ThatOneDemoPlayer
ThatOneDemoPlayer
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@Ivansanchez224 said:
https://forum.deadbydaylight.com/en/discussion/comment/3141100#Comment_3141100
You’ll be surprised I’ve seen it happen lol. If killers have ways to make the survivors job harder and take longer than the least they can do is put a cool down time on a hook that’s been used. It’s not fair that they can throw someone on the same hook seconds after someone just got saved from said hook.
If you've seen it happen, that means the Survivors made a mistake and the Killer capitalized on it.
Guess Killers aren't allowed to capitalize on mistakes without pointless cooldowns
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3141095#Comment_3141095
You think people are quitting because they can't bully people anymore. I am trying to tell you they are quitting because the game feels like a struggle now.
https://forum.deadbydaylight.com/en/discussion/comment/3141096#Comment_3141096
Queue times before the patch were dependent on the time of day. I had very quick survivor queues during the day, and then very quick killer queues at night. Now I get 5-15 minute killer queues all day, and instant survivor queues all day. Was hoping to play a ton of Ghost Face after the patch, spine chill ended up getting buffed. I am still salty about that.
They're quitting because they're bad and don't want to adapt. I've already told you Killer is harder than it was a few days after 6.1.0 because Survivors adapted. The ones who didn't bit the dust and I'm glad
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@Ivansanchez224 said:
https://forum.deadbydaylight.com/en/discussion/comment/3141093#Comment_3141093
Lol no. Killers shouldn’t be able to throw three survivors on the same hook after they get saved and the person that saved them gets downed in the process. Killers have many ways to prevent survivors from doing literally their main and only objective. Killers can still tunnel and camp. I don’t see the issue here with putting cool down times on hooks that have been used. The hooks are already laughably close to each other so what’s the issue here. Not to mention I’m not saying to put a crazy long cool down time just something to stop killers from getting easy kills.
How do you even get 3 Survivors hooked on the same Hook? That's the Survivor's fault for saving in front of the Killer.
Hooks have to be close to each other, if they weren't and you could reliably wiggle off on your own, Hooks would never be used and everyone would slug Survivors.
Sacrifices aren't easy. They're only easy if Survivors make them easy
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3141087#Comment_3141087
I don't think survivors swapping to killer full time or straight up quitting has anything to do with their skill. The game has gotten to a point where you lose as survivor a lot more than you win. You have to ask yourself if there is even a point in playing out games. Where you can clearly see the survivors you were matched with, can't play against the killer you were matched with.
Survivors aren't having fun, and the more you keep telling them to "JUST ADAPT" "DEAD HARD NERF LMAO", is just going to cause them to quit the game faster. If your only take away from the queue times and survivors giving up is that they are just all babies. This game isn't going to last much longer.
I'm glad the Survivors that aren't having fun left. They were the ones that weren't good at the game and used the meta to boost their Escape rate.
Most of the ones that stayed already adapted. Killer is significantly harder than it was a few days after 6.1.0. I could easily win with just Deadlock as a slowdown Perk, but now you have to run a minimum of 2 to deal with smart Survivors, just like pre-6.1.0
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Give Survivors immunity to Hooks... because they got hooked? Use OTR or DS and get good at looping if you don't want to get tunneled.
Range Killers are fine, or do you mean you've been hit by some weird Lunges? That's a latency or connection issue, I think
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3141086#Comment_3141086
Buddy the sarcasm there was so thick it technically counted as syrup.
It wasn't sarcastic before the edit. Without the edit, the post was 100% true and it's why I responded like I did
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3141052#Comment_3141052
Wraith is op actually.
Wraith is known as noob stomper tho. He is god on low levels.
That doesn't mean he's op. Just because new/bad players don't know how to deal with him doesn't make him op
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3141062#Comment_3141062
Like I said, killers can literally afk at a 3 gen right now and win.
If a Killer can AFK and still win, it's a pure skill issue on the Survivor side
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3141052#Comment_3141052
Play a kick build with wraith with the addon that lets you see which gens they are working on. Every single time I have done it since patch someone has given up. It is to the point that killers can afk at a 3 gen and only play the last 5 minutes and come out on top right now. Something needs to be done about stacking regression perks and 3 gens.
There are two types of killers right now. The first stacks regression perks and the second tunnels.
That just tells me you're going against Survivors that don't like any kind of impedance.
Nothing needs to be done about slowdown Perks, they're all fine.
3-Gens are in the Survivors control. If they can't deny them in the early-game, they deserve to deal with it
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You lost me after complaining about Wraith
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Read the patch notes
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I wish killing yourself on Hook when there is more than 1 other Survivor in a Trial resulted in a penalty
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@SuzuKR said:
Hug tech looks flashy. It has the benefit of being able to use less Rushes. The downsides are that it is significantly less weaker and tremendously easier to counter than bump logic. All it takes to counter hug tech (and any other form of intentionally designed sliding) is to just leave the surface, and Blight will slide past you.
So trying to patch it in the first place just seems like a waste of effort and time that could be better directed elsewhere. Sure, it’s an unintentional method of sliding even though sliding as a whole is an intentional mechanic. But it’s not actually problematic balance-wise.
Furthermore, in the process of trying to patch this, it will likely further break collisions for Blight and/or other killers, or even survivors too. If Blight’s collision logic is changed, it will probably horribly mess up bump and non-hug tech sliding collisions. If map object collisions are changed, it will likely create major bugs for every single killer and even survivors.
