Leonardo1ita
Leonardo1ita
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- Leonardo1ita
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Comments
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@GreenPufferFish said:
https://forum.deadbydaylight.com/en/discussion/86392/gens-go-too-fast
get gud gen speed are fine
Ok, I'll take your opinion as an opinion, not corresponding to reality. 4 man tournament squads can rush not viable killers like clown super easily, and it has been proven many many times. Just watch all video from the depip squad of Marth. Even otzdarva 6 months ago made a video of him against 4 man tournament squads. If you ever faced one of them , you would get rushed so fast with no chance.
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@LethalPugy said:
Gens are already extremely boring they don’t need to be longer. What needs to happen is more objectives for the survivors to do apart from gens.
I agree, more gen time is not the best way to fix the problem
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@drakonukaris said:
You don't need to ######### bring up true everytime you want to prove something, everyone already knows dead hard is the best exhaustion perk that's why most people use it... if you're trying to say it's op it's not and this ######### is cringe. It's good for the health of 1v1, if they adjusted gen speed, I'd be happy to go against 4x dead hards and DS.
I don't know if it's actually op or not, but maybe it is
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@RakimSockem said:
Okay but the killer also made a bunch of mistakes, misjudged the distance on his swings, made the wrong play and got mindgamed a couple of times.... I watch half the match and counted multiple mistakes on his part.
Dead hard is not some broken perk (unless you're talking about how often my friends complain about using it and being exhausted but still getting hit and ending up on the floor which is why I laugh and tell them to stop using it to dodge)
no but it's the best
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@Gylfie said:
I keep reading that Dead Hard has no activation requirement but you literally have to be injured. That's a requirement.
Yeah, and most killers go through that, which isn't cheap. Btw if you know it's like perma tier 3 myers you can always not heal after unhook
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@MusicNerd_TC said:
You shouldn't be able to desd hard through the killer with no collision, that's it.
yes
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Imagine creating a killer perk that did: once hooking 3/4/5 survivors press active ability button on a fully repaired generator to completely break the generator and increase the number of gens by 1. That's huge, same thing with dead, but no requirement
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@Callmehandsome said:
The only thing that bothers me abaut deadhard that it literally has no reguirements and if you mess up a loop; just press a button to extend the chase. Without deadhard you would have been hooked. Even zubatlel sarcastically sometimes says "oh deadhard, just press a button to undo the mind game"
Most killer perks don't work like that. You need to actively make them work; pop: hook a survivor and find generator under 60 seconds, ruin is useless without pressure, thanatophobia becomes stronger then more you hit survivors. Even survivor adrenaline has requirements that you need to repair all 5 gens and it only works once.
Yeah, exactly.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1527457#Comment_1527457
that's because you're not using dead hard effectively. Dead hard's strength does not really come from being able to absorb a hit, it's strength comes from giving you 2-3 seconds of invulnerability which is enough to get you to the pallet or window to start a 2-3 gen loop on the killer.
For some odd reason, the algorithm that determines the strength of a tile operates in a vacuum, it doesn't take the strength of adjacent tiles into its calculation, so you can very easily have 2-3 extremely strong tiles stacked right next to each other. Now if the algorithm puts these 3 tiles next to each other, the rest of the map will be weaker, but the problem is that unless you're hitting survivors at the complete other edge of the map, they are able to easily get to these tiles using the speed burst from the first hit and maybe a second chance perk like dead hard. These tiles can be so strong that it takes breaking pallets plus bloodlust 3 to catch up to survivors.
Dud cowshed: 4 path pallets completely uncounterable, (just break the pallet and move on), a big tile pallet in the corner of the map ( one of the 2 where there isn't the cowshed or shack), 4 jungle gyms connected to path pallets, cow tree, god pallet, cowshed really strong windows, it's nasty, dead hard is gonna dominate completely everything
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@Splinterverse said:
Dead Hard is incredibly buggy and when I play with folks that have it, they are constantly talking about how it failed them. Perhaps when hit validation comes to the game, it will be worth using again.
And for those saying Sprint Burst is better, it's garbage. Sprint Burst is only good if someone really uses it properly and doesn't hold back from running. Lithe is honestly better if you look for the nearest vault every time you go work on an objective (or really do anything).
