Nun_So_Vile
Nun_So_Vile
About
- Username
- Nun_So_Vile
- Joined
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Comments
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@Sonzaishinai said:
Nothing hurts more then seeing a survivor named "morimedaddymyers" and not playing myers
My condolences, I feel your pain :(
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@GentlemanFridge said:
Uhm… when you’re in a lobby the match has already been made. MMR has already been used. If you then change the killer’s character then the matchmaking goes all sorts of wrong.
This was a feature long ago and it worked perfectly fine. I just had a game as a level 1 cenobite with 1 perk equipped and still get matched with Red ranks, so matchmaking is already all sorts of wrong to begin with.
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@NemeanXIII said:
No,they should just make it,the same for survivors.
Then everyone loses in the end. I'm fine with last-second swaps and all that as long as Killers can do it as well. Though i'm sure if survivors had this same restriction it would not last long before complaints flooded the forums.
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https://www.youtube.com/watch?v=1TS9InQEfm8@GannTM said:
You reveal that Spirit’s inspiration is coming to DBD and probably will pull a Billy with Spirit soon to make everyone buy the ring girl with money over saving shards for an original. Spirit will always be better so don’t do anything to her BHVR or I’m probably quitting the game. I almost quit when NFTs happened but Spirit was the only thing keeping me from leaving.
Also, it’s been only two weeks since Artist came out and let’s just forget all about her like that and reveal the next chapter that probably won’t come out for another 3 months. How about you instead give Artist some love with cosmetics because she only has 3?
Rin and Carmina don’t deserve any of this!
When Rin's time comes you are welcome to join me in reminiscing the good times we had.
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Everything after 1.9.2, but I'm just a degenerate 😂.
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She will be the paradigm for all new killers moving forward.
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It doesn't matter what you run someone will think it's meta. Honestly tho, it's such a messed up "meta' situation because it's either you have to use the same good consistent perks to have a chance of completing your objective if you want to win, or throw for fun and go up against someone using meta perks and get tilted cause you arent. Add onto that there are so many either situational or straight-up garbage perks and so few consistent ones in comparison so why even bother changing perks. I don't think my main lineup of perks has changed much since 2016 and that's most likely the same situation for others on the forum.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2671058#Comment_2671058
I was thinking it being more like a demo teleport, where it takes some time to travel, and not just an instant teleport.
I think it's a fun idea for both sides. It surely would need some delay to balance, maybe a moderate cooldown timer even on the ability. I certainly wish on some of these larger maps they would put in more shortcuts to cut travel time across the map.
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Interesting, but Jason gets kinda OD with his powers. I also feel like "teleporting" as it already is in this game gets complained about with the limited number of killers that do have some type of TP in their kit (i.e. nurse, hag, Ceno, and spirit).
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Ah, the cycle continues.
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Best wishes. DBD 2 will be out before the still ongoing hacker issue is addressed.
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I still can't use dead hard without my ps4 having an aneurysm on the spot and I've been getting some of the same lag spikes like when sloppy butcher procs on hit. As far as I'm concerned this latest patch was all smoke and mirrors. R.I.P.
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I cant even play...every time my friends try to squad up we get disconnected. Blaaam this piece of ****
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I loved F13 while it lasted. One of the best things about F13 was local comms and the many ways to escape. It really puts you on edge to try to find all the items and try to kill Jason...always thought that game nailed the fear factor in a horror game. Darn shame things turned out the way they did.
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They said "Be happy we gave you a black metal cosmetic, now enjoy your crumbs"
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2386838#Comment_2386838
I feel like everyone just wants every map to be the same, it's the reason i hate outdoor maps so much, they are just a copy/paste of each other with a coat of paint over it.
Exactly. like it must be cookie-cutter to fit some "exact" formula that is "x" size and following all these guidelines and specifications that can take away from the character of the individual realm.
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@Satelit said:
https://forum.deadbydaylight.com/en/discussion/comment/2386838#Comment_2386838
The problem is that BHVR keeps repeating the same mistakes over and over,1 second they rework maps to be smaller and more fair and the other they add a map that's pretty much 2 Mother Dwelling's stacked on top of eachother.
