Ramxenoc445
Ramxenoc445
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They said a while back that they weren't giving us one. They're focusing on improving the game and other things instead of events to better focus their time and resources. The Christmas event wasn't even really an event. Just cheaper items that'd normally cost you 5-7k bp. Can't miss that personally.
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He got nerfed killers complained about it when it was one add on change and a bug fix
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/926548#Comment_926548
DS is 60 seconds of immunity, you can get slugged, that's it. DS shouldn't hit me when I've hooked another person and then down the person who was unhooked 30 seconds ago because they cannot loop. It isn't anti-tunnel, it is anti-momentum and anyone who resists the changes to make it anti-tunnel and NOT anti-momentum is proving my point.
BT is used to make extremely dangerous and unsafe unhooks and not be punished for it. I don't think BT has ever been nerfed, and it sure needs one after all the buffs it has received because of the Legion nerfs.
I disagree because in your cases it ruins your momentum and guess what you're not supposed to have that and be able to consistently slug and get your 4 kills or whatever you're expecting. It was better at being anti tunnel the way it was before if it didn't work on first down. But nobody liked that so now it's what it is. I personally almost never get to use it because killer goes off and chases other people or I get left on the ground for the minute and then get hooked or picked up. So change how you decide to play. If everyone in the match has it you have no choice but to eat it or slug em all if possible. I doubt the perk will get changed. And BT is fine as it is. Its there to teach you to not camp. It does promote bad unsafe saves but it also punishes bad killer play so either way it goes. Its fine and if you hate it that much play a stealth killer.
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Lots of people in this community seem to not just be able to accept that they just aren't skilled enough to handle a swf. This is the only community where I go to the forms and playing with friends is unfair 😂 overwatch doesn't complain about groups. CSGO doesn't Friday doesn't. But dbd community is like grrr playing with your friends isn't fair only solo play is fair and can be played with this game change it now. Complaining about it is near pointless because it'll never be removed.
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@Pulsar said:
BT isn't overpowered per se, just overtuned and power crept.
DS is just flat-out annoying, the ONLY change it needs is to be removed when you hook another Survivor.
DS doesn't need any changes. Don't tunnel and end game don't go for the same injured person just to save your own ego or pip because then you deserve the stun. If you get stunned you deserved it. Perk is annoying at times but perk is fine. BT is also fine nothing wrong with it either to OP
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/912593#Comment_912593
Don't you have the ability to choose which location you want to fail that skillcheck though?
Yes but not everyone is spending most of their time learning this game like others do so not everyone that does that will be in a good position.
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New ranking system? Potatoes destroying red ranks sounds normal but New ranking system??
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Skull ######### 😂. I understand the frustration though. Just try to understand in most cases its ping but windows are your best friends for surviving when ping isn't crap.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/911084#Comment_911084
"While that may sound good on paper it means forcing someone to effectively give their location away which Freddy can then teleport too and also regresses the gen."
Location doesn't mean much with how strong and numerous loops are. His teleport has a cooldown and his regress kick is getting instantly tapped away soon as he leaves. I don't see the issue here.
"The fact is the data obviously showed it was working too well so again do you want them to change the perk or the add-ons?"
This is assuming anything needed to be changed at all. You're also drawing conclusions from highly inaccurate data that was stated should not be used too draw conclusions, like you are.
Not everyone can loop effectively and not everyone that gives away their position will be in a proper position to not get caught. Not everyone knows this game like the back of their hands some just play for the fun or when they have the free time.
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Sounds like a happy nerf so he cant turn corners esy to get a free one hit on us. If so good it was very frustrating and annoying feeling like i outplayed him by moving at an angle he cant turn only to be surprised when i get hit.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/912344#Comment_912344
Just a list of some Killer nerfs:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
- Nurse blink attacks no longer bypass mettle of man*
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
- when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
- Traps that have not been used up by the time the exit gates are powered become inactive.
Legion:
- Nerfed the majority of the legion's addons
- Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).
- Feral Frenzy can only be used when the meter is fully charged.
- Feral Frenzy move speed is now 5.0 m/s.
- Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.
- Increased the Legion's terror radius to 32 meters, from 24 meters.
- Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.
- Missed attacks will end Feral Frenzy.
- Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)
- The Legion cannot see pools of blood while in Feral Frenzy.
- Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).
- Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*
Plague:
- Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*
- Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*
Anything else?
A lot of these aren't good arguments for what is a nerf for killers. Like the literal face camping thing. You're not entitled to a kill just as survivors aren't entitled to farming if someone disconnects or getting the hatch because they were last. A good amount of things here is just whining and complaining. Things get nerfed and things get changed. If you feel this game is more favored towards one side you're probably not very good at this game. Some things can be op on one side but this game has to be playable for people of varying skills. Survivors get nerfed and have been a good amount lately and spirit got nerfed. Freddy and Oni got add on nerfs the freddy one takes away frustration and the Oni one is probably justified because it sounds like it gave him free nurses calling globally.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/912052#Comment_912052
As I said, toolbox repair speeds also need a nerf. At least then, you're forcing them to use their toolboxes.
Won't happen then. If its slow enough that everyone feels they need to use a toolbox then its too big of a nerf.
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@Esheon said:
https://forum.deadbydaylight.com/en/discussion/comment/907660#Comment_907660
NOED *was* nerfed. It used to be permanent, with no hex totem.
#########
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Nice to know you tried it.
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What caused the basement bug?
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The buff you seek would bring balanced to being old sprint burst levels so you and I and the others here know thats not happening. Nerf was justified perk made infinites and made some loops to strong. Wouldn't even call it the worst exhaustion perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/887417#Comment_887417
I take it you have played as survivor and not killer, try playing as him for a bit. It's not as easy to do as you think; he controls like @$$
It's like trying to drift a u turn in a tank
Funny thing is I played one game as him and 4k. Granted I had 1 perks and got gen rushed but started capitalizing on mistakes the were making so it wasn't a blow out but first game not knowing how he works game play wise I felt it was off. I'm not enjoying how long his power lasts since he can just sprint forever and then immediately 1hit me. Not to mention he turns corners almost like a maniac. On PC of course. Console players will have a better experience once they add the sensitivity options they wanna add. Also when they fix that terrible fps right now.
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@DarthRane said:
https://forum.deadbydaylight.com/en/discussion/comment/887417#Comment_887417
Get on console I'm pretty sure a brown rank survivor could bully him he's so bad right nkw
I'm sorry but I love myself..
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This killer feels like they have no counterplay unless I can find a sharp corner to turn and even then I think I just got lucky the two times it worked.
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Its not the game on that skill check end. Its because you're using a tv. Get a 60hz monitor and that will go away. I also played on ps4 starting a month before freddy released and earlier this year moving to PC. I had the same issue and bought a gaming monitor in prep for my pc that I didn't build till a year later. But the rest pretty damn accurate I got back to play with friends and I wanna rip my soul from my body everytime. I had a game lag so badly once the hillbilly was about 20ft away swinging at a vault that was in the opposite direction I was and it was damaging me and downed me then the lobby closed.
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Still a no. I hate to be that guy but just get better against people on comms. It wont kill you and not all swf groups are out to make your gameplay miserable and not all of them will even be good at it. Just deal with it
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Never. Deal with it. You nor me as a killer in getting some crazy benefit because you played a swf. Some of them are ######### and some of them are great. Some of them have one person that knows how to run and some are out to ruin your day. So what just take the L or the W and move on. You want a reward for solos that are just as good as swf too? It'd be no different because if all solos knew how to play and work as a team like swf sometimes will you'd have the same gameplay. Anytime I am solo and we all group up to try and save one person in the end game its always.
Killer player: swf?
Survivors: No
Most solos just don't understand or play the way they should at times but no you'll never be ######### extra or differently because of a swf. Swf isnt and issue just get better at dealing with them or don't and move on.