If you use dead hard to gain distance at loops and not to pass through the killer hitbox you will have those milliseconds to predict the lag always
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@seki23 said:
moris are fine because keys and 4 man exists.
Both are part of the problem, the fact that dbd has these "extremes" of balance, like keys, medkit endurance, DS and unbreakable, iridescent Huntress, tombstone Myers ( not op but annoying), head pop pig, gen rush ( gen time), spirit stridor, midwich object of obsession, Haddonfield fences and random infinites, Badham and Haddonfield fun house, etc etc
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@Xbob42 said:
You can play absolutely normally while saving Dead Hard for when you need it, while Sprint Burst requires managing when you can or cannot run. Sprint Burst isn't bad, but it's used in a very different way and often results in you playing sub-optimally to keep it at 99 or to prevent it from activating early. Dead Hard has its own button, and has i-frames. Why any ability in this game has iframes is beyond me. Is a quick dodge not enough? I'd rather it have 0 iframes and 2 charges rather than the current setup, but that's just me.
@BillyMain77 said:
https://forum.deadbydaylight.com/en/discussion/comment/1526923#Comment_1526923
SB is not outright better as if you have it 99d you can work on gens.
So if your not the one being chased your basically worthless.
Dead hard works on demand and can be used to avoid an attack / get distance / go through traps.
If servers dont screw you dh is better imo
Here's what I mean, time efficiency.
@AbsolutelyAmel said:
It's really 50/50 most of the times i press dead hard and get downed with exhaustion 🙃
@WARW0LF said:
Dead hard is over rated, its bust, the amount of times i'm exhausted on the ground with the DH pop up is ridiculous, it's way too inconsistent and much too hard of a mechanic for indie devs to get right, not a perk worth running unless you literally only use it for distance
And this is a problem caused by the connection, the perk is super strong. One lag hits will be retired dead hard will be much better
@BloodMoneyMerc said:
Ahem. Head On would like a word with you.
Head on is a completely different style of gameplay, but I'd rate it better than sprint burst, just because of what you can do with it in combo with DS and inner strength and borrowed time, so you jump in a locker, be invincible for 60 seconds and make super aggressive plays possible
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@Rizzo said:
Please keep the discussion civil and respectful, no need to attack others over a different opinion.
Also please i want to remind you all that you can discuss the topic, but there's literally no need to throw shades at a content creator, so please avoid that.
I'll keep in mind
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@SloppyKnockout said:
Is there a time stamp?
Not really feeling sitting through 20 minutes of "This is survive with friends, so I'm losing" or "I just wish I could get normal survivors sometimes instead of survive with friends".
If you really want to understand why a perk is strong in a certain match you should watch the whole match.
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@NursesBootie said:
This clip only proves that DH is a second chance for people that mess up at loops.
Pretty much, but at least is only that and wastes 1 perk slot
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1526975#Comment_1526975
SB users can safely work on gens extremely close to the killer, which is in my opinion it's biggest strength. You can also work on dead zone generators with much less risk. I always find SB users, sitting on gens until the very last second, to be significantly more annoying than someone dead harding for distance at a pallet loop.
Trying to use dead hard to actually juke an attack is risky, and will leave you exhausted on the ground alot of the time. Dead hard gets negated by exhaustion add-ons; SB does not. DH does literally nothing against 1 shot attacks, which DBD has plenty of. It's easier to manage than SB, but not nearly as powerful.
This is OBJECTIVELY true, and that's the only reason I'd use SB not to gain distance or 99 it really rarely.
The problem starts when a really good killer 3 gens an area of a map and completely screws everything to you . Then what do you do? SB won't help you mindgaming pallets
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1526934#Comment_1526934
The biggest advantage of SB during a chase is not trying to get the killer to whiff by only running when meters from them. It's running around a loop and activating it when the killer gets close enough to try and attack you.
Aim dressing will likely cause their attack to miss whilst getting you lots of distance in the process. Something that DH can simply not do.
