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ScottJund

ScottJund

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ScottJund
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  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1584527#Comment_1584527

    @ScottJund

    Idk, try the maps which have no loops around where the stun happens or pallets nearby.

    I'm sure you have enough hours to have played survivor and understand that.

    The reason I stated that people on here present a very specific scenario to try to justify the strength of the perk is because they always come up with the most 'out there' survivor-sided situations, that it is laughable to me when on the flip side of it, if the survivor didn't have DS they would have found themselves in a very bad situation because of how lackluster some set ups are. (especially after they have nerfed the amount of pallets and moved set ups around).

    PS. When I said "immobilized" It was a sarcastic way of saying "invincible" which is the word that many love to use here. Because in reality DS doesn't give you invincibility. It doesn't render the killer unable to down you.

    I just massively disagree its a "very specific scenario" that you cannot find a loop within 80 meters of you. That's ridiculous. There's almost no situation where that happens.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1584470#Comment_1584470

    @WheresTheGate

    Mostly everyone who has a problem with getting stunned will tell you that there is a strong loop nearby, that they had Dead Hard, that they were getting gen-rushed etc etc. To try to justify the strength of the perk. Because without an actual situation like that, the perk isn't that strong at all.

    I'm sorry on what planet can you not get to a loop with 20 seconds of distance?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1584449#Comment_1584449

    @WheresTheGate

    Because contrary to popular belief it isn't even a good anti-tunnel perk. The perk doesn't render the killer immobilized or something, it merely stuns them, and they can still see the direction in which you are headed.

    That might be the weirdest defense I've ever read. "It doesn't render the killer immoblized, it just stuns them, which renders them immobile." ???

  • @CantDeadHarder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580632#Comment_1580632

    and telling people to end their life over a video game is not terrible, cause prior to this a swf told me to kms. But you're right, they're just annoyed and are completely justified in their actions.

    What? Telling someone to kill themselves is awful.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1580632#Comment_1580632

    Ah yes nothing wrong with telling a person they are the reason they wanna kill themselves

    So you've never been in a bad / boring / dreadful situation in any game and said "oh my god i wanna die this sucks" or something like that? Its not like he told OP to kill himself, which absolutely crosses into terrible territory.

  • I swear to God DBD players are the most sensitive gamers in existence. Nothing about what they said makes them a terrible person. They said playing against you sucked, which it probably did. Can we save the word "terrible" for people that actually do terrible things and not people that get annoyed in a video game.

  • @Veen said:

    Can't people think for themselves for once ? most topics are about streamers/tubers concerns nowadays.

    People who plays the game as their job don't have the same experience than casual / average players.

    Its just impressive at this point that even with a three second video people still will comment before watching it.

  • @TheWarNung said:

    You can hear her footsteps and see her rustling grass/corn/reeds. Her broken glass lights up when she's phasing, so you know when she's faking and when she's not. You hear a whistling sound when she phases in from outside your terror radius so she can't sneak up on you.

    Oh, sorry. Was that not enough telltales?

    Killers have to "guess" what survivors are doing every single game when they disappear behind walls and we lose LOS. We call it 'making reads' and 'mindgaming', and a lot of us have gotten pretty good at it. It's stepped up our survivor game too, because we understand what the game looks like from the killer's perspective.

    I guess when survivors have to do it they call it "no counter OP plz nerf or I DC".

    Spirit does not move grass / corn at all. You are correct that you can hear footsteps, but that's usually when she's pretty much in melee distance so you're dead anyway. Her shards light up when phasing, and you only have to be like 3 meters away from her to notice.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576960#Comment_1576960

    I mean, people didn't instantly die when legion had no counterplay, and he didn't even get guaranteed kills. Likewise, there are plenty of games where said killers can underperform. Hyperbole doesn't really have a place in balance discussion, its important for developers to accurately understand both player experience, and the severity of oversight when evaluating feedback. Saying "The Spirit and Deathslinger's degree of counterplay is considerably weaker than it should be" gives more to work with than "Its so bad it doesn't really exist." The latter puts emphasis on the weight of it, but not how it should be compared and normalized. That becomes especially dangerous when it turns into an echo chamber, because the number of respondents grows exponentially compared to the actual relevant data. Everyone agrees on the what, but nobody is offering a why.