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Setting it to a button that isn't the m1 would be nice or you know just make it work. No more hitting survivors on pallet. On grabs. Also I've been grabbed more times when I was "off" the pallet than times I was on it
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Not all swf groups are good and sweaty players. Both of my swf groups are trash. Of the three I've had only one was actually sweaty and we generally only won because the one guy would piss off the killer and he wouldn't give up chasing him, but we also had a thousand pallets in the game at that time.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/866049#Comment_866049
It depends pallet wasters as I like to call them. ( this ranges from people who camp the pallet and don't loop or people who dropped every single pallet they come across early)
These types of people can typically be a Killers best friend or worst enemy.
It all depends on how quickly their team are working on gens one thing people tend to forget is that you can't really mind game a pallet waster. So if their teammates or powering through gen effectively you always sing a lot of time just breaking pallets.
And yes there are less pallets later on but that doesn't really matter when the exit gates are powered
Blood warden my man...or woman. Wanna stay and save your team? You better be willing to die for it (͡° ͜ʖ ͡°) you're going to work for those end game teabags.
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Can't take it seriously seems like bait especially saying ghostface has no counterplay.. Also gen teleporting has counter play you can walk away and hide, or run and get distance and try to hide and it has the cool down after he's used it and he can't use it till the whole gauge fills at the start..not to mention the ability is gone when all gens are done.
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It made infinites or made loops stronger than they needed or were intended to be that's why. Even when you didn't have the speed increased.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/864395#Comment_864395
Dropping a pallet early pretty much waste about 5 seconds or so of potential looping time while it can add up it's not exactly game breaking
Yeah so either way depending on the map the legion is winning this.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/864378#Comment_864378
At this point I feel the only option for Legion is a complete rework. They are either broken and unfun for survivors to go against, or weak as hell and unfun for the killer to play as. Old Legion was broken, and now Legion has no slowdown potential, which was the entire point of their power now that Deep Wounds are getting nerfed. Devs flat out can't win with Legion outside of a total rework.
I love em so I still play em. Usually double pop each game because of sheer amount of hits but they aren't always fun to play and its frustrating. Especially now since I can't use third seal anymore. One less build that isn't just slow everything.
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@Oshi said:
Drop pallet few seconds earlier for not stun Legion - problem solved = Legion wasted slot on dead perk. Stop cry about Nemesis if you can't "play better".
And Legion will waste too much time for chasing one man with all of this "nemesis" "stun" "moonwalk to death" things, few gens will be gone.
Not sure why you're being rude about it and saying I'm crying about it I haven't played against this at all 😂 and I don't know if you know but most survivors aren't going to be that smart to think to drop it ahead of time. I don't think this is gonna be a light issue because plenty of areas I can get stunned and still catch a survivor. But will be testing for myself when it comes out.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/107071/legion-players-perspective-on-nemisis
as ive stated only brings back old legion if you stun him and its for like 40 seconds bop is way worse.
thats true but i can easily just let myself get stunned if the payout is that huge and if they dont drop the pallet i get a hit or down and if they drop it early its just wasting a pallet to get a little distance but it'll really depend on the part of the map and the situation. Though right now seems like its not going to be good for survivors
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@MightyDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/855681#Comment_855681
Ad every time I read a survivor post about 'Broken', 'Unfun', 'OP', and 'Stomps', it all just means the survivor is unhappy the Killer killed THEM. So they come onto the forums and claim they DC, or claim the Killer does their job 'too well', or they afk in games to pad a Killer's kill stats so the Killer will be nerfed.
They have all the data for these things. There is hardly any stat padding. They can see the DC and know its a DC. They can see you killed yourself early on hook or got left on hook. Either way the amount of people you say are stat padding isn't going to be that high. What survivor is like "I'm gonna kill myself early so this killer gets higher stats and gets nerfed." How many people do you think really do that?
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@Ruthlesskiller666 said:
I don't think killer or survivors should get nerfed. I play both and both have days when you lose but the no need to nerf characters.
If that were the case you'd never catch survivors if we revert all the balance changes and go back to 2016 dbd minus all the glitches. Only way you'd maybe catch them is when you brought a mori since they didn't need a hook.
