RockoRango
RockoRango
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Comments
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1694185#Comment_1694185
Game breaking and yet not meta by a longshot...hmmm...
*Cough cough* Blood Pact buff that people flamed me for susing *cough cough*
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1694198#Comment_1694198
They havent released yet, why would you ssy they arent meta? Watch every good survivor that can get these is absolutely going to run them every game. Watch it happen.
Yeah, and not being meta doesn’t mean it’s not powerful. This is ridiculous, and people are going to horde the add-on in the hopes of using it as long as possible.
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How about focusing on the current patch/event before instantly starting to speculate about the next? It seems a bit ridiculous, and I’m saying it because these usually sprout up like acne once one blows up.
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@[Deleted User] said:
sorry man that laptop is from 2012
you either need to buy a $1400-2000 laptop with the newest hardware or build your own pc with select parts
pcpartpicker.com
Smol brain time? You can just build a more powerful desktop cheaper than a stupid pre-made laptop.
Even then, most people are feeling the lack of optimization because ‘bad optimization’ isn’t the equivalent of ‘bad computer’; I have a high-end Ryzen and RTX 2060, yet I’ve always had to play this game on medium to get my desired framerate.
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@adsads123123123123 said:
No changes from the PTB to live. Smh.
Thana? What thana? You mean the nerfed version of Dying Light?
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1692012#Comment_1692012
It isnt. But surv mains dont care. Easy escapes against her now.
Spirit still has high mobility, is still invisible, and still can outplay. She actually has some counter play now that isn’t completely boring.
I don’t play survivor, and even then I would support this if it was intentional.
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@Crypticghoul said:
Sounds like a bug but I fully support it
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@WeWillFloat said:
YAY, now you can her her passive breathing even when she's phasing that makes it INCREDIBLY easy to determine how close she is! And it makes it incredibly easy to get if she's coming to you when you don't really sure where she decided to phase!
Huh?
This wasn't in the patch notes
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Welcome to Dead by Daylight.
But in all seriousness, veteran players have been treated badly since the bloodweb rework. People who reached level 50 but didn't prestige (because they were smart and knew the leveling was broke) weren't given any compensation, legacy has had multiple removal bugs that were never really fixed (or compensated for), and BHVR has been on damage control regarding it ever since. I've accepted at this point that I'm never gonna get legacy at this point and, while I'm still extremely salty about it, am fine with my Ketchup Nurse.
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@[Deleted User] said:
I'll eat my shoe if two survivors can stay within range without both getting slugged within 20 seconds. Half the survivors at red ranks enter jungle gyms from the pallet side and try to medium vault the window. This perk would take ridiculous coordination to pull off what you're describing.
I'm describing a rank 1 SWF team.
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@ALostPuppy said:
You know they have to be healed by someone running the perk and the guy getting healed or doing the healing also has to be the obsession lmao. So there needs to be someone injured. This perk is still trash-tier and won't be ran by anybody unless they want to screw around with other meme perks. Remember when everyone was saying For The People was gonna be a ridiculous swf perk? Yeaaah look at how many people are running it now.
For The People was always a meme perk, and anyone that thought otherwise were probably feeding the meme aswell. It doesn't matter if someone needs to be injured, because injuring survivors is an integral part of the game (and having a SWF group means the obsession at any time will be prepared to heal for the boost).
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@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1691517#Comment_1691517
Regarding your complaint, repairing separately is WAAAAAAAAY more efficient than teaming up, since survivors are saving a lot of time without travelling between gens together, and Blood Pact's speed boost not only will be very gimmicky to activate and force bad rotations if you want to keep the effect active, but also will be almost unnoticeable in the long run.
So yeah, you're kinda complaining about nonsense.
It'll promote good rotations by making mobility between generators much easier, making it more efficient in the long-run to have a blood-pact pair do gens so that 3 genning is impossible. You might think that doing solo would be better, but when there's a clear buff to doing pairs (a genrush team will have blood-pact and someone with Prove Thyself to just get an overall speed/gen buff) the meta is subject to change.