    And again, I know you are one of the proponents of the "why" argument, which is very helpful perspective. But many, many, many people who agree with you are more focused on the "what", and disrupt the dialogue, making it harder for the devs to get useful feedback to consider. Its all the more reason why its important that these things are compared properly, as you could argue that there are many situations where certain killers may have "zero counterplay" when they, too, are in a situation where "their counterplay is considerably weaker than it should be."

    Well spoken and fair enough. I'll try to choose my words more carefully so people don't parrot the wrong thing.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576879#Comment_1576879

    She feels too easy because 99% of people don't know how to deal with her and refuse to do so.

    It's as if people ran in straight line against charging billy, he would seem easy to play too, but once you face people who do all these jukes, you are going to have really hard times.

    Once you meet survivors who actually know how to avoid Spirit, she won't seem very easy to you.

    Can't you say the same silly argument apply in reverse? You think there's decent counterplay because 99% of people don't know how to play her properly.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576932#Comment_1576932

    Semantics can be important when people bandwagon a misrepresented argument. The majority of people who are in team "zero counterplay" are the ones who want a flawless counter, not normalization. I know you're not one of them, but its important to know what kind of mentalities can follow in the wake of rational ideals.

    I figured people could figure out it does not mean there is literally nothing you can do, as people don't immediately die upon loading into a match with Spirit, but I guess that's my fault for assuming.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576806#Comment_1576806

    Forcing people to have to guess very much is counterplay. Removing safety is a pretty important part of competitive strategy in pretty much any game, going all the way back to chess/shogi/etc. Counterplay doesn't mean you automatically win a situation, it means you have a chance for your input to determine the outcome, as opposed to be being trapped in a losing scenario. There are varying degrees of strength to counterplay, but that doesn't mean scenarios that do not directly favor you have zero counterplay.

    Being stuck on phase 2 of the hook is a scenario that has no counterplay. You can only mash until you get saved, or die. Being on stage 1 does have counterplay, because you have the possibility to 4%. Its not strong counterplay, and is often far more risky than it is worth, but it exists compared to Phase 2. There are even perks that can strengthen that counterplay, like deliverance. But at the end of the day, you have the potential to directly impact the situation positively for yourself.

    The argument shouldn't be about whether the counterplay exists, it should be about how strong or weak the counterplay is.

    That's arguing semantics at this point. Of course every killer has some form of counterplay. The problem is with Spirit its so ineffective it may as well not be.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576654#Comment_1576654

    But isn't this game base don guessing what the killer/survivor is doing??? Its all a guessing game with spirit its just more of a gamble. I wouldn't say predicting something a spirit or any killer for that matter does correctly is "stroking an ego, because it does feel good to get away from a good killer. I don't see anything wrong with feeling good about that.

    Saying you are predicting someone when you have no idea who they are or how they play is yes, stroking your ego. All players are not the same.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1575162#Comment_1575162

    I'm just curious Scott. Do you want these killers changed? If so what can you do to either of them without destroying them completely. I play against a bunch of spirits and deathslingers as well as pyramid heads at rank one and i VERY rarely have trouble against them. Tbh Deathslinger is the one killer that destroys me most out of the three. When you say that making a spirit mess up that it isn't skill I would have to disagree. If you can make a spirit mess up its obviously your actions that leads to the killer messing up yes???? Imo that is skill. I can also agree that you never said they were overpowered but i can also understand why people are perceiving this. I just don't agree that when you force a spirit to make a mistake that it isn't skill.

    As far as what to change on someone like Deathslinger, I have no idea. I just know the problems people have with him and Spirit. I don't really care personally as I mostly play killer.

    But no, I disagree that if you take actions that results in the Spirit messing up that that is counterplay, only because the actions you are taking have little to no strategy behind them. Yes, you can attempt things like early pallet drops, reverse pallet drops, pallet drops then vaulting, running back into the Spirit,etc. but the fact remains all you are doing with every single one of these choices is making a random decision and hoping the Spirit doesn't hear properly.

    Just because you take an action that causes an opponent to screw up does not mean its counterplay. If the action was an informed, educated decision then I would lean more towards it being counterplay. The problem is, against a good Spirit, you do not have enough time to analyze the player before you are dead, and then you get a different killer, so all of that talk of "making reads" on Spirit is completely BS because you cannot make reads on someone based on 30 seconds of chasing. You are just guessing, stop stroking your ego.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1573637#Comment_1573637

    They are not uncounterable in a chase and the videos show that clearly.