Actually it's difficult to judge, you'd have to make a massive statistic of chases and then determine which perk is better.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1526953#Comment_1526953
I wish people would stop using streamers as examples as to why things should be buffed / nerfed. They act as if they’re the be all and end all of this game. The only real difference is that they put their gameplay out there for the world to see. There are PLENTY of players who are better than them. The only difference is, they don’t upload their matches. Not everybody plays video games for profit.
I used that video just because in that particular case dead hard saved their life so many times
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1526918#Comment_1526918
That's not how to properly use SB. Walking around when the killer isn't nearby is a terrible idea.
You seem to conflate repairing gens and avoiding the killer with just buggering around the trial with no direction trying to keep SB 99'ed.
You can do it, but I'm not a random killer that gets baited when trying to patrol an area. I know my duds
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Post edit.
Almost 1 year passed and anything has changed. Small PP build that makes you invincible for 1 minute who knows when will be nerfed ( no reason not to use it) and competitive hard rush and loop squads dominate every killer, even nurse and spirit, and dead hard makes things even longer, and borrowed makes the stupid aggressive plays made by survivors always viable, so always time to jump into the locker. Always
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@SirCracken said:
You don't need to waste any time at all if you manage your movements well. Simply switch between repairing and running from gen to gen as they are worked on and going for saves, always maximizing the time spent while SB is on cooldown.
This is what makes SB objectively the best exhaustion perk in the game. It saves time across the board in the hands of experienced survivors. Not just in chases.
The game begins and you must not waste time: what do you do? Waste SB and try to 99 it or walk but no 99? The first makes you lose more
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@SirCracken said:
However SB can be used in the exact same way by letting the exhaustion timer reach less than 1 second and then start running, briefly stopping during a chase to basically have DH on demand that also gives you a 150% movement speed boost for 3 seconds.
Well in that case you're just gonna waste time trying to 99% it every time, so can work but only if you waste time around juking
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@Veen said:
I mean the breakable walls sure are a neat solution for haddonfield.
Yeah
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@Inferno427 said:
https://forum.deadbydaylight.com/en/discussion/comment/1521986#Comment_1521986
make the fences out of breakable walls
This is even better
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1521983#Comment_1521983
You're talking about implementing a completely new mechanic. Again - wouldn't it just be easier to fix the map? It would be faster, too.
New mechanic, but unworthy 90% of the times for the killer
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/180587/great-idea-to-fix-haddonfield-and-big-fences
Or, the alternative idea - fix the map so you don't need things like this.
Better, but at least a good temporary solution
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@Veen said:
I mean there a lot of the same threads discussing about the exact same topic, can't those streamers stans discuss about idk who opinion and who cares about him opinion in the same thread? What is this constant need to open up a new one just to expose his?
But probably rant one are the worst.
This thread I didn't want to expose any, neither I want to do it to bait, but if the idea comes from them massively it is right to cite them. For example, I made a big thread about the winning condition of the game today, which is kinda a blast to truetalent, but I didn't cite him just to take attention because it wasn't necessary. I'd say that citing your streamer is legal, you can do it, but just to confutate the idea not rant on the person.
Edit: Not including who you are replying to just because he/she is a big streamer is not taking responsabilities for what you say just for fear
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@[Deleted User] said:
Is this a bait thread?
Here we go, I modified the title so nobody can say it's not clear what I'm gonna discuss
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@[Deleted User] said:
Is this a bait thread?
I'm actually exposing why this is a problem, not the fact that the thread is has an attracting title, but that it drains the community attention to something useless, that makes people angry and that's it. The more I see short threads implicitly troll the more the problem grows
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@TAG said:
I always play going by how many kills vs. escapes happen in a trial.
It depends from what you mean as kills, because sacrifices do not count, so if 2 survivors are moried or bleed out you can draw or tie, not win.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1521145#Comment_1521145
In the end it is the claudette who makes it out alive and gets more reward than dwight.
depends, if the claudette safely rescues dwight and makes the killer go after her a lot, she has more chances of pipping ( because at that point the killer has already 2 kills, it's just a run for the points and the emblem system, the match is already GG unless it's one gen left). Also the chance she will find the hatch is < 50%, because she is slower and she could also encounter the killer while rotating the map. Also, if more than 3 gens have been done, the hatch spawns and the killer can find the hatch, stand right on it, trigger the end game collapse, and that's gg most times
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@Retromind said:
If a Claudette escapes while hiding 80% of the game while Dwight dies after fixing 4 gens, rescuing 6 survivors and looping the killer for 7 minutes we all know who actually won in this scenario, numbers do not lie.