It kinda seems like you're arguing without thinking.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1691569#Comment_1691569
This cannot be Ignored and if it is it will cause ps4 players not to play as it’s unplayable, before the patch is was fine now it’s really bad, It’s not the usual complaints about FPS drops from sloppy or franckines, or from a wiff it’s just in general when your moving around the map, if you stand still it’s still noticeable but moving is when it is at the worst
If you don't get my reference, a few patches ago console FPS was completely broken. The devs ignored an EXTREMELY popular thread about it for weeks until they finally acknowledged console issues.
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Soo, what you're telling me is people are going to have to start another thread about console FPS and have it get ignored for weeks?
Cool I guess
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1691450#Comment_1691450
Because it's not as strong as you're making it out to be. The perk causes survivors to have to move as a group. The larger the group the worse it is for survivors cuz chances are they're going to get each other killed. Even looping with 2 survivors increases the chances of being caught out like crazy, especially since they need to try to remain within 16m. Then there's the fact that you are pressuring 2 or more survivors at once. Doubling the amount of survivors confined to 16m of each other just quadruples the ability to make mistakes. U can't get 2 pairs of 2 using the perk. U get a group of 2, 3 or 4 stuck within 16 m of each other and only after taking the time to have heals.
Now I'm sure that out of 100 games you'll find like 1 game where survivors had the RNG tiles aline so they can loop and the survivors are good enough to truly abuse it but that's a worse case scenario. Even then chances are they'll screw it up eventually.
I moved away from the chase argument awhile ago, as I shouldn't have put it in the thread desc in the first place, but that's not the concern I have. A SWF group will just have two people with Hope run around the map and rush gens. At least with other perks it costs mobility to have multiple survivors on a gen, but now a pair can just run from gen to gen while having a speed buff (and while the killer gets distracted, long chases are going to be more punishing).
I also never said 2 pairs of 2 using Blood Pact, as that's not possible, but having a pair running around with a 7% boost and doing gens seems dumb when the whole team has communication.
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@Maníaco_da_garrafa said:
https://forum.deadbydaylight.com/en/discussion/comment/1691437#Comment_1691437
Remember when people thought sabo rework would be OP?
"iT's jUSt 2.5 SeCoNdS!!!! REEEEEEEE"
That's like comparing apples and oranges if you're relating it to this thread. The sabo rework wasn't about survivor speeds, it was about (probably nerfing) sabo.
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@[Deleted User] said:
16 meters is not that much. I'm pretty sure it's also impossible to have 4 Blood Pacts active at the same time.
I meant that a coordinated group will always have a 7% boost because they'll always have a survivor be healed by the obsession (and the obsession can just be switched by using DS).
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@crixus006 said:
using a Pyramed head power is good but is using another power is penalized? So, if you want to use the power to leave ways on the map marked for the survivors to pass through and activate their power, this will be penalized???, that is, you are using the power badly?, how we have to use this power??
The nerf was pretty fair, actually.
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@Artick said:
Don't worry, it's just the regular "sky is falling" reaction you killer mains get with every change that's not a survivor nerf. It will pass.
@Terro said:
This is why neither side gets nice things.
wot? Me being concerned about a poorly designed perk isn't a one-sided thing. Anything messing with survivor speed shouldn't be implemented with prejudice, and the same goes with any Killer perk that increases speed (I think NOED is dumb).
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1691417#Comment_1691417
Eh, while it's not the best thing ever I have gotten value out of soloing with the perk in healing builds (pre-buff mind you). A lot of the value is because the information is 2 way, so the injured Survivor will come to you too, unlike aftercare it activates much sooner in the match too which is important.
Empathy also doesn't help as much when you want to find other Survivors for them to heal you, rather than the other way around.
And then the speed boost is just a nice bonus I guess. Not something to be relied on.
There are better perks out there for healing solo (I would say Aftercare is much better), but the thing I'm concerned about is half of a coordinated SWF team still having a free 7% boost for as long as they stay within 16m. Especially in the endgame, I feel this is going to be miserable.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1691402#Comment_1691402
Ok well Survivors running blood pact like this have to group up, but Survivors not running blood pact (which is our comparison point) can split up as they please, and wouldn't be in a group.