    What does that have to do with what I said?

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568181#Comment_1568181

    Scott is simply wrong.

    Deathslinger and Spirit have counterplay whether you like it or not, otherwise these killers would be picked with 100% pickrate in competitive or be banned. Surprise surprise that is not the case.

    2020 and people still don't realize uncounterable in a chase does not mean they are overpowered killers

  • I highly doubt it. He's not strong enough to warrant it IMO.

  • @robotron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569284#Comment_1569284

    1. checking that generator near his spawn maybe took 5 seconds from his path to the shed.
    2. He had about a single second's worth of time to react from the survivor getting up from generator to Sprint Burst. It was practically unavoidable.
    3. When he went to his Oni form, Tapp was blocking the door. I mean he could have hoped the Tapp would run out but there was no way to know for sure, especially if it is an organized team and he knows he has borrowed time or has DS. Even then he got the down shortly after.
    4. The first hook in the basement took maybe an extra 5-8 seconds.

    I mean you are really nitpicking on seconds worth of time or unavoidable events just to justify 5 gens almost being done in less than 4 minutes. This even turned out to be not an SWF and they managed to do this. I mean most killers couldn't stop this including yourself. I mean the survivor would spin you and the game would be out of your hands ;)

    Yeah man that's literally DBD. Nitpicking tiny little decisions because they cascade into a ton of new scenarios where the game lasts a little bit longer. I have no idea if I could have stopped this and potentially could have made different mistakes, but it really seems like killers are allergic to learning from their mistakes and so they will never improve.

  • @Katzengott said:

    @ScottJund

    Stop acting like you're playing every match perfectly. In the end we're all humans, no robots. You def lost respect with this post for me. People are'nt stupid, it's obvious what you and you're stream clickue do from time to time on him, just for clicks. Thing is, all big streamers have so many hours in the game, how can an average red rank killer even stop this then? I don't even think SWFs were the prob here, solos can do gens really quick aswell if they spawn right together.

    ######### does "stream clickue do" mean? Also what Is your point about playing perfectly? Of course I don't play perfectly. What does that have to do with anything?

  • @Buckoben said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569284#Comment_1569284

    I love how only sometimes the when I edit something it goes to BHVR so expect two responses:

    As the person that came up with the OGC you pretty much concede the point that gens are the problem (if I am wrong I am wrong, but then why are you playing devil's advocate for a highly request feature you created). We also both know that when people who play this game refer to "gen rush" they really mean BHVR has made the game too fast because the only gameplay loop in the game is holding m1 on a generator.

    I also have to ask as someone who plays 50/50 why are the killers the only ones that are forced to adapt. Why aren't survivors forced to adapt their strategy. For example when a killer breaks the the tactic of looping (looping is not a gameplay loop) ie. Spirit, Old Nurse, Deathsliger, Pyrimd Head. If looping doesn't work why shouldn't you change up your tactics if you want to win (and fun isn't an answer). Why are we expecting more from 1 when their are 5 people in a game.

    I'm not sure where I said there isn't a potential problem with the early game. I repeatedly and vehemently say that survivors should always spawn together and not near a gen so they cannot just instantly start working on three separate gens. The fact is, the better you play, the more you negate the potential B.S spawns survivors can get on big maps. He made too many mistakes to negate it.

  • @Emelia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569284#Comment_1569284

    So i just watched whole video, i was curious about what is all this commotion.

    Damn, dude, he was in chase in first 30 seconds, sometimes i cant find someone in 2-3 minutes. xD He got 2 hits in first minute, and hook before 2 minutes... What more can you do? I mean, seriously, HOW MUCH MORE YOU CAN DO IN 2 MINUTES?

    Swings at speed burst? That was a mistake? No, it was efficiency, basically muscle memory move and even i can see that, i could not do that so fast myself. I can say even more - waiting for him to run would be stupid there, because that is one of 50 perks, lol.

