SunderMun
SunderMun
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Comments
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@mihalis00 said:
All I have to say is that playing killer is not enjoyable once you get to rank 8-1.I always get toxic survivors and it's frustrating.This game used to be so much funner.
Couldn't disagree more. Killer is just as easy at red rank as it is at green rank. Most survivors are very clearly solo and people on both roles are heavily boosted up to ranks that they shouldn't be close to by the emblem system, so it just ends up being so much easier.
As for SWF, the vast majority of them throw the game for flashy plays.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2114773#Comment_2114773
On what world do you live in to believe that this game is balanced around soloqueue?
Going against soloqueuers is a faceroll, and I'm not even carried around by gen regression perks
This is true, tbh.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/comment/2115484#Comment_2115484
I mean it's almost super casual / sanboxy against 99.9% of killers. once you get to the skill threshold where creepers aren't some ultra difficult spike then it's like the most laid back thing. Until then, I guess creeper go boom.
You can play 100 hours of survivor without getting a difficult game and even when you have questionable or trolling teammates if all you want to do is 1 or 2 people's fair share of workload and pip then there should be no difficulties.
Killer is a more challenging game and requires more serious effort and self improvement. Survivor only and killer only players are a different breed. It's less cushy, it's less hand holdy and it just asks more from you.
Meanwhile my experience is the exact opposite, consistently.
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@Huge_Bush said:
I don't think there is a problem with it. The game isn't balanced around swf on comms so I don't blame any killer who doesn't want to play against them. It's no different from players DCing when they see a hidden offering or suiciding when they get downed at the start of the match. Devs really can't do anything about it since they can't force people to play.
If they want to fix the lobby dodging they should be working on fixing core issues such as tunneling and camping from the start of the match to how fast generators get completed. They can also balance the game around communications or at least buff killers and solo to be on par with swf. They should also do it without band-aiding everything with perks.
Tbf, the game isn't balanced, and many mechanics are simply unfun for both roles, so we can't really blame people for noping out.
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My only stance on this matter is that if we can dodge SWF lobbies as killer because we see that they are, then we should be able to dodge specific killers as survivor.
I don't see a point in dodging them as they're very rarely the seal team 6 type that we love to complain about, but each to their own, tbh. I have no issue with it.
That said, if I see 4 flashlights and know it's a SWF, I'm going to instantly ready up because it'll be the easiest game of my life.
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Wet actually refers to molecules being surrounded by water molecules or another liquid. In water, the molecules are actually saturated by other water molecules.
In short: water is, in fact, wet.
I knew that chemistry degree would come in handy some day.
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As in, all 4 survivors? How many escapes actually happened between those two games?
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It most definitely is possible, and nowhere near as hard as people might suggest when comparing it to the adept achievement for other killers. Most of these achievements are challenging in some way. The emblems were bugged, that is all.
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@VESSEL said:
Anyone have any idea? Having a very salty conversation with a guy on twitter about it.
No idea. There is no issue with it.
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@MrDardon said:
If you have time to heal, you are NOT being tunneled.
Should I say anything else? Or is it clear enough?
You know, apart from when you run a healing build and heal mid-chase/tunnel. Which isn't uncommon whatsoever.
Not to mention that DS doesn't last long enough for good players to actually get use out of it the majority of the time, which means they're being punished with an empty perk slot, essentially, if they run it in case they get countered, but being able to heal in the middle of chase without it deactivating would balance it out.
The current DS is dumb design, and everyone sensible that plays both roles knows it. It should simply have been a double rate of the timer in certain instances (NOT healing) and either paused or half rate of decay in chase/in proximity of killer/slugged after being unhooked.
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I mean half the characters' names are censored, and you can't even say 'the pope' lmao
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@ethan99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2108011#Comment_2108011
They don't want fog whisperer status, I don't think.
They do ruin the experience for any randoms they get paired with.
Tbf, I was making the assumption that they'd get full teams (SWFs) of their viewers where possible.
Definitely ruins the fun if solos get stuck with it, I agree. At which point, it should be dealt with.
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Don't care, they won't ever get fog whisperer doing it and as long as they manage to get teams of their viewers, it won't ruin the experience for others, which is what really matters here.
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Yes, he is viable. He isn't as powerful as others, but all killers are viable.
His power never should have been given a pass, though. He is weak as far as killers go, so it's frustrating for the person playing him, but he's also pretty unfun to go against.
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*Can't camp/tunnel
Literally got like 5 huge buffs at once, but k.
And not even the nerf to the Victor recovery time on him being crushed that he needed in exchange for these buffs (and then some)
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The entitlement and salt...it's cringe.
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If it's successful, that's healthy competition, which will be amazing for the health of both games in such an event.
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@MadLordJack said:
I hate how many people genuinely think like this. Is it even trolling if you're talking like a basic survivor main?