True
@notlonely said:
The perk is still not strong enough even when in SWF for the reasons given above, and if you're soloing why not use Empathy instead? The perk needs a rework, not just a numbers and effect buff.
Soloing with this perk is useless, but it seems like, from just the description, it's abusable by SWF to get a massive speed boost to go around the map with.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1691389#Comment_1691389
No it's not. Not even close.
Pairing up is so much less efficient than working alone that even with prove thyself, a massive gen speed booster perk, you still come out at a loss
He was talking about a group of 3, 2 pairs of 2 is still more efficient than that.
Even then, the mobility groups are now going to have is stupid. Right now, I'm just thinking about never catching up to survivors as Nurse because they're both holding W.
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@Crowman said:
I'm not convinced this will be a huge problem as the trade off is that now the killer is chasing two survivors at once in order for them to maintain their haste.
The huge problem isn't with chasing, it's with 2 SWF just running around the map with a 7% boost and making genrushing even more unbearable. Even then, a survivor can just stay within 16m and have Hope for the entire time (still prolonging a chase).
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/199081/blood-pact-buff-is-dumb
Uh,that perk is still bad.
Even if some people try to make this perk work,it's just 2 survivors on the gens instead of 3.
You'll only see it in some kind of meme builds tbh.
2 pairs of survivors doing gens is better than 3 survivors doing gens. Usually, it's better to have one survivor be the distraction if the killer finds them while a pair does a generator and the lone survivor gets started on the next.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1691289#Comment_1691289
To be fair, there is still 1 Day left since the event (and Rift) starts tomorrow. I dont have high Hopes for an Event Currency (because most Skins are also available for Shards), but it might still happen.
This is what I immediately thought, but it's probably not going to happen. If it was achievable through currency tomorrow and a lot of people bought it with cash today, it would probably stir the pot.
I'm extremely disappointed because of the lack of skins achievable through event currency. If they do put out some skins tomorrow, they're likely to just be toned down versions of these.
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@MadLordJack said:
She's honestly not as hard as people like to pretend. In fact, I'd go so far as to say that people that don't really know how to play her make it harder for themselves.
Learn how to blink. That's the hardest part about playing her, because you have to learn the precise amount of charge-to-distance time. Once you've done that, it's all about these two very, very simple tactics: Use your first blink to get close/get to where they broke LoS, use your second blink to hit them. And don't be afraid to just float around quite a lot. Who cares if they get distance, you're Nurse.
Seriously, she's mechanically hard, but once you've reached that skill floor then you're going to win nearly every single game by default, because most of her "counterplay" relies on the nurse blinking too much and falling for basic tricks. I don't even think she's the hardest killer in the game, just the one with the highest skill floor.
I disagree with you because learning how to blink is NOT the hardest part of playing Nurse by any means; saying "Learn how to blink" is like saying "Learn how to use a killer's power". It's already implied that you have to do this to be good at any killer, and if it was the only thing that kept new Nurse players from being good we would have a lot more gods. And how is she not the hardest killer? I would argue that Nurse players at the minimum skill 'floor' will lose most, if not all, of their games because of the huge distance between the floor and the ceiling.
The problem with new players is that, once they learn how to USE the blink (Charge distance and chain blinking being the obvious skills), they don't know how to correctly APPLY those skills. They focus more on blinking accurately instead of being a good killer, and I can't blame them for doing so as the only way you learn how to correctly control blinks is to use them yourself.
What I'd recommend @Shymare_11 is that you focus on your mindset rather than your blink plays; like I always tell new Nurse players, get into the mindset that obstacles aren't really obstacles but instead "Nurse Pallets" survivors use for looping. There's always a way to herd the survivor into a different direction around an object, to fake going one direction while going the other, and to use basic looping knowledge around an object to force a survivor to guess where you are if you're not confident in blinking through/around the object. As well as that, playing survivor gives you a major advantage over some other Nurse players: you know what the survivor is likely going to do, so play around it.
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@UMCorian said:
I don't say this lightly... but anyone who has spent the time to learn to play Nurse very well deserves to have an S-Tier killer at their fingertips.