    There is almost no point of reading this, because it is most stupid post you can make. He played almost perfectly... YOU WOULD PLAY AT LEAST 2x WORSE. AT LEAST. And you are judging him? Come on, show us your video Spirit Vs Red SWF and we will talk then. Show us this perfect game, show us you are better, show us this cybernetic skill you have. :-) If you cant, everything in this post is just pointless. And we know you can, you know this... And this dude in video is also not a robot, he is player, like you and me, but if you dont see how much skill he have... well, youe must be blind.

    I played against SWF once, red one, dont know why, because im rank 10, but i did... 2 hooks, 0 kills, less than 5 minute game.

    PepeLaugh

  • If you really believe that's all there is to it I really have to think you are purposely choosing to not understand to support your point.

  • ffs this is the third post about this video, so fine.


    0-10s: Spends the first seconds of the match checking gens right next to him where it is impossible for survivors to spawn. Could have saved several seconds cutting away from this useless area.

    23s: Swings at Sprint Burst. Common mistake, we all do it sometimes.

    1:20: Doubles back too early giving the survivor a free fake.

    1:38: Wastes a lot of time taking the survivor to the basement when there was a hook extremely close to the downed survivor. Does nothing with the basement pressure so its pure wasted time.

    1:58: Extremely bad move. Goes to the edge of the map to kick a generator, leaving the entire rest of the map unpressured. The temptation to Pop generators ruins a lot of killer's momentum.


    During this entire time, he has not left the vicinity of the shack for the entire match.


    2:10-2:30: Just walks around the shack doing nothing.

    2:34: Instead of the free down on Billy, he wastes his power on hitting a survivor with Borrowed Time.

    2:52: Has more than half his power and chooses to pick up the survivor instead of doing the thing Oni does best - snowballing.

    2:59: Again wastes more time putting a survivor in the basement to do nothing with it.


    As of 3:30 he has still not left the vicinity of the shack for the entire match.

    4th gen pops at 3:37 and he doesn't understand how only two hooks and staying in this same spot let this happen.

  • I actually am making a video on this. It basically ended up at ~35 seconds maximum chase assuming both sides are equally skilled, in order to have a balanced outcome of 2 kills and 2 escapes with at least enough additional hooks for a pip.

  • Azame I agree with your views on the game but I think you're going a bit too in-your-face with it to people and it just comes off as condescending now.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565368#Comment_1565368

    @ScottJund

    Hit me at melee range? Wouldn't he have to be right up my behind to do that?

    Even though I did turn and you're right I would have lost distance, I was still running forward. Which is what I think you don't get from that gif.

    You were at a corner of the map with nothing but a Z-Wall. He didn't even have to use his power. Additionally, you cut it off but before the GIF started you were also randomly juking and losing distance too.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565309#Comment_1565309

    @ScottJund

    I didn't juke left and right. I juked right. One turn.

    https://media3.giphy.com/media/ekekCqx15mjMYebktE/giphy.gif

    In slow motion...

    https://im7.ezgif.com/tmp/ezgif-7-749f40edb05e.gif

    I estimated where he was going to be shooting after he faked his power. I am not sure how much more clear I can be. Sorry it doesn't fit your mathematical stats. Even if slightly, there is still a window in which intentionally or non-intentionally you can make him miss.

    Just like in this video.

    https://youtu.be/pJZJ_tIbQMk?t=237

    You're really not getting this. If you did "one turn" and he didn't shoot, you would have lost distance and he would have just hit you in the face with a melee. Thus, it circles back to you completely guessing when he is going to shoot. You are not reacting to a good deathslinger "faking" his aim because the shot is unreactable at that range, meaning you are consistently under the threat of him shooting without him even ADSing. If the time to ADS were slower, then you could claim you were dodging it. There is no debate. Tell yourself whatever you want. In that scenario, you are completely blindly guessing and the Deathslinger doesn't even have to aim his gun to force you to guess every millisecond because you can't react to it even when he does.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564836#Comment_1564836

    @ScottJund

    I made a mistake with the numbers, so apologies for that, I was in a hurry when I made the response. (Just went back to look)

    Still, doesn't take away the fact that I did turn and unlike they are claiming, Deathslinger didn't miss (in my gif) simply because I wasn't in range of the shot, I moved. Which is what a lot of survivors fail to do, because they are so stubborn with this idea that he is suppose to be ran like every other killer and instead run in a straight line.

    With all the downsides he has (Reload, Slow Down Speed, Only one shot at a time etc), the fact that he has to have perfect aim also hurts him when survivors move while rotating their character.

