1 and then blade hits, but if you have main event almost full you may as well use blades on both hits.
My build is corrupt, ruin, BBQ, Shadowborn. I would trade out shadow for brutal and in your case I would recommend iron maiden if you're not using extra blade add ons.
You will never win however on horribly designed maps. It's just an unfortunate reality.
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This is your best post by a mile.
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Honestly I think it's perfect. It's not too strong in games where tunnelling/focusing someone out is almost necessary, but it's not too weak when the killer is trying to be a douche.
I wouldn't change it at all in it's current state.
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Badham, Badham, Badham, Badham, Trashham, Badham, Badham, Badham, Haddonfield, and maybe crotus maps again.
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@Aven_Fallen said:
I doubt that Killers will use Spies from the Shadows. They are too attached to their Slowdown-Perks, sadly.
I mean, there is no good tracking perk to help against new LB.
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@[Deleted User] said:
It is absurd how slow they are to make balance changes or add on changes. Genuinely absurd.
Key changes lmao.
To give them credit they are speeding up a bit, especially with the mid chapter.
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Honestly the only reason I think billy is still top tier is because of lopro and engravings, without it he's pretty bad.
Now he has less mobility and a slightly weaker chase, and he still takes an incredible amount of skill which for how mediocre he is isn't a good thing.
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Every 1 in 2 or 3 games is a boosted hound head huntress with trash wifi and hatchet hitboxes the size of a train.
Other than that there is a good mixture of all the killers I would say. I did get an absolute ton of trickster yesterday however which did seem a bit odd.
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Self care has fell out of meta so he only needed 2 really easy changes:
Smoothen up dream transition mindgames
Increase base power range.
Then he's be around mid tier if not higher.
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Please for the love of god can we not start deathslinger threads again. They all go the same way as it always boils down opinions on what people like and don't like versing.
Dynamic map creation is the only reasonable change I see tbh, but that's never gonna happen.
Unless he is objectively broken don't fix him, and he most certainly isn't broken.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2146732#Comment_2146732
That's an exaggeration. If Huntress can still be strong in the chase at 110% speed, an obvious audio tell when she raises a hatchet, a minimum of 1 second required to throw a dodgeable hatchet and a full 2.75 seconds required to throw a hatchet as hard as Deathslinger's chain, a huge lullaby that prevents her from starting chases nearly as close as Deathslinger does, etc. there is no reason to think Deathslinger would not still do well in the chase. It is harder to hit shots with Deathslinger than as Huntress, but that can be addressed by learning to aim and/or shooting while closer to the survivor; that's certainly not the difference between a strong chase power and the weakest chase power in the game.
Survivors can ONLY dodge by predicting. And they need to predict correctly within about a ~.75 second window (.25 seconds for reaction time, .5 seconds for the projectile delay after shooting) or the killer is going to be able to react to their dodge and not shoot. And, even then, the killer can sometimes still adjust their aim and land a hit if you dodge on their high end of that range.
If you can't predict correctly most of the time, which you shouldn't be able to against good Deathslingers, it's usually not worth reactively dodging in the first place because his M1 is much more reliable than an M2. You're better off just spamming A D A D as you run and hoping he misses. This is less helpful now with the new animations, but it's better than eating an M1 for free.
His balance in the 1v4 would be fine with a weaker 1v1 if you buffed his 1v4. It's not rocket surgery.
Difference between huntress and slinger is that his projectile is the size of a needle, and huntresses is the size of a train. You cannot "aim better" when the survivor can dodge the bullet if they predict correctly in the travel time it takes for the spear to reach the survivor from the gun. Meaning no there is no chance for the slinger to readjust, especially considering the slingers reaction time as well.
You should be always predicting when he will and wont shoot. That's not a bad thing. People don't seem to understand that he might not shoot sometimes.
About the prediction thing, if the slinger predicts you right most of the time, chances are he's the better player as he could read you more times you could read him. Think of it like a nurse who just reads you every time because they're good.
Actually spamming a d a d is how you counter slinger in the open, it is borderline impossible to hit a survivor who is completely random in their movement and if you do manage to spear them it was a complete guess.
The job you have as a survivor is to spam a d a d enough to make it to another loop, but not as much to get zoned for free. This requires predicting when he will and wont shoot. If you got over zoned that's your own fault. That is literally EXACTLY how you counter slinger in the open.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2146667#Comment_2146667
1) Why can't you give him other buffs to compensate?