You cannot nerf her unless you make her 10x easier to learn. No exaggeration.
I have tried Nurse a couple of times... *holy hell*. Words can't even describe how hard she is to play.
The only killer who is arguably more complicated and difficult to learn is Blight, though I've never played him.
Blight is easier to play because your sight can still be a sense. Most people who are new to Nurse make the mistake of only using their sight to play her, when you have to get into the mindset of "That obstacle isn't really there" and go off of your intuition on survivor movement.
I agree with you, but I don't doubt that Nurse will be nerfed again in the future just because they can.
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Playing Nurse.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1684432#Comment_1684432
Lol sure it is, just because i drive by McDonalds every day i dont have to eat that #########. You are a human with a brain and a free will. Use this amazing power. If you cant, you are very likely addiced as hell and you might need help. Thats it.
This is a game for adults and most have no problem with addiction. Almost everyone sees the event and the rift pass as a fun little extra... which it is.
And it is definitly nothing to worry about. Its about cosmetics, absolutly meaningless stuff, no matter how many hours you have invested. If you seriously think this has more meaning then that, im really sorry for you. No offense.
If you think ANY major event Dead by Daylight has EVER had is optional, you have issues.
- Usual gameplay is completely halted over people wanting to farm the living hell out of flowers. (Hallowed Blight)
- Usual gameplay is completely halted over people wanting to grab lanterns and camp the whole match. (Lunar Year)
- Usual gameplay is completely halted over people wanting to do optional objectives to get the sweet, sweet 2 skins. (Summer BBQ, Howling grounds). In FACT, you could use tokens to INCREASE the number of optional objectives (Pretty generators for points, pretty hooks for points), though this was a lesser offender.
- Usual gameplay is completely halted by people who find crowns and then camp in a random spot until they can get the hatch or walk out the door. I literally stopped playing after getting my crowns until it was over. (4th Anniversary)
The list goes on and on.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1684438#Comment_1684438
I'm not asking for too much; I'm asking for what we deserve as players. The devs are probably not going to give it to us and instead focus on integrating the rift deeper into the game (ugh).
If asking for simple bug fixes is too much, we won't be getting a rework.
I love Nurse where she currently stands (without addons as well), but the devs actively refuse to fix much of anything related to her. We might deserve a rework or a bug fix, but we're not going to get one over a new rift skin.
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@Kind_Lemon said:
because people are stupid. Those people don't understand how arguments work.
Please fix Nurse i.e. revert the nerf to her entertainment and actually address the power issues. Raising her skill cap is better than restricting her ability.
You're asking for too much, as the devs like to largely ignore Nurse. It's probably a coding hell, but they made it so I can't really justify it.
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@Tricks said:
Oh wait, never mind here it is:
https://us.v-cdn.net/6030815/uploads/HOOW44H0LI03/image.png
^really want this
You mean this one? I thought most people got it because the last halloween event was fairly easy (get syringes, get skins heehee)
There's probably a ton of people who just forgot they even have hallowed blights skins from last year. That shows how dull these events have gotten, really.
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@Mandy said:
Hit Validation is in testing, we did a 2nd Beta test a few weeks ago which went very well, it's currently not on however.
I think it would be a lot less confusing @MandyTalk if you just told people it still has issues, therefore is still in testing (instead of saying the tests are going very well).
@Mandy said:
Which is why it was a Beta Test @ABannedCat and not implemented, the test itself went well however. If there was no issues it probably would have been implemented already.
I'm not trying to flame you, just saying it would be less confusing if you made it clearer that it still needs work (like this). The first post gave me the opposite vibe of the second one.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1682725#Comment_1682725
I'm sorry, but I'm not wrong. The problem with Nurse is that it's completely reasonable for her to not make mistakes, and it's actually quite easy to not make tactical errors as her once you've mastered the art of basic blinking. Blink behind the survivor/to the place they broke LoS, then use your second blink to hit them. Not as difficult as people pretend, and there really is nothing the survivor can do, not unless the Nurse misses her blink. Make her overcharge? She just blinks short. Break LoS? Not when she's that close. Spin? Yeah, go ahead.