Tbf, this level of cognitive dissonance is the same for the basic killer main on both the forums and reddit, and they basically run both from what I've seen.
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I think a mod needs to come in here for all these personal attacks, even if it may be that the OP is trolling or whatever. @MandyTalk or another mod able to deal with these comments?
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I wouldn't say it's way too easy, but I do find it much easier than survivor, personally.
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It's not that Spirit is better; it's that she is easier. Nurse is 100% the strongest killer at high level of play, but you can easily get only slightly less good results (on average) with Spirit with much less practise. Both killers once you have them down remove counterplay for the other side, so it's obvious they're both at the top, but one completely ignores walls and as a result if we talk about absolute maximum potential, Nurse is always going to be on top.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2089591#Comment_2089591
Not really. You only need to stun with unsafe pallets. And they are the minority on almost every map. I had no problems in the last week and i think some survivors would play better when they wouldnt try to stun every time.
Unsafe pallets are the majority in the majority of maps now that reworks have been going through, and that's good, but this bug breaks the game with that fact in mind.
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Someone has been watching HSH:S gameplay.
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@I_am_Negan said:
You can't hear the whoosh sound in her terror radius.
To be visible all the time? So you don't want her to have a power?
If you're not sure if shes phasing or just standing there watching you break line of sight. Walk away don't run.
He's talkin about passive phasing, not the power.
The phasing is a pretty cheap 'the game plays itself for you' scenario, just like the dream world with the current iteration of Freddy.
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Removing more options to leave the game is always bad.
(And no I'm not thinking of rage quits, but of strategic play)
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It would just be basically Trapper/Legion with a single stack of PWYF, then?
Sounds boring, imo.
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@TicTac said:
Why is the pallet bug gamebreaking? The pallet bug is only that killer cant be stunned, right? One killer hit me through the pallet, but this has nothing to do with the pallet bug, or?
Not stunning the killer is generally death for the majority of pallets since map reworks became a thing.
And getting hit through them is partially related, but there is another bug that does this too, that is unrelated to the stun bug.
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@Quake said:
Title.
It is ridiculous to me to even mention that such a GAME BREAKING bug is not top priority right now and hasn't been fixed yet.
I'd say DE is the best developer to compare with tbh. Indie dev team, huge game, Warframe, they make a ######### ton of money off cosmetics etc, just like Bhvr, and legit there have been 10 hotfixes in just over 2 weeks since they brought out a new major update with an extension of said update coming later this month.
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Bodyblocking is toxic now, guys.
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2087742#Comment_2087742
That's a foolish thing to say. "If you don't like getting tunneled, get better." You can be the best and still have no control over the killer tunneling you.
As a rule,. being good makes you more likely to be tunneled, in fact. And in those cases, the 60 seconds won't be enough because you're good, and even if you do hit it, what does it matter? You'll still be tunneled to death since it's only a 5 second stun.
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I never ran DS in the first place, but seen people hit it twice? They still got tunneled to the ground because, guess what, it doesn't function to counter tunneling. We need actual game mechanics that deal with camping and tunneling rather than relying on perks to cover for bad game design.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2085643#Comment_2085643
oh I get.
The very idea that somebody could do good with Clown at red ranks without meta perks, when they themselves struggle with Nurse/Spirit/Freddy and meta perks in green/purple ranks, offends them.
I never understood the difficulty of using Clown lol. Whenever I picked him up at rank 1 before they even removed the slowdown on readying up his bottles, I usually got a 3-4k...and I'm average at killer. It's one of the reasons I never regarded him as nearly as bad compared to the rest of the cast as others claim.
And yes, it is sad that people struggle so on those killers, since they basically break the game (with the exception of Freddy)
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2084620#Comment_2084620
Thanks, but whenever I try to be helpful here, I just get attacked.
It's because you're going against the victim complex hivemind that is killer mains on reddit and the forums. They can't be having that.
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Oh, woe is me. :')
Literally the majority of balance changes are improvements for killers. the entire last patch was a butchering of a perk (that I didn't use anyway) people abused while not making it actually function for its purpose, with a new killer.
This is a legitimate case of you using a real term in an insulting manner and refusing to git gud.
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Idk, PC frames are worse than ever.
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I hope they actually make changes to his power that make it more fun for both sides, but nah it'll likely just be straight buffs that break him and he'll just be the next killer to cause an epidemic of DC or suicides.
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@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2084460#Comment_2084460
I somewhat agree with you. I'd keep the P3, Bloodweb and perk farming but.
You get more perk per bloodweb and when you P2 a killer/survivor you then his perk will automatically be level 3 on other bloodweb.
Old and very active player already have most if not all character P3 and grinding for 8 character (4killer/4survivor) every year is not bad at all but for a new player/ an average player who'd like to try some build outside of custom game the grind is so ######### long.
