Senpai_J
Senpai_J
About
- Username
- Senpai_J
- Joined
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Comments
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I like playing trapper, disabling strong loops then watching ppl flock to it and step on the trap around the corner feels kinda pog.
The only time I regret picking trapper is when the map is too big.
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Yea I think complaining about ppl doing their MAIN objective is pretty silly.
Tho I think the complaint is in a way a product of how the game is designed and balanced:
As survivors playing efficiently and bringing meta perks often is enough to win you games against M1 killers regardless of how well you did in chases;
As killer it’s often in your best interest to tunnel someone out early in the game and then start playing the game ‘fair’.
They’re both issues of the not fun way of playing being far better than the alternatives. So while complaining at your fellow players is kinda dumb I do sympathise with the frustration of those ppl.
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Some cheater gave me 5 hex perks once, funny they can actually do that
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It would be scarier but honestly with how it feels playing with killer FOV I wouldn't wish it on more people
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I don’t get it, what are you meant to do other than do gens as efficiently as your situation allows?
Finishing gens is literally how survivors win the game, why do you make it sound like there’s external pressure from the killer forcing you to do them when that is the main goal anyways? As in, no matter what happens your best play is always to do gens as fast as possible anyways.
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@Icaurs said:
Its a way to discourage tunnelling. They are hopping by not seeing who has been hooked, you will lose track and increase your chance of chasing somebody who hasn't been hooked. It may not be that effective, but it is an attempt. The question is why do you need to see survivors hook counters?
If you say (well I want to chase everyone evenly and I may lose track). If you have made a sincere attempt, but have lost track and by chance gone after the same person, then that's fine. Nobody can fault you for that, and if they do, you did nothing wrong. You said you need it for challenges. It is called a (challenge). It is called a challenge, it may take a couple of games and that's ok, not all of them should be done on your first attempt.
The fact is there is no valid reason for killers too need to see survivors hook counter.
Yes there is and it should be quite obvious. you hook the guy who’s hooked twice and that persons out lol! This situation can arise even if you’re not planning to tunnel but a couple of people on 2 hooks too.
you can’t just say you’re not allowed to put somebody out of the game before everyone’s on 2 hooks.
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@th3 said:
Perk was nerfed twice with one of the most boring killers being buffed. I just went straight back to running DS, adrenaline, dead hard, bt
X and Y are boring, turns around and runs 4 meta perks. ngl this got me pretty good.
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Ok tell me how this nerf made hit and run ok against CoH.
Anyways it’s probably a problem stemming from both sides, getting downs create wayyy more pressure than getting injures while you play with thana and if there’s CoH inplay youre forced to not spread pressure because it’s too inefficient for a 1v4, they’ll never run out of heals and they dont need to group up to heal.
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I think it’s not a fun way to play and doesn’t really fit the whole running from killer thing but hey so is a lot of things in this game.
Balance wise I think it’s fine, it’s just the experience is bad.
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I was watching oni tournament footage because non top tier killers are rare to see there.
People pretty much just played extremely safe with pallets, without his power by the time oni got his first hit the last gen was about to pop.
Idk I feel like the current op killers wouldn’t get destroyed by pre-dropping pallets like that.
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I agree, I don’t see the point in the skill check either. Theres so many mechanics in this game that seems to serve very little purpose but annoy you.
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I agree if the definition of p2w is you can buy power with money, which is true.
It does have a cap tho, being w/e perks you need and w/e skin gives you the best advantage, it's p2w but it isn't ridiculously dumb tier. Whether you accept this form of monetization is really up to u.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/2896396#Comment_2896396
i see you talking about the god pallets, but lets discuss all the pallets in the game that are simply there for decor. Because in case you havent noticed, there are several pallets if a survivor drops it the killer can make it around it and hit them by the time animation ends for the pallet drop. killers never mention this when they go on about pallets and so forth
Unsafe pallets aren’t ideal and should be used as a last resort, your aim is to stun the killer on the other side and then hopefully get out. If you lose the mind game and go down at the pallet you can also still be pallet stun saved.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2897853#Comment_2897853
Meh, personally I'd argue BT and We'll Make It give me better value in a match. CoH is on par with it as is Lithe imo.
If we dive in to killer perks, BBQ, Pain resonance, Lethal Pursuer, Thanataphobia (on certain killers) give the killer better value.
Best perk in the game is highly debatable. there's plenty of perks that can give just as much or more value in one way or another
My good fella can you please explain how BT gets you more value than DH;
You talked about killer with instant down will negate DH, what about killers with a brain that just hits the rescuer..
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Deadhard is good because not only can it extend a chase by making additional distance to a loop, it also provides iFrame a which not only is good against a lot of killer powers, but also forces m1s to not lunge and hold their attack until they’re in Melee range for mind games. 5 extra seconds to wait out dead hard may not seem a lot but multiple DH dragging the game out just by existing adds up to almost a solo gen.
speed boost get less useful in general if you just run out of palettes, good thing so many maps basically let you drop pretty generously and still make it to end game with more pallets to spare.
if you get caught out by a stealth killer and you use dead hard to avoid a swing, how is that even something worth complaining.