Call me "just wrong" all you want, that doesn't change facts. Every little bit of "counterplay" relies on the Nurse not being good, which means it isn't actually counterplay. And I don't care about bad Nurses, I really don't. We don't use any other high-skill killers' bad players, why would we ever use Nurses?
?
Your latter explanation of why she's un-counterable is like saying Trapper is OP when you're close to him and have no pallets/windows... They're supposed to hit you if you leave yourself in a vulnerable spot where you have nothing to work with.
As for your first argument, you're ignoring the fundamentals of counter play altogether; You're just wrong. For example, if you come across a LOS breaker (like the shack):
If the Nurse is good? don't double back, or fake doubling back around a corner to make her waste her first blink. If the Nurse is a god? You'll have to outsmart them by sheer IQ, as a god Nurse will always fake going to a position by charging a blink and looking at one spot before quickly flicking and teleporting to a different one (which is what I usually do, and it tricks most people the first few times). If you juke them the first time, you have to juke them again by doing the exact same thing (although, to be honest, just faking a blink gives Nurse a huge advantage in any situation where she only has one blink left and isn't confident of the hit).
Call me "just wrong" all you want, that doesn't change facts: Saying Nurse doesn't have counter play is just an excuse to not use your brain.
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Most good Nurses left the game after all of her glitches/bugs got neglected for far too long (As well as the rework getting stale very very fast). There are still some out there that completely dominate everyone without add-ons, but they hardly play because of how stale it's become.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1649507#Comment_1649507
It's mostly structures that she simply cannot blink through (no matter how much you charge it, you end up not even moving). Examples that I can think of are Midwich corridors, some structures in Dead Dawg Saloon, rocks in Yamaoka Estate, the upper part of the Ironworks building, the upper part of those ports in the Swamp, catwalks in Hawkins, etc. These are just some that I can remember being cucked on, but there are probably even more.
Those aren't the bad ones.
The bad ones consist of:
- The game soft-locking if you blink immediately after hooking a survivor (I heard it was fixed in this hotfix, but I doubt it).
- Randomly being unable to use your second blink at all until you hook (or sometimes hit) another survivor.
- Nurse's lunge being inconsistent.
I'm sure they'll fix blight, as he's new and survivors like to play against him, but they abandoned Nurse when people realized the rework broke her completely.
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@Moundshroud said:
https://forum.deadbydaylight.com/discussion/comment/1625896#Comment_1625896
But here is the rub, there are NO SIDES. This is a game. Simply by being players we are a community and all on the same side. I lay both Killer and Survivor. I know some people only play one or the other. The "sides" construct is a fake one, because those only exist INSIDE the match. The second we leave the match we are just Players, i.e. no sides.
I'm all for everyone being polite and friendly before and after matches. But during them, we play as hard as we can.
That's what I was getting at
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@Endstille said:
I don't care.
See in all other games bming is part of the game and I do not care whether the other team has fun in other games, be it dota, tekken or whatever I do play. It is hilarious to wipe a team in dota and taunt afterwards or spraypaint "LOOOSER!" after they just died or put on a voiceline for everybody to hear which just mocks them.
Really in dbd, yeah sometimes I do feel bad like when it is a baby killer or baby survivors (mmr good times) but yeah in the end i do not care and dont really see why I should. Because I think people are not little children and to lose a game is just that and not the end of the world. Somehow people here care whether or not the other person had fun. It is just an odd concern, i know some will tell me i am jerk but do keep in mind, I like to play the game, i want to win. I enjoy my wins and loss as well and I am fine with people mocking me for failing. I mean as long as you can laugh about your own fails, are people telling me they never made a stupid move and laughed about it because it was so dumb? Yeah but oh god other people are not allowed to laugh about it too.
Stop treating people like little kids, one bad game and they will leave. Yeah well okay so get lost and play tetris if you do not ragequit that as well once you lose. To lose is part of the game, i assume people are having fun otherwise they would play something else. 🤷♀️
@RockoRango said:
Because if one side isn't having fun, the other will leave. Both sides are needed for this type of game to even function correctly, so we HAVE to care about both sides having a good game experience.