I don't really have a problem with Hug Tech being removed, I don't think good Blights will have any trouble with getting hits without it.
@Pulsar said:
I think I'd rather see what they produce first, before calling it a waste of time.
I do think that the hug tech, coupled with Blight abnormally large initial swing hitbox can make for some very unfair situations.
It's not something that I'm super concerned about but boy it does not feel good when you find a car loop and you just know you're gonna get hit around it.
It's not something that I'm super concerned about but boy it does not feel good when you find a car loop and you just know you're gonna get hit around it.
You must hate Demogorgon sliding around cars and want it fixed aswell, or does it only apply when you're talking about a Killer you don't like?
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Demogorgon doesn't need Eleven's Soda and Violet Waxcap base-kit
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Nurse's base-kit is fine, git gud
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Prove it
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@Alcuin said:
Not everything related to solo queue is a skill issue.
Except it is.
One of SoloQ's biggest issues are the teammates. Having bad teammates leads to losses. What are bad Survivors lacking? Skill and game knowledge
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3140328#Comment_3140328
Read my posts in this thread. Looks like a reading comprehension issue.
Your post was going over the bug that blocks the Kindred Aura. You've been told that it's been acknowledged.
That's when I came and asked how much you've complained about Fearmonger, especially since this specific issue doesn't have anything to do with Fearmonger.
I never talked about the bug as you've been already told that it's been acknowledged, I didn't need to repeat it again
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3140313#Comment_3140313
More than twice. It's completely broken.
If you can't get off a Generator for 5 seconds, sure, but that's a skill issue
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Isn't this like the second time you've complained about Fearmonger, or was it someone else?
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3140190#Comment_3140190
It has to be a troll. I really hope it is a troll, otherwise, there really is no hope for this community.
You still think there's hope for the community? I lost it long ago when I saw an honest complaint about Demogorgon
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They also complained about Sadako of all Killers
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/3140033#Comment_3140033
Thats not a cue, thats that actual sound it makes, and you can only hear that if you're close enough to him, by which point you're more than in range.
Unless you mean the "whoomp" in which case thats when it's already happened.
The "bzzzz" noise that the Static Blast emits is Map-wide
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3140165#Comment_3140165
What i meant is that there is a limit time you can possibly mindgame with a nurse. A very short limit.
You can`t realisticaly mindgame a nurse for more than half a minute when you cant use pallets, windows, distance, etc. It relies more on the nurse being really bad at predicting surv than the survs being good at escaping/looping etc.
You can 100% use distance against Nurse, it's one of her main counterplay options
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My game keeps on crashing whenever I get an RPD, Coldwind or Springwood Offering
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Survivor: Kindred
Killer: Lethal Pursuer
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DS deactivating after the Exit Gates have been powered is fine. It would be a free Escape otherwise.
NOED has never been an issue. It doesn't need any nerfs
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3139645#Comment_3139645
maybe you keep the small hinder when infected then
There is no Hindered Status Effect when infected, that's Wesker's Uroboros, not Nemesis' T-Virus
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That's a really bad idea
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3138742#Comment_3138742
when infected you legit glow blue and cough, thats a pretty good reason to cleanse
Not really
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If the Survivors were focused on Generators, no.
If they were memeing around, yeah
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@Kweh said:
https://forum.deadbydaylight.com/en/discussion/comment/3139568#Comment_3139568
Killers are for the most part using the same perks and tactics from 5.X.X.
It's not about the gen blocking for me, that's easily dealt with in itself if everyone knows and does it properly and doesn't play into DMS. The uncounterable pop is the problem for me. There's exactly one perk survs can bring to stop it and that's repressed alliance, I don't think I need to elaborate on why that's a bad idea from the start.
Also Saboteur, Breakdown, Flip-Flop, etc. All Perks that deny Hooks deny Scourge Hooks. Situational? Sure, but they're still there.
Also, Survivor Perks shouldn't hard-counter Killer Perks
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3138335#Comment_3138335
Shake up the killer meta and a bit of balance to the game. I dont know about you but it gets a bit dull facing DMS and Pain Res every single game.
The Killer meta doesn't need to be shaken up as we just got a meta shake-up.
Fun is irrelevant to game balance.
PR/DMS isn't even a good combo and I'll die on this hill. Getting off the Generator and back on it isn't hard
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Midwich is a Map in DbD
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3138867#Comment_3138867
That skill check is pretty difficult, especially when you don't know it's coming.
Even when you do, it's much more difficult than DS.
You could buff the regression back to PTB levels if you made the skill check a little easier, imo.
You hear the Skill-Check noise as soon as you get on the Generator. If you're still unprepared and miss it, that's a skill issue
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@Pulsar said:
I do think it could probably use a small nerf.
The skill check is pretty difficult for the vast majority of players.
How about we don't nerf a Perk because the average Survivor can't hit a Skill-Check?
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I think it's pretty well known playing "nice" is a losing strategy against half decent Survivors
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How is it hard to hit at 60 FPS? I'm on PS5 and I can hit Overcharge fine enough
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Then they'd basically just be copies of each other
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3138742#Comment_3138742
Remove it? Simple. It is bad mechanic anyway and not doing anything.
But then he'd only be a 1v1 Killer that gets outshined by other 1v1 Killers
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@MikaelaWantsYourBoon said:
If they remove zombies and make tentacle only 2 hits, i will gladly take this.
And finally they can add actual add-ons for my boy.
Zombies are useless and rng most times. So removing them will be good QoL for Nemmy with tentacle buffs.
If Nemesis' Tentacle