I see it as being a bit overdue for a larger map. They have stayed on course with their mission of releasing smaller and smaller maps for the last few updates, so it's refreshing to see them add more variety with this 1 larger map. I'm also happy because I still can get a 3-4k on it, and I've seen other killers do the same with m1 killers...Can't wait to try it with GF when the offerings go live.
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They should just stop making maps because all people do is complain about any map put in the game. It's always so bad for one side or another and nothing is ever good enough... This game is forever stuck in an endless loop of reworks with no end in sight.
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DS :)
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Is there a thing going on with Bill players today? Literally just had my last match with one hiding in lockers and then crouched in the corner all game...and he had premonition..🤦♂️ 🤦♂️
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I try to keep my expectations low. Truthfully I'll probably wake up tomorrow and forget there was even supposed to be an update until I login.
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RPD is the best map in the game
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R.I.P. The ass man
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I love the RPD map :)
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Yep, when they nerfed pig. If it wasn't for SWF I probably would have stopped playing long ago sometime around EGC release.
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I kinda doubt that many people would quit the game altogether even if BHVR messes up the patch, especially the veterans. Some are even going out of their way to start fresh on a new platform and find other workarounds for the current situation even if it means paying more $$$ on hardware to play a game they enjoy. You may ask, "where's the breaking point?" but so many players have a high tolerance, patience, loyalty, and unwavering optimism for this game. With no other real alternatives, there's nowhere else to really go so we just continue to "power through it"
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"hold w meta"
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Dead Hard is for chads only
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With BHVR's track record it won't' be fixed for a while, and when it is there will be 100 new bugs introduced that make the current patch look optimized.
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IMO If they have it in the rotation then the offerings should be enabled....I really want to play on this map more.
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needs to activate multiple times in a trial so it can be more in line with a true anti-tunneling perk. I have always said it was never designed to be an anti-tunnel perk, but now that they've put it in the mold and carved it out to resemble one it needs tweaking to be an actual anti-tunnel rather than a band-aid fix.
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To me, one of the best maps in the game, especially amongst all the licensed maps we have (i.e. Gideon, Haddonfield, Badham, etc...). If you've spent any time at all playing RE2 then I feel you have an advantage because the map is almost an exact recreation and you'll already have a pretty good blueprint of the facility. Finally, the knowledge I gained from tireless nights binging RE2 came in handy for once.
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Here's a picture of Quinton from the 2010 film for those who want a reference for comparison.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2340139#Comment_2340139
Yeah, I think they keep changing the timing to get a flashlight save or something.
I've noticed this too. It's definitely frustrating to see "Killer blind" when it looks like the pikcup animation is over, yet they still don't drop the survivor.
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I'll be here all week. Don't forget to boop the snoot. 🐷👈️
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@Razorbeam said:
I really hope we get to go back to holding BHVR accountable for the poor port quality and their empty promises soon and actually have somewhat playable clients again.
Yes, they need to be held accountable for their......bEhavior. 😅
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They can find all the time in the world to fix the cosmetic glitch...something people actually enjoy and engage more with the game because of... Yet here we are with NO fix for console performance. In the words of the great Winston...How embarrassing.
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At this point I'm just happy I made it out with a few crowns. I just want one good game without freezing anytime a perk activates or the killer hits. Finding it hard to enjoy this event due to the poor optimization affecting the console community.
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Just returned to this game and its an absolute dumpster fire on ps4. Playing on the ps4 pro and It's like whenever something happens the game just has a spaz and cannot process what is going on as well as it had previously. I know there was a hiccup in performance every now and then when I last played, but now it's really...really bad. This is without a doubt the worst state I've ever seen the performance on DBD, and its enough to make me put it down and play better games for good. It is unacceptable that this 5-year-old game that used to run decently is now unplayable. Heck, I just had a game against death slinger on Haddonfield...he gets me with the gun in this little narrow passage between the outside wall of a house and a fence. He hits me and then when my character tries to run it spazzed out and went into 4-5 different areas: clipped Inside of the house, back behind him, back into the 1st floor of the house, onto the outside of the fence, back behind, in front, and then he hit me again and my character finally stepped down in front of him as if I never moved. I couldn't do a thing because that one hit triggered this in-game spasm that launched me all around the killer, through walls, and even into the house, I was outside of. I have never seen or had anything like that happen, and its time to say enough is enough at this point. We need optimization and we need it NOW.