Just because I'm a killer main doesn't mean I'm entitled to care about survivor's fun, but at the same time, if they're not having fun, I'll have no game to play if they cease existing. Even if it is a competitive game (Yeah, it is btw), we're still all playing the same game; People will always be caught in the anonymity trap and be douchy just because they can, but those are the types of people that keep the game/community from growing (as new players will just leave because of the toxicity, or never join in the first place).
No one is asking anyone to treat the other side like children: They're asking if people could treat others like they're all part of the same community (which we all are).
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Because if one side isn't having fun, the other will leave. Both sides are needed for this type of game to even function correctly, so we HAVE to care about both sides having a good game experience.
Just because I'm a killer main doesn't mean I'm entitled to care about survivor's fun, but at the same time, if they're not having fun, I'll have no game to play if they cease existing. Even if it is a competitive game (Yeah, it is btw), we're still all playing the same game; People will always be caught in the anonymity trap and be douchy just because they can, but those are the types of people that keep the game/community from growing (as new players will just leave because of the toxicity, or never join in the first place).
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1612403#Comment_1612403
Guess I need to open my eyes a bit. Still, it doesn't change the fact that I'm not experiencing any issues, apart from the FPS drops.
Yeah, I haven't noticed too many issues either. I did make a thread about the FPS going down the drain, but it was created before I was able to get into the game and test it out myself (It wasn't an issue). However, just because I don't experience it myself doesn't mean it's not my issue, as without other players there wouldn't be any game to play.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1612378#Comment_1612378
How come you, the poster and a chunk of other people think this game is broken, but myself and.. let me say "the majority" thinks otherwise? I'm having mad fun right now, but I do acknowledge the FPS drops.
I think the OP overexaggerated, saying that "every update screws this game over"
People thought the Pyramid Head update was bad, yet look at those people now, enjoying the Killer and everything else.
They're saying that because every update breaks the game in some way. For example, Silent Hill broke the FPS and introduced a completely broken map (going through the world, getting stuck in hallways, etc.) because it seems the developers have a crappy QA (Quality Assurance) system.
Almost every update as of this year, let alone since 2016, has fixed something yet broke a TON of major things just because they weren't tested before release (Or they have a bad testing system). If they TESTED the update on console before they released it, they could've averted the FPS issues or at least addressed them without a month of silence about it.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1612278#Comment_1612278
I don't hate anyone and I didn't specify whether you are apart of those "people" I mentioned. I was talking about a good chunk of the killers who are on a high horse and always seek out the wrong on the other side instead of focusing on their own side. I'm glad you're happy and that's exactly what I said in my first post. You finally have a perk you appreciate.
Personally, apart from the old Mettle of Man, I don't think any of the perks in the game are unfair anymore. Not even Hex: Undying, although some people are really afraid that this perk will dominate every survivor out there, when in the end it's a regular Hex perk that can be cleaned like Devour or NOED. Lmao.
You directed "you people" towards me, that's out-of-the-question, but that's fine as long as you exclaim that you're not. The rest is fair, I was just clarifying that you shouldn't assume I'm part of that group if you were.
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I've been playing him, and I dropped him soon after my sessions to evaluate him because his lunge is broken. If a survivor runs in-front of you during a bump, you can't hit them at all (your lunge just goes through them); a lot of red ranks have seemed to learn this, and use it to their advantage to make using the power frustrating and useless. If you could, though? A decent killer with a high skill cap, but nothing to gawk at because of how map-dependent he's going to be (More objects/trees that aren't large enough to run around, more opportunities). In fact, I would compare him to a melee-based huntress.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/190564/trapper-will-become-the-best
No.
Trappers ability to use his power has never been what's holding him back. Trappers requirement to travel the entire map to FIND his power before he can even use it is what holds him back. Dude should seriously have stitched bag as base kit.
I firmly believe that giving Trapper ALL of his traps at the start instead of a stitched bag, and be forced to go around and pick them all up if he put them in crappy spots, would make the killer and playing as them a lot better.