    I had a good ping when I played against this specific Slinger because he did get me in other instances (as I said) and some which were within the same distance as what I showed.

    The fact that people keep saying that it's him "missing" and not me (whether accidently or intentional) dodging his hit is baffling. Like, I am not saying by any means his hits are perfect because you get hit in places you shouldn't sometimes too, just like Huntress. I get that. Cuz if we went by that we would be sitting here also talking about how Huntresses wins aren't legit and it's really her buggy hatchets that win her games.

    I am speaking from my own experience and stating what my plan was while running this guy. I am not going to admit I got "lucky" when I know what I was planning in my mind and managed to pull it off.

    I'm not sure how you're claiming you have a plan when I just proved its mathematically impossible to dodge at standard range. Your plan essentially just juking left and right and hoping for the best. That's not a plan.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564529#Comment_1564529

    @xEa

    So does Deathslinger. Look behind you.

    He has a 0.5 s firing time, plus it takes him 1.5s to actually aim, so that's a total of 1.10s for you to react or do something.

    Deathslinger is also slowed down to 75% of his default movement speed.

    I actually don't only see what I want to see. Can't say the same for you though.

    The fact that you didn't even know that Deathslinger was slowed down while aiming baffles me as to why you would even bring it up as comparison. When anyone who actually understands his power KNOWS this.

    Thanks for your time. :)

    PS. In that first clip she was already out, she made the choice to stay. I did the same thing in the gif I just posted 3 posts ago, only I dodged. :)

    What the heck are you talking about? Deathslinger can go from nothing to firing his gun in 10 frames @ 60fps, or 0.16 seconds. It takes another 10 frames for it to travel this approximate distance which is an average DS shot:

    bff1a12b351f001ebc15b09cc700e04d.png

    Thats 0.32 seconds - in a world with 0 latency. With a standard 100ms ping, thats 0.22 seconds.

    Assuming you have absolutely perfect reaction time nearing the world record at 0.15 seconds, you still do not have enough time to rotate your model in such a way that the hitbox does not hit you if you are in the dead center of his aim.

    Seriously where did you pull those numbers from

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561203#Comment_1561203

    Fine, then I'll say it. :p I enjoy the suspense of doing generators because the killer might show up at any time. I'm constantly looking around trying to see if he's coming or not. I also simply enjoy escaping because it makes me feel like I won, even if I didn't have to engage in a single chase all game.

    I promise if you keep playing that will go away.

  • ...but we already know the new content. This was supposed to be primarily a FW event

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/182611/pc-players-are-worse-than-console-players

    YES! Console KILLERS are just as equal if not BETTER in skill than PC players, while survivors tend to be more like equal, slightly better or WORSE majorly than PC survivors. Facts.

    Idk how you could ever claim that with a straight face. For survivor there is not much difference but you gotta be on that gooooood stuff to think M+K isnt vastly more beneficial to killer.

  • @MadLordJack said:

    Iri head without extra hatchets is a straight-up nerf. Even if you land every one, you cannot snowball.

    100%. I'd rather have no addons.

  • He is countered in literally the exact same way. Windows are just as effective. I don't know why people aren't taking more than five minutes to realize this.

  • I'm just gonna say this and not talk about it further. After 30 minutes I was really struggling to keep talking. Was getting dizzy because I have some kind of sinus infection. I made the video for fun and because ive been too sick to stream so I wanted to make up for it. I just ask people stop overanalyzing what is essentially a shoddy live experiment that I wanted to be over halfway through.

  • Absolutely not. The last thing I want is a never ending dick-measuring contest between everyone when the system itself probably doesn't even work all that well.

  • @Xbob42 said:

    Performance got worse on PC as well. I think it got so bad that @ScottJund has to take breaks because of all the hitching.

    It's nowhere near as bad as consoles, of course, but there's been a massive hit to both frame rate (you can still get high frames, just way less than before) but more importantly to stability. Little hitches here and there add up to a lot of annoyances and at times missed skillchecks or hits. And some people have it worse than others, I get rare hitches but some people are getting constant hitches. And I'm playing the game on a very high end machine with one of the faster nvme m.2 SSDs. I can't even imagine what it's like on a base console on an HDD.