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@DevourOfSalt said:
https://forum.deadbydaylight.com/en/discussion/comment/857449#Comment_857449
Hahah yh buying ash for a broken perk you deserve that. Move along
I buy all the characters regardless :P and I used the perk only a few times and didn't even get to use it so landed it to be never used. Then played killer and realized I hate the perk so started using feral frenzy to try and counter it. Don't think it worked. But guess what? It got nerfed pretty quick anyway.
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@ur_ex_wife said:
Even with legions new changes they are still one of the most powerful killers the game has. There is a way to play them that makes them very effective [almost broken]. You need to figure it out. Im a legion main, consistantly red rank, i don't know why players think they are weak.
Probably because most aren't good with them and fail or escape them and feel it was easy.
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@DevourOfSalt said:
To put it simply devs haven't clue what there doing they just nerf anything that causes a flood of crying survivors) nerf nerf nerf we nerf wahhh wahhh wahh 🤣🤣🤣 i couldn't resist.
Killers complain aswell but are met with silence. Just look, you mention nurse devs go running into the hole they crawl out from.
Ignorant comment. Go look at everything survivors have had nerfed recently. Ask anyone that bought ash for his perks. Mettle of man is borderline useless now. Balanced just got gutted for what it was primarily used for because it was too good and allowed some infinites. Med kits got reworked. Insta heals are gone. Survivors have a 12-16 second heal and a borrowed time medkit. Pallets were made less safe and abusive. Flashlights were made harder to use. Maps were reworked for killers you not suffer from infinites all the time. Borrowed time received a counter (Oblivious effect). They care about both side. Not just the side that complains more.
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It was bound to happen. When I realized what balanced landing actually did and how meta it was for the real try hards and the day I got infinite looped on the house in the Micheal map I knew. That balanced nerf was coming was telling my friends about it because they play only survivor but they're bad at it and complain about killers being op. Got one to play it and he understands now.
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I can sometimes hit it every time. Sometimes I can't hit em at all. Just goes based on my confidence or feeling for the match. When I'm trying to hurry because I fear we all get killed I usually mess em up.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/835123#Comment_835123
When a Survivor is vaulting their hitbox stays at the vault for the entire animation from what Iv read. So if manage to hit the vault point at the end of a lunge and at the end of their animation it can look rather jank as if you had more than normal.
It's done like this because if the Survivor hitbox wasn't kept there the Killer would likely never hit at vault points. It's treated as a solid wall for the most part. So without that hitbox the Killer's hurtbox would touch the wall fist ending in a rebound instead of a hit. Making most loops insanely overpowered as the Killer couldn't punish bad/slow vaults anymore.
As to why hitboxes look so freaking large. You are moving at 4 meters a second. And by the time you are told you got hit after the Killer told the server then the server told you, you was still moving at around that 4m/s. Say if both have a ping of 60, that's 120ms of a delay between the players at the best, or .12 of a second.
At 4m/s. That's roughly .5 of a meter of travel distance over .12 of a second. And this it the BEST case scenario of no added delays in processing the data for the Killer, server, or Survivor. Making the real deal maybe .2 or .25 of a second. Approximately a full meter of travel moving at 4m/s.
That's just if both players have a ping if 60. Pings arent normally that low. 80ms each is geting to .3 of a second after everything. It only gets worse after that. Much worse when you notice I'm only talking of hard math.
Haven't even touch reaction times, player locations relative to each other, or anything else that muds up the timings even more.
That's why it cant be fixed.
._. I'll just accept that than. I enjoy console a little more when it comes to hits. I'm rewarded with my jukes because they can't just flick their screen a full 360 and still hit me. Though on PC I can sometimes pull it off.
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I just play. Most of the ones I've come across are easy to catch. Every now and then I get a good one but its usually rare for me. I rarely use my mori just because the game ends too quick once that happens and as a survivor its not too fun. BUT when I do use them it goes either. They gen rush me so I use it right away, or I'm pushing their tush and they cant get more than a gen or two done so I use it when they're on last hook.
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@Chewy102 said:
"Hitboxes" isn't something that can EVER be fixed. It is normal online gameplay you see in every single online game. Everything you do takes time to be told to someone else. Everything someone else does takes time to be told to you.