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@lugZas_exe said:
I'm playing much more Survivor than Killer, and I think Spirit is op.
The problem with Spirit is that as a survivor you don't have any feedback, you don't know what she's doing when she stands still. For her this is just a big mind game, but to me (the survivor) it's like flipping a coin with 10 sides, and 9 out of 10 times I land with my face in her blade.
She can always track you. "Use Iron Will" isn't a solution. When you're injured, you leave Blood, when you run, you leave scratch marks. When you stand still, YOU BREATH. And when you just walk you make sounds too. A good Spirit can track you in every situation.
I think Spirit needs a nerf, or a rework for her skill, eventually the devs are planning this idk but I think she really needs this. Let her making Scratch Marks when she is in the Ghost World, a specific animation or something else, And the noise doesn't count, it is much too quiet and is simply drowned out in the music of the chase.
And at the End, as a Survivor you don't have fun playing against a Spirit, and when you see a Spirit in a Match and you're in high Ranks, you can be sure that you will die.
You could've just said that Spirit isn't fun to play against, get rid of the rest, and a lot more people would agree with you (including myself, even though I hardly play survivor these days).
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1612243#Comment_1612243
It's just you people always complain that the game is survivor sided and that they have overpowered perks. All I'm saying is be glad you got something that's actually good, for once. No hard feelings.
No hard feelings either, but assuming that I'm part of "you people" that always complain the game is survivor-sided isn't fair. I'm just happy we now have a perk that isn't the boring meta to use/play against, not just "I'm a killer main and this might finally give me an advantage".
Besides, good killers don't have a vendetta against survivors in general unless their behavior is extremely bad for the game or the perk is quite legitimately unfair (Ex. old Mettle of Man). I would get rid of that mindset, else you're going to hate a good chunk of the community just because of a few rotten apples.
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@Godot said:
Good, now you killers can be happy you finally got a good perk.
Separating the killer playerbase from the survivor playerbase instead of saying "Good, now we can be happy we finally got a good killer perk" isn't healthy.
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@Raptorrotas said:
Ruin isnt really a deterrent if survivors dont get interrupted. Using 2-3 perks just to protect ruin seems weird.
I play Nurse, and I'm constantly bouncing between hooks as a result. It destroys gens in my experience because of how mobile I can be, and gives me the free auras across the map at any time.
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@adsads123123123123 said:
I don't think it's that good if an information perk since at 2m they have to be directly on the totem for the aura to show and without a sound notification, it's easy to not notice them.
They don’t have to rub against them, just be very close. I saw a Nea on Haddonfield through a house because she was hiding on the outside of a bush wall and the totem was on the inside corner of it, and that gave me a big boost in the game.
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@UseTheValve said:
https://forum.deadbydaylight.com/en/discussion/189488/so-console-fps-was-fixed-but-they-broke-pc-fps
Since you are running it higher than 60 I assume you have it bsmoothframe off and forced full screen on to have G-sync work?
I did notice a small drop of performance on the new maps, 120 highest and maybe 90 lowest inside shack with the gen light turned on.
Haddonfield was smooth 120 + there is barely any drop when a generator pop now compared to PTB (it's still a like 10 fps drop at most around a lot up gen inside a building tho).
I know that the game do reset you to ultra setting and probably also reset your INI file.
I'm on Ultra with 2 high setting at 1440P btw.
Yes, and yes. As well as that, I cap my games at 141 when using GSYNC through the NVIDIA Control Panel as it makes GSYNC run a lot smoother.
The game is just very poorly optimized, so even with my rig I can only run a constant 141 on medium (and even then, sometimes it slows). It seems now that this problem will become even worse, forcing me to go down to low to play a game that I should be able to run at Ultra and get well above 141.
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@Spirez said:
https://forum.deadbydaylight.com/en/discussion/comment/1605868#Comment_1605868
Even with console improvements and PC low FPS. PC STILL has more FPS than console at its best.
Just mod your PS4 to have a half-decent GPU lmaO
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@AChaoticKiller said:
get rekt, we peasants win this time
Darn... I was one of the people advocating for the FPS to be fixed on console though :(