2) Why is "He just missed" flawed? The best you can do as survivor is anticipate a shot and preemptively dodge at the right time, with the downside of usually taking a quick hit if you guess wrong.
His balance in the 1v4 is fine, agreed, but his problems are in the 1v1.
If you nerf his ADS then he will have the WEAKEST chase power in the game, and no amount of mobility will make up for that. He will be weaker by default. Only way to circumvent this is by making his spear hitbox the size of huntresses hatchet hitbox, which is wildly unrealistic and only lead to more frustration.
He just missed is flawed because it implies that the survivor cannot dodge it which is wildly untrue. I've had good survivors predict me correctly and dodge my shot. That's not me being bad that's them predicting correctly similar to a TL wall. Both the survivors skill and the killer skill matters in a chase and any good deathslinger player will tell you that.
Also, his balance in 1v4 is only fine because his 1v1 is good, nerf his 1v1 and as i said he becomes the weakest killer in the game similar to trickster.
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A thread about deathslinger that's over 1 page and nobody has said the flawed "He just missed"? New record for the forums :o
As much as I would like survivors to enjoy versing slinger more, you cannot remove the quickscope or he becomes the worst killer in the game.
I would say he's fine as he is now as he has a LOT of drawbacks when it comes to the game in general.
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It takes 2 minutes of thinking with lucky break or 1 match of killer on the PTB to realise how stupidly broken it was. There's no internal discussion to be had, a rank 20 would know it's broken just reading the perk.
The removed scratch marks mechanic needs to go, no timer reduction will compensate how absurdly strong that is combined with the injury speed boost and iron will.
Make no blood pools permanent and add a bonus BP effect to chaser actions as if I remember correctly survivors don't have a perk that increases chaser BP.
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@Pulsar said:
Clown's issue has always been his lack of mobility.
However, the issue with buffing his mobility is that he has an incredibly strong chase. Since our king @TheClownIsKing is no longer with us, I'll take up the mantle of defending Clown.
He has incredible chase, perhaps the best of any Killer that isn't Spirit or Nurse, but he has no way to get around the map. If you do add that in, he instantly becomes near that tier of power.
Wait he got banned noooooooooooooooooooooooooooooooooooooooooooo Sadge
I wouldn't say he has near the best chase, but he has a pretty good one. I think personally instead of a mobility tool he should have an area guarding tool, eg if you throw a tonic on a gen the gen progress is 50% slower for about 30 seconds, similar to a plague infection.
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I mean, some need rebalancing but not nerfs, the issue with killers isn't strength but design (maybe aside from nurse).
If twins got a bunch of nerfs and buffs and they stayed at the same power level I would be happy because twins are horribly designed.
Other than spirit, twins and freddy I really cannot think of any other killer that needs drastic changes.
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He needs 115 so badly. But then slightly reduced speed when throwing knives to make him less aids to verse.
I still think recoil should be deleted, it does nothing but hinder console players.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2140012#Comment_2140012
I mean I don't think you need dev justification to say if an exploit is good or bad.
What do you mean? 😦
It's THEIR game,of course it's up to them to decide what to keep in the game and what not.
You misunderstood me. Devs can remove and keep whatever they want, just them saying something that is clearly unhealthy for the game is fine is just wrong on their part.
Once again that doesn't mean that they can't remove anything they want/keep anything they want, it's just the thought process behind it.
Kinda like that erm, questionable statement about OoO.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2139979#Comment_2139979
Why are you still argueing for the J-Flick?
It's a PC only thing.Meaning you can't use it anyway.Also, the devs clearly said that it will be removed.There's no point in trying to discuss that any further.
Blight will still be a great killer.
You know what the Dev should do with Blight?
Fix him for console players.
That's WAY more important than this whole J-Flick thing
I mean ngl yea fixing him on console would be great.
Maybe trades? Remove J flicks for him to get 90 degree on console? I'll be down for that. 100% Down for that.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2139979#Comment_2139979
Exploits aren't a bad thing IF the devs accept it...
I mean I don't think you need dev justification to say if an exploit is good or bad. For example the devs could say that stretched res is something they want to keep, yet most people would say that keeping stretched is a bad thing.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2139979#Comment_2139979
Now I'm wondering if you read my post because I admitted I couldn't be bothered to read your replies, again so sorry for your loss hope you get better soon or something
Yea I know I know, reading is hard you'll get there some day.