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My games are great. Decided to put the game down and move onto the OW archives event. Cheers and good luck out there.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2098794#Comment_2098794
It depends on if you expect an anti-tunnelling perk to 'prevent' tunnelling or 'dissuade/punish' tunnelling.
DS most certainly does the latter, as it adds ~25s to a chase which can cost the killer a gen, or if it's during EGC, a kill entirely, and they will never go so far as to 'prevent' tunnelling outright.
Very good points. I highly doubt there will ever be a perk in the game that prevents tunneling outright. There's a lot of external factors to consider too when thinking of how a true anti-tunnel perk would need to work from the map, pallet placement and other chase extenders present, to killers that are used, and so on. Just for simplicity we'll put those aside and In a perfect world an anti-tunneling perk should be able to do both by preventing tunneling through some form of either negative or positive punishment. DS, as you said, can achieve the latter but to varying degrees. If it's early to mid game then the impact on your gameplay as killer would be lesser since there's nothing to lose other than some time rather than after gates are powered and you lose the kill as long as they can hit the skill check and find an open exit. Now, they could buff DS to activate more than once and that would bring it to be more inline to be true anti-tunneling because now you're talking ~50s or more that the killer could potentially waste deciding to chase after 1 surv for multiple hook states. Then the killer has to consider the risk vs reward a bit more when actively deciding tunnel.
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Kinda goes to show DS was never meant to be anti-tunneling, even though many would like to fit it into the mold of an anti-tunnel perk. If they wanted to curb tunneling they would make an actual anti-tunneling perk rather than recycling DS as a band-aid fix. Both devs and mods have specifically stated it wasn't intended to be one. For the time being just run DS and try to outplay with it if you're being tunneled.
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The problem I see is how do you buff solo Q without inadvertently buffing SWF and continuing this cycle where neither side is happy with balance? Wouldn't that revert a lot of the changes the dev team has made to the game since it's inception and send it back to square 1 essentially? To me, solo Q was good when there were strong survivor perks that benefited Solo Q players. If it benefited solo q then it also benefited stacks, which amplified the strength of these individual perks when coordinated amongst a team of survivors. Look at the old BT for example, that was a very good perk to have when Q'ing up solo, but its considered a problem in numbers. The old SC is another one because it was just a good generic perk to have as solo when you didn't have to dedicate a almost whole build to making that 1 perk better. That's what we've moved away from in terms of gameplay, so keeping balance in mind, what would need to be included in a solo Q buff?
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@fatbabyslayer said:
I think I was a bit salty I am sorry I posted this
https://forum.deadbydaylight.com/en/discussion/comment/2097359#Comment_2097359
It happens to the best of us.
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@fatbabyslayer said:
using a j flick 2 times to down you once doesnt equel you losing cuz of that degen, its cuz your idk bad and use keyes for a win, its a tech as I said 360s are okay and have ALOT of similarities with the j flick, ive mained blight WAY before jflicks and went red ranks with him, I would still destroy you without them... oh wait... I DID destroy you without them, 90% of the game wasnt jflicks are you telling me you standing still next to a wall and me slightly flicking to you makes you lose? Want me to report you for 360? Besides ITS JUST MOVING YOUR MOUSE FAST TF????????? HOW IS THAT AN EXPLOIT??????? IDE IMAGINE HUNDREDS MAYBE THOUSANDS USED JFLICKS NOT ON PURPOSE I DONT EVEN USE A HIGH DPI AND STILL DO THEM.
That's nice
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Yes, but who cares?
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I will always root for the killer to take out a useless teammate who did nothing all game, especially if they are the last one. In my mind, the useless survivors really don't deserve to escape after doing nothing all game. I've had times where I would find such a player hiding in a locker, so I'll just try to open it and then point at it for the killer like "hey they're in here, get them." Ain't nobody got time for all that nonsense.