I feel like you’re confusing yourself because you think it DH can’t be applied in every situation means it’s mid, but how many perks can get you out of every situation ever in this game? I think DH is actually pretty up there relatively in that sense.
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@Heartbound said:
If you're in a chase with a survivor the only ones they can benefit from are Shadow Step and Dark Theory which you won't see often. It's mostly circle of healing and if they can get a heal off in chase you've got bigger problems.
Boons are a pain against hit and run but if you just chase normally then boons don't exist.
I understand your point but I must ask have you thought about body blocking
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Killers FOV and general clumsiness when you control them actually irritates me overtime so much.
I dont understand how this design would contribute to making the game more fun for any party.
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Hex ruin let’s you play more aggressively and constantly chase to push people off gens.
While brine is better at defending (3 gen) since you have to kick a gen and potentially lose chase you prioritise a gens progress rather than getting down after downs. You’re further incentivised to stay closer to the kicked gen to defend in time when the skill check notif goes off.
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Sadako with cat ear headphones
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Regarding condemn, I’ve played her for a straight week now i feel like it’s more efficient to use the TV mid chase for surprise ambush and map control than to toy around and stack condemn.
The iri tv cooldown reset is very required if you even want to think about playing for condemn; and on top of that the cleanse action is so quick if they’re already holding the tape all it takes is a body block to undo your efforts. You end up spending lots of tv cooldowns just to setup a free hit or two.
Shes still very fun to play but I don’t think condemn was setup to be viable from the get go.
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I like her, I’m used to playing trapper so power wise it feels like a step up. I can control gens even if they’re really far away from me which feels great. It’s easy to start chases with her too which is the more fun part of the game.
The best part is I had multiple occasions where survivors tell me I scared the ######### out of them.
Worst experience is probably playing on pallet heavy maps like the Game or dealing with CoH.
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Server side checks for cheating
Make up their mind if they want a competitive game with SBMM and actually balance the game or a casual game that doesnt have SBMM and play for fun.
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I dont think lullaby ruins her stealth, sadako could be coming from any direction with a tv there's no guarantee you'll not get caught out if you just run without confirming where she is.
Getting a 1st hit on a survivor doesnt seem to be an issue across the games i've been playing as her for the past few days.
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Taking a vhs tape out of the TV disables that TV for enough time to finish the gen.
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I think shes pretty fun, you can always start chases pretty quickly and constantly which is fun but if you get a pallet heavy map its as painful as any other m1 killer.
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Could be multiple reasons; I have thanatophobia and you’re doing a gen; you’re standing at a loop where I have a trap etc.
Sometimes dropping a chase to hit another survivors can make it easier to go back and chase the other survivor too if they think they’re safe and overextend.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2837668#Comment_2837668
no no i promise they're better
/s
https://us.v-cdn.net/6030815/uploads/PYXQ7CKOAL1B/totem2.png
If you think about it this totem could act as a nice and comfy street light on a dark and scary map, I understand now..
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I usually don’t run into destroyed hook problems but at the same time yea I don’t get why the hooks are destroyed on sacrifice, there just doesn’t seem to be anything interesting in that mechanic.
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Hehehe.. and here I thought it was common consensus that hex perks are "meant to be UNREALIABLE" and therefore should sometimes spawn right under the survivors feet.
Jokes aside, I rely on dead hard as survivor way more than I get to capitalize on exposed as a killer from my experience so I guess the answer is no depending on whether you believe dead hard is too relied upon or not?
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Try to setup at a strong loop start of the game and set more traps in the other possible hotspots from proximity of that loop, once you get your 1st down take them into the setup area. Try to keep a 3 gen setup there too.
Set a trap at your hex as an alarm.
Carry at least one trap with your on chases so you can disable a dropped pallet of feint people out of a loop.
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Old heads of the forum, can you recommend me the best sluzzy posts that I can go through in my spare time.
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I think they did mention anti cheat in a recent faq but didn’t want to elaborate because they don’t want to give cheaters info before it’s even out.
anyways from our perspective I guess we’ll never actually know until they implement it.
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This could be a lot less of a headache if dbd had server side checks during the game instead of relying on players to spot them, capture video and report.
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Lullaby because it’s funny
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Well damn, I should do this with my no meta perk trapper build saying killers need nerf.
Sounds like you’re playing killer to validate a theory you have and came out with a affirmation within 5 matches. Can you really call yourself unbiased.
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I play huntress as killer so when I’m survivor it’s pretty interesting to employ the same tactics that was used against me.
I understand how hitbox and latecy work in this game so it doesn’t bother me when I get hit around the corner, this knowledge also allows me to sometimes fake a turn against her.
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Idk if making them uncleansable is a good solution, even if it is just to be a welfare value for bringing hex.