    To their credit they fixed the stutter issue.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499904#Comment_1499904

    Guessing game, no, there is a better counter to Slinger. Run to a pallet and drop it early, turn and hold W... there you’ve just forced a 110 killer to chase you for a long time. If your teammates aren’t asleep at the wheel 3 gens should easily get done in the first chase

    Wait what did you just say to drop a pallet and then immediately leave the loop? Dude, he's just gonna walk around it and shoot you.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/177746/who-is-the-power-role-survivors-or-killers

    The killer is suppose to be the power role!

    But survivors have way more of an advantage than killers in a 1v1 which makes them the power role.

    It's 4v1, the killer should have the advantage and be more powerful in a 1v1. Survivors should be on par or stronger than the killer in a 4v1.

    This is one of the reasons why I justify Spirit as balanced! She will always have the advantage in a 1v1, but when it's 4v1 she has to weigh her options or come up with a tactic

    The killer does have the advantage in a 1v1. He can kill people.

  • @JacksonWise said:

    @ScottJund Can you make a video on this? I'm sure you're disappointed too.

    That would be a very short video

  • I think something people are not understanding is the actual complaint with "no counterplay." Its more accurate to say "the counterplay is incredibly boring." You yourself said the counter is to hold W and hope there is ######### in the way, because if there isn't, you're getting hit by a good DS. A lot of the time you don't even have time to put something in the way because he can literally shoot you outside his terror radius.


    No one is saying DS is overpowered, just extremely boring to go against, and even then thats only when its a really, really good Deathslinger, much like going against a really good Nurse is boring.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489420#Comment_1489420

    I wasn’t talking about his specific idea change on Knock Out but how people agree on a majority of his viewpoints simply because he’s a popular streamer in the community.

    An example is that his viewpoint is that killers like Pyramid Head and Deathslinger are “boring” killers. Fine. He can believe that. It’s his opinion but seeing multiple threads by different people gets tiresome and annoying. All they do it reiterate and state the same thing over and over again basically piggy backing off of his belief rather than forming their own opinion.

    If its any consolation I hate when people parrot the exact words I've used too. I just make thought videos because I like talking about game design.

  • Alright was just making sure it was a known issue, this is now something for the bug forums.

  • This is happening to me as well. Game is unplayable. Please address this promptly.

  • If you're going against a master Nurse, no, there is no counter. But, the vast majority of the time you are not going against that, so you can still do things like run out of line of sight, double back, fake doubling back and run directly away, run around strange collision objects, hide, etc.

  • it hot in here? what is that? really hot in here.

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473452#Comment_1473452

    See I'm a killer main myself (rank one on both for whatever it's worth) and I still will say she's fine. It seems survivors wants to be able to play against all killers the same way and when something comes along that shakes up the meta, it's world breaking.

    Spirit is fine where she's at. I look forward to going against anyone who plays her. It breaks up the monotony of going against Freddy every other game.

    Kinda weird you preface defending Spirit by saying you're a killer main. Killers aren't the ones having a problem with Spirit...

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461837#Comment_1461837

    Poker proves that wrong. Poker is heavy rng, and yet there are people who are really good at it.

    This is pretty simple actually. All they have to do is define a win condition for each side. Skilled players will meet that condition more often than than unskilled players. Just like good poker players win more hands than they lose. Then they just increase your skill rank based on whether or not you met that condition, they can also increase your rank more or less depending on the skill ranking of your opponent.

    Dbd actually isnt all that disimilar to poker, as often youre playing your opponent against the hand your dealt. Thats where the skill in this game lies once you understand the tiles and strats

    People can be good at poker with bad RNG because they are masters at bluffing. That doesn't apply whatsoever to DBD. If you get zero pallets on one side of the map, are you just gonna bluff that the pallets exist? If you get bad luck with teammates and one of them just dies in five seconds, are you gonna bluff their missing progress on a generator? Defining a win condition itself is still absurdly difficult due to the asymmetrical nature of the game where somehow both sides can technically win. They haven't done it yet because its extremely hard to do.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457774#Comment_1457774

    Killer mains swear looping killers is incredibly easy. Its not as simple as most think.

    They're the same people that run to a pallet and immediately drop it, commenting on how easy looping is as the rest of their team now has no pallets and dies. Bonus points for complaining about solo queue and wondering why all your teammates die so fast.

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