The tutorials talk about "survivors" escaping, being able to decide whether to help each other or not. The second option will turn out ( and if it won't it should turn, like hatch rework) to be unreliable, and more risky. So, those who play the altruistic strategy will pip, and those who don't will not
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@Cheers said:
I'm honestly stuck between yes and no here...
You will bump on objects more than you would expect if you really try to cut distances efficiently, curving 90 degree walls, trying some mindgames at pallets.
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@Nazia said:
He's fine honestly. Once you play him enough you develop a sense of spacing to avoid colliding into objects. It can still occasionally happen but no one is perfect. I love how he plays now. I just wish they'd address gen speed and SWF players.
This is true, you could learn curving even better and that's the skill, but even the best nurses sometimes miss shots, and 7 seconds of stun just because some tiles have a ######### weird hitbox is not fun, and not balanced because hardly learnable, so at least changing the tuntrum time
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dead hard. Viable everywhere, saves tragic situations even at pallets many times
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Because of what I said and how punishing it feels
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@BirdFlox said:
I've heard a lot of people say that Ghostface is practically useless without using the chewed pen and address book, so should his power recovery be decreased in order to make him less dependent on add-ons?
Of course, his power is one of the most add-ons relient.
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@Nanglaur said:
The game is locked at 60 fps. If you want to change it you can go to the files and make some changes. You will not get banned for that as far as I know, because it doesnt actually change anything more than how you see it. I have uncapped my fps for 4 years so far. I have seen a lot of people with stretched res, so I dont think that is a problem at all. Streamers and Youtubers use that weird wide res a lot.
One thing, is that im pretty sure the game every patch will revert it to the 60 fps cap, so you will have to go back again and change it.
Ok but the question is how do actually do it?
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It would be great to have an official answer by one of the devs or community menagers, maybe @PatBrutal , @Peanits , @not_Queen , @Almo or @McLean
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Guys pls, I can't stand 60 fps anymore
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As a bubba main the best combo, especially after the buff of yesterday, to chase is both speed add ons, nemesis and PWYF.
OhTofu tried rake and beast's marks, I will be able to give the definitive confirm after hours and hours and hours
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This guide is outdated
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that works, yes, but devs should modify something for instadowns
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@Drywatr said:
https://forum.deadbydaylight.com/en/discussion/comment/1513124#Comment_1513124
Yeah. The only reason ranks are still being shown is the devs plan on turning it into a reward system ( but that'll probably be at least a year)
oh ok I saw from the devs q and a
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@Drywatr said:
Pips no longer mean anything. A new mmr system is implace. Ignore the emblem system as its currently not being used for anything
sure?
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@Hlidskialf said:
You need to remove the cap on the gamefiles to play above 60hz.
ok but where?
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@faff said:
5.313 - 5.29 = 0.023
5.3475 - 5.29 = 0.0575
0.023 + 0.0575 = 0.0805 + 5.29 = 5.3705?
if you want % there are other ways but you can do the same thing.
Maybe it's that, but what I wanna know from the wiki nerds is how speed actually is calculated. Like if I have play with your food + speed add ons + noed being active or another killer
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@Zeus said:
I think they've intentionally increased bubba's hitbox to make it realistic.
Well the "realistic" argument doesn't really stand in a not realistic videogame like dbd where everything is controlled by the entity, so.
One of the reasons clown is trash is even because of that, hitbox bigger than other killers, so less anti loop capabilities at regular pallets
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@dugman said:
When you log into the game there's a brief news post that the new MMR system is live and a link to the blog post that it was activated today (August 3, 2020)
https://forum.deadbydaylight.com/en/discussion/173606/news-matchmaking-update
Noice
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dud if you said that sound bugs weren't game breaking in like rainbow six siege you would get roasted, 100%