I do think however limiting the spawn of it to not be on the other side of the map of you is a better idea since atleast that gives you the option to defend it or atleast exchange it for a hit.
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If you want to make the first hook situation less stressful consider running corrupt intervention. Run some slowdown perk like jolt too to save yourself a lot of time. If a gen isn’t regressing while it’s in jolt range, that means there must be a surv nearby.
When I’m searching I always randomly spin around and moon walk to check behind me for scratch marks, sometimes survs coming to save start sprinting as soon as they stealth past you.
Otherwise you either go for the gen closest to the one done, or go for the other surv that you saw during your chase cause chances are they’re hiding around.
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The idea of a healing station might be ok but It's numbers are too good and there's just not enough counter play to the boon mechanic either.
U mentioned how survs would waste time running back and forth across the map is good for you but if there's 4 survs on the map doing that you won't be able to even defend gens with a M1 killer. If you're killer has weak chase against a swf they would constantly rotate people just to body block you and run to the boon, and it actually works fairly well.
Using your health as a resource is fine, but being able to do that again and again and again without meaningful counterplay to the mechanic doesn't seem to be fair, so I dont think current CoH is good for the game no.
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NOED while not fun to play against at all does turn unbalanced map/meta into a 1~2 kill on the statistics so maybeeee that's what made them think it's fine?
I think from the way DBD is designed (NOED, DS, DH, COH, or even map designs), devs dont seem take into account if the process of the game is fun, skilled and fair if in the end the kills and escapes are balanced, so in this twisted logic NOED actually balances statistics out. You could make the sick plays on both sides but it would in the end get invalidated by some BS perks. But hey 2 kills 2 escape.
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@throwaway79465468797 said:
They dont have the manpower to deal with increasing amounts of cheaters. Most companies dont which is why we have anti-cheat software. To catch the big stuff and ban the rest. Problem is cheats are always evolving and more people using them affects the community.
It's even worse nowadays with streaming because people feel more inclined to play and give their audience content. The best solution I've ever found for dealing with cheaters is simply by not giving them attention. No cheater deserves more attention than another person -- in any game. The more attention you give to them the more they want. Like little children who get their way all the time.
Ignore them and they will find something else to do. Eventually. If enough people start leaving games with cheaters in them it might have enough of an impact, but thats up to the players to decide.
Imo its the opposite, ignoring this problem sounds like what the cheaters/cheat sellers want the most.
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@egg_ said:
Bad ping and packet loss could result in a ban when all you have is terrible internet
Yea thats a possibility.
From my experience tho people who desync tend to keep running the direction they were going until the game realises where they actually are or just rubber bands them back to where they were before the disconnect.
Assuming this means the server has an idea of player direction and speed at the time of disconnect, they should still be able to check on the maximum distance you are able to reach between this interval most of the time right? Feels like there should be some sort of work around or safety net without flat out false banning.
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To be fair they can still use borrow time, dead hard to lead you into a chase situation even if you're close, but yea i found alot of survs just think you play dirty without ever having killers perspective.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2818103#Comment_2818103
I disagree. If huntress have higher ping than you you shouldn't get hit from meters away because of that
this argument is biased just like your post;
You could literally turn it around and ask if it’s ok that a projectile doesn’t hit just because a surv has bad ping and on their end they already moved.
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Cant agree.
With latency hit reg there’s always gona be one party the gets the desync, and I think it’s better if it’s kept the current way since like dead hard and pallets, this time it’s killers who are spending their resources, it would make more sense to prioritise their side of the hit reg.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2816937#Comment_2816937
Devs made Pallet stun and dead hard validation because hits look unfair for one of the sides. Why no validation for hatchets then?
heh, devs also kept validation the same way in most of the game, why not keep it the same way?
There will always be one side getting visual desync, and I can understand both pallet validation and why they choose to have projectiles work like this, you’re just forced to make a choice to have the game function better in a less then ideal network environment.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2816922#Comment_2816922
You can't dodge a good huntress because hatchet will hit the air. And no It's not survivor only problem. I'm making bullshit hits as huntress that doesn't seem to be legal too
If they’re good then maybe they get should be hitting those shots instead of getting invalidated because it missed on your end due to how the game handles latency.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2816893#Comment_2816893
And yet there is not much killers i can complain about even with my ping
Just cause you choose to not complain about something doesn’t mean hatches hit Registration don’t work like everything else in the game.
It doesn’t matter which specific killer you choose to point out, any fast moving hitbox is gona hit your delayed hurtbox when you’re already around the corner. You should ask for a NetCode rework or opening a closer server.
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Your issue with huntress feels more appropriate as a network complain instead.
Every projectile/lunge attack is gona hit your delayed hurtbox too, but it’s not unpredictable, it’s consistently delayed.
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I show less mercy to ppl who click/ look like they bring brand new parts/ intentionally down themselves with boil over and such.
Otherwise I usually let ppl out/hatch without wasting too much time once everyone left is in downed state.