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2066815#Comment_2066815
See, right there, this comment?
THIS is the problem with the survivor side right now.
They are convinced that "going out of your way to slap the guy that is already wounded and will go down with that hit" rather than hitting the guy that is clearly trying to prevent you from doing that is "tunneling".
Here's the thing. It's not.
Going for the wounded is ALWAYS the right call and will ALWAYS been. It's not "unfair", it's literally the right play.
And guess what? If that wounded person is the one that just got unhooked, it means that you, as a survivor, made the wrong move by unhooking someone infront of him.
95% of the time when I end up downing someone that just got unhooked in the game its either because when I go back to the place where the unhook took place, I only find the unhooked marks and follow them, or its because someone thought it was the right move to do the unhook in my line of sight and that I'll somehow ignore the right target and run after them instead.
Stop blaming the killer for doing the right play, a play that often YOU gave him and try to learn to play and git gud.
Do you see any killer whining about survivor going for the gen that is 80% up rather than the one he is camping and is at 10%? OF COURSE not.
Oh and also, stop pretending "face campaing" is a problem. If a killer facecamp someone, you have no excuse to not do at least one gen each, a killer that only focus on face camping cannot get more than 2K if the survivors know how to play around it and dont play in his strategy.
I'm frankly sick and tired of always hearing the same inane whining from the surivor crown, litterally trying to brand each and very RIGHT moves on the killer part as "toxic" while on their side they will use and abuse each and every dirty trick in the game, from swarming a killer to bodyblock him to kit him in a corner of the map where he either have to cancel the chase and go back to defending the gens or lose the game.
Just stop. Grow up, and try to get your head out of your ass and realize that the killer is just playing the game, the same way you are.
Did you get all that from my post? Bless your heart. I'll give you just one reply. Don't quote me if you're just here to waste my time by attempting to be pedantic and twisting information voids within my post to fit your own narrative. Tunneling doesn't have to happen when the killer is at the hook. Even if the killer has left the area, coming back to the hook immediately after a save leaves no real opportunity to escape the area, between blood spots, scratch marks, and so on The game is designed to give so many disadvantages after being unhooked and consequently makes it so easy to tunnel effectively. Killers can tunnel with 4 to 5 gens left all they want then if you want to boil it down to such logical gameplay, but it's uninspiring gameplay that cheapens the competition. It makes it so that survivor can't play the match, and is also why people will D/C after being tunneled. Who's to blame, killer or survivor? Neither because it's just crummy game design and using your own logic, "each side is going to use any advantage to help them win."
I play killer too, I know how frustrating it is to lose gens quickly in your first chase. I also know how tunneling, especially in the early game with multiple gens still in circulation can help put the game more in your favor when you can eliminate that 1 person and turn it into a 3v1. That being said, there's next to nothing a survivor can do by themselves outside of giving the best chase of their life when being hard tunneled, so I guess the best solution is to just stop and have the killer down and hook the survivor so you at least get struggle points and a respite from the tunneling /s.
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It can still be strong in the right context. How I see it is that people would bring it in to use it as an offensive second chance perk rather than anti-tunnel since you can still very well be tunneled even after the stun is up. if anything I'd consider buffing it to be used twice a match, if not more depending on a separate condition that needs to be fulfilled, but 2 times is ideal. To me, DS has identity issues, and this latest patch doubled down on that with yet another bandaid fix to a much bigger problem to be addressed. The devs and the community managers have both said in the past it was never designed as an anti-tunneling perk. Now they're trying to fit it into the mold as one. I thought it was in a good spot after the 1st nerf when they added the new condition and timer and it had a workaround, but now it's probably going to see more work done to it in a future update if we don't get DBD 2 by then.
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All these high-rank killers tunneling harder than ever before. Had two games already today out of four against rank 7 and 3 killers who would go out of their way to immediately tunnel a person straight off the hook, even with me getting between them and taking protection hits. Still hard tunneled the survivor. I'm not even mad, I am just disappointed at this point.