This is honestly a great suggestion. It would also be nice if for every prestige level, you get more perks appear at each level of the bloodweb and are able to actually unlock more at each level.(As in more than 2, not increasing each individual level) Allowing two above level 50 was a step forward, but not big enough even at the time the devs added it in.
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New characters means more grind. No, it's still getting worse despite the added codes and monthly rank rewards/rift.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2080799#Comment_2080799
The reason he made this post is because someone teabagged a spirit. Literally.
How's that not relevant?
And to brag about stand still 2 win. Your response to me was irrelevant, because I wasn't talking about the teabagging.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2080850#Comment_2080850
right and keys run rampant
it's not balanced.
Yep, all 3 keys per every 40 games are running rampant.
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Good?
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2080656#Comment_2080656
Tbagging, how strategical and necessary it is for both sides.
not really relevant to the issue, tbh. Most people don't teabag lmao.
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Fake phasing, how skillful and interactive for both sides.
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@NOEDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2073196#Comment_2073196
You’ve got issues buddy.
Don't worry, he's just a killer main that wants to pretend he plays enough survivor to understand the perspective of the other side, so that balanced aspects of the game get nerfed in favour of killers.
Meanwhile those of us who play both sides aplenty will continue with our day and actually care about the health of the game for everyone, and not just one side.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2076598#Comment_2076598
Release legion was so powerful that he needed to be needed ASAP, and he was. Release trickster is so weak that the best advice people will give you to to pretend he doesn’t have a power
Release Legion wasn't powerful at all. There were just massive foresights that meant people could abuse the devs' inability to not think ahead to get free downs, but it still took longer to do so than any other killer in the roster if you were even semi competent. The difference was, it was guaranteed.
Current killer has a similar effect, but not because of badly thought out mechanics or bugs. Weak as hell, but if they're on you, you're going down if you like it or not.
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@Sandt21 said:
I’m genuinely annoyed that the devs allowed the Trickster to be released in his current state
I'm annoyed they thought the premise of his power was any good/healthy for the game when it's essentially release Legion, but throwing knives instead.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2076318#Comment_2076318
I honestly don't know if I'm lucky or not. Whenever I see that Trickster is on the map I sigh because I know that as soon as he spots any survivor he's just going to tunnel them and knife spam over and over until they take enough of them to go down (which actually isn't a lot, depending on the map). It's so boring. There's no technique. "Oh look, a survivor!" * Proceeds to just throw stuff at them for a straight minute * When the only skill is aim, and the survivor's only countermeasure is "zig zag and hope that he doesn't catch up while chasing you in a straight line", it's not really the most fun or competitive game.
I know a lot of people say that he's completely avoidable, etc., and I'm sure much of my problem comes from simply being new and comparably inexperienced. But like I'm always telling people, I got the game on the basis that it was sneaking and hunting, some kind of skill and cat and mouse. Not just "run defenselessly from the guy with loads of projectile ammo". It reminds me of a ######### Call of Duty knockoff.
So yeah I mean if he's got something that's stronger or even more annoying, I may indeed be lucky.
You pretty much hit the nail on the head with the main issue with Deathslinger, too.
I knew right away that this killer was going to be weak (7/8 knives per health state is a lot, even with the fire rate and ridiculously large hitboxes) but it's very clear that there's no real counterplay beyond 'hope he misses and try to predict a throw when he can throw tons at once and he'll gain distance if I try to dodge')
At least Slinger is strong; this killer is just annoying/unfun, regardless of his blatant lack of strength and uninspired power.
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@unluckycombo said:
Ngl, I don't mind a pre-built chat filter, but I do think the current one can take it a little far. Imho the current, hard chat filter should only be used for super harsh, racially charged things. I don't think general profanity should fall under that category. (And I've had it happen to me before...)
It's an M rated game, and tbh I think we just need to have a bit more of an active report/ban system for that sort of thing (perhaps similar to the Overwatch system, where they tell you if your reports did something, but not tell you exactly what to at least helo boost morale) along with some sort of 'Good Samaritan' system or something- that way those thumgs up you can give other players will actually mean something.
While that would be amazing, too much work when the official tag line is 'we only work when we feel like it' and it was apparently months of hard work to simply design the new UI when it's basically a standard mobile game UI.
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No. It's ridiculous. Words like 'pathetic' and 'pope' are banned, ffs. Whoever made this database needs to completely erase their work and restart it while also adding an a god damn option to remove it, which isn't difficult.
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@hardtimefun said:
i've learned to play with my eyes and not ######### up killers stealth with 1 single perk and also have skills, spine chill users are cowards and dead hard users and awful and always do mistakes
Tbh, the bad players with dead hard aren't the ones I care about; it's the good players with it. They can be hell to chase.