Watch Dark Souls PvP, you'll see the same delays and gap between when you hit someone and they take damage or when they attack and you take damage as well as the timings for dodges or parries looking jank as hell. Play a shooter and you'll notice that you can get shot by someone AFTER you ran into cover or you can trade kills even if you started shooting first. Every single online game has these delays. It is impossible to not have them due to the laws of physics. It takes time for data to be sent, everything takes time.
You can't make data move faster. You can move MORE of it at a time or have the connection be more stable, but you can never make that data move FASTER.
Dedicated servers could have NEVER fixed this. Adding a server adds another chain in the data loop and thus can do nothing but add to the delay. Nothing can fix this, P2P reduced it as much as possible but the community didn't want that anymore.
The people got what they asked for. They wanted dedicated servers and got them, along with everything else that comes with it.
Thats why i dont play darksouls or bloodborne pvp and i believe they're also p2p but i know they can fix it. They just have to tweak with how hits get detected. You're right on the delays but when its happening over these large gaps it doesnt feel like its delay it just feels and seems like they have a slightly longer reach than they should have. Even when i play killer people will vault windows and i swing and they get hit from almost center of killer shack and there is no way that is delay because if im seeing that they got some distance away then something about the hitboxes isnt right or server isnt properly syncing where the hitbox actually is sometimes feels like htiboxes are extended when survivors vault but other times its perfectly fine so..
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Any post peanits comments on to me feels like the cool kid just walked in to set somebody straight.
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@LRGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/827839#Comment_827839
Just because this Game used to be in an even worse state than it currently is doesn’t make up for a good excuse. The original State of the Game should be forgotten for the sake of the dignity of the original game design team. Just because this game had an even worse balance doesn’t mean that it’s current one is good.
most of what i said were recent or more recent changes and if we gonna take what you just said and say that the older issues arent a good excuse survivors could say the same to you about your killer issues, and the point is that its better, they're still fixing and working on things, and you're wrong for saying they don't listen to killers.
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I like to remind the killers I beat of something they did that scared me or I thought was good when they lose. Unless they've tried tunneling or camping me then I just leave em a gg or say nothing and leave. As a killer though I get a lot those too. Funny enough when I'm beating myself up about something stupid I did I usually get the nice survivors that are like "you'll get better must keep trying :)" or something along those lines. They make the days better.
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Well people want mori nerfed because insta heals got nerfed and mori just ends the game too quick and is generally unfun depends how the killer goes about it. For myself it depends. If I'm already dominating the survivors then I'll use it on their last hook. If not and I'm getting gen rushed you get moried when or if I catch you slipping up.
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Noob3 because he makes me laugh, and maybe tru3talent. He seems like he's pretty good at the game but I can never truly tell he really talks highly and generally plays well.
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@Monlyth said:
The real problem with Plague is that she's unintuitive to play against. When you get infected, the game points out the auras of fountains where you can cleanse the infection. But if you actually use those fountains, you're throwing the game most of the time.
The game tells you to do something, then punishes you for doing it. She needs work.
yeah damned if you do and damned if you dont and its such a weird idea. I can be one shot a whole game or i can suffer and not be able to loop effectively and be hit through and over things. Though tonight showed me lery's is my favorite map now.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/828677#Comment_828677
corrupt isnt that strong and has plenty of downsides and counterplays
Too many I'd say.
i can not cleanse and she can never use corrupt but she can have thana and thats about all i got for ideas for her countering my attempt to counter
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@[Deleted User] said:
why u hate plague she just want a hug ☹️
i'd give her one if not for the blisters..or if she asked kindly
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@FriendlyGuy said:
Find the right moment to cleanse. Plague is one of the rare exceptions, that is strong, althought the survivors are messing heavily with her power.
I just hate it going through survivor defenses honestly. I myself wont cleanse till im on last hook or gens left are 1. But when im solo not everyone knows that and cleanse anyway and my low rank friends arent good enough to not cleanse and survive long. I should really make more killer sided posts anyone go through my post history will think im a dirty survivor main