There's many guides online on how to learn English, hopefully then you'll be able to respond to my comments :D
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2139945#Comment_2139945
No, I didn't, because arguing for an exploit specifically condemned by the developers that removes counterplay from an already strong killer just kinda makes me not be bothered to read anything you're gonna say. Sorry for your loss or whatever
Did you even read any comments at all? Jeezus christ.
1 - Doesn't remove counterplay, as the J flick has counterplay itself making it predictable in many situation depending on how many rush tokens blight has left. At worst it comes down to a 50/50, which is no different to a TL wall. Watch the video to see many examples of how to actually counter it.
2 - Exploit doesn't mean it's a bad thing. As I mentioned earlier, tractor tech is an exploit by definition, people just don't see it that way because it's a cool mechanic that both sides can use. Still an exploit by definition, but good for the game.
3 - I'm not losing anything honestly from J flicks being removed, as I said I'm on PS4 and never once J flicked due to console limitations. I'm just advocating for higher skill more fun killers.
Plus if that's how you react to hearing the word exploit then I think you should approach discussions about techs etc differently. Having that close minded mentality about something heavily debated isn't good for discussions honestly.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2139937#Comment_2139937
50/50. Isn't that Spirit's counterplay? A coin flip?
No, spirits more like a 90/10, or 75/25 if she's not very good. Or hell it's just a guaranteed down if she has a gamer headset, is good at spirit, and has busted add ons and is in a good situation in terms of lack of pallets.
TL walls are a 50/50, you either vault the window or don't. Are tl walls spirit level counterplay? Same with J flicks.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2139925#Comment_2139925
If the only way to have fun is through an exploit then maybe you should be playing something else
Be honest did you read my past few comments on this thread. I showed why it being an exploit isn't a bad thing.
Also, I'm ps4, I can't even do the J flick. Yet blight is still pretty fun.
People need to stop using the term exploit in such a bad light unless it negatively effects the game. J flick does not hurt the game.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2139924#Comment_2139924
I guess I just don't like playing against Spirit. And nor do most people. Which is why we dislike the exploit that turns Blight into her more aggressive knock-off.
Sorry but I really cannot see how blight is anywhere near a spirit in terms of counterplay.
Do you mean the J flick counterplay? That just comes down to a 50/50, similar to a TL wall or something like that. If you keep track of how many rushes he has it makes it even easier to predict based on the environment around you.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2139849#Comment_2139849
CJ, window, dumb techs etc are easy to avoid and basically a free hit if the killer knows about them.
360s I kind of agree with you only because they work better against console killers. Console optimisation + m&k support would be better than nerfing those but bhvr isn't realistically going to do any of that.
That's another reason I dislike the J-flick, it's a pc only thing. Although that's just blight in general ig.
Btw you were on my team about a month back on a corn map against a pyramid head - the rest of us escaped and the killer was nice enough to compliment us all so I thought I'd pass that on as you wouldn't've seen it
Well yea, same with the J flick, it has clear counterplay. It does suck that it is PC only, but I wouldn't put that as a reason to remove it.
Also I can't really remember that match but thank you for passing the message. :D
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2139892#Comment_2139892
If it doesn't do anything then why use it?
Fun.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2139892#Comment_2139892
Tractor tech is completely different, every killer could use and it didn't make an already strong killer even stronger, it was a fun way to play a tile and they made it more accessible like... lol
Well now you're getting to my point.
By definition, tractor tech was an exploit, it was an unintended mechanic.
You just don't think of it as bad because it's good for the game and adds a new dynamic to the tractor tile.
Think of the J flick in the same way, it has counterplay and makes playing as and against blight more fun.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2139880#Comment_2139880
I mean not really?
they aren't even close to exploits, the locomotion of the characters has always allowed 360ing and the devs have never even come close to implying it's not intended, nor have they put anything in place to prevent them.
J-Flick exploded and within 2 days you had devs uhming and ahing at in on their own streams saying there are intentional limits put in place and they're being bypassed.
I can't believe this even needs explaining.
Real point is who really cares it has the name "exploit" on it.
I think a much better example is tractor tech, even the devs said that it wasn't intended but they kept it in anyway because it was cool. Due to it being a quote "exploit", they kept it in because it was a cool mechanic.
Same should be done to j flick, it does literally nothing but make blight more fun.
EDIT: Dont get me wrong there's some exploits that do badly effect the game, like m1 after holding blink bug and stretched res, but j flick isn't one of them.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2139849#Comment_2139849
How are they exploits, though?
No limit that has been placed on the survivors are being broken when they 360, j-tech is intentionally bypassing a given limit, 360ing is not, and CJ Tech is the way the game works, can't kick a pallet a survivor on, again no limit is being broken, it's kind of embarrassing how killers are calling these exploits when they don't exploit anything.
Well that's why I put them in heavy quotations. I'm perfectly fine with 360s and CJ techs. I'm not fine with people wanting something removed FOR THE SOLE REASON for being called an "exploit" as the definition of an exploit is a huge grey area.
More importantly, who tf cares if it's an exploit when it does nothing but add more fun to playing against blight.
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@Axe said:
https://forum.deadbydaylight.com/en/discussion/comment/2139778#Comment_2139778
Everything he said is pretty much true.
I have dominated and been dominated by fellow jflick players. In chases you need to keep a mind on your position and Blight position, and as you see in this video the best way to avoid these flicks are being unpredictable and make wide turns, jflick also won't work that much on survivors who adapt (oh scary thing btw this community for some reason hates to do this) won't have an issue with it.
360 was never intended but they kept it, and it became part of the game identity
Windowtech was never intended but they kept it, and it became part of the game identity
Moonwalking
KEK tech
CJ tech
and so on.
Just because it's not intended doesn't mean we can't embrace it.
There are so many games out there similar to DBD when it comes down to this and both the devs and the players accepted it and embraced it so why can't we do the same with Jflick?
If one would say 360 and pallet looping is an exploit then the whole community would laugh at you.
Like this like everything you said here is true.
Hey if were removing exploits, lets also remove 360s and the CJ tech. Not because they're bad for the game, but for them being called an "exploit". EDIT: They aren't an exploit, just showing that there's a big gray area for the term exploit.
Why remove an "exploit" if it does nothing but benefit the game as even he stated.
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@Regulus47 said:
Twins are one of the strongest killers in the entire game, I think everybody knows this at this point. Victor takes very little effort to down somebody and has no counterplay besides kidnapping him while healthy, and Twins players usually like to slug all the time without anything the survivors can do. Like, seriously, have you tried hooking the survivors? Maybe not go for 4 man slugs every opportunity you get?
Anyway, one way to fix the slugging and camping issue is with the following two changes:
1. When Victor is within 12 meters of a hooked survivor, even if he's being controlled, he gets the screen effect that happens when he's on an object and automatically dies in, say, five seconds. This means that if Twins want to camp, they have to down the unhooking survivor within the time limit, which would add some interesting difficulty and skill expression to the Twins.
2. Downing a survivor with Victor causes him to instantly die. Now, Twins can't really go on their beloved 4 man slugs as easily, because they have to wait for Victor to come back. This incentivises Twins to go and pick up the downed survivor instead. Of course, you can still slug easily because of Victor's instant respawning cool-down, but this would help slow it down a little bit. If this isn't enough, Victor's respawning cool-down could be increased to 15 seconds or more, maybe.
I think with these two changes, the Twins could become much better to play against and actually have a meaningful skill ceiling. I come across Twins more often then you'd think, and every time they go for slugging and camping. Yeah, they're good at it, but come on, you don't need to slug with them. They'd still be strong with these changes, but would actually have some shred of counterplay.
Sorry but that would literally kill them especially if no counterbuffs are done.
Vic dying is probably the worst change you could do to them, it makes them waste SO much time downing, picking, downing, picking, etc. Hence why people slug with them. That change would literally kill them.
The anti camp on vic is ok but a bit overboard. You should still be able to patrol the hook as vic just not sit next to it uncontrolled. Charlottes range before controlling should be reduced so she can camp easier, and vic should die if he's left within somewhere between 0-12m.
Also, what do you mean twins doesn't have a meaningful skill ceiling? You have to micromanage 2 killers at once, both with separate abilities/upsides/downsides. I think I've ever only ran into 1 actual good twins player, the others were trash because they clearly haven't played twins at all.
And question: Do you play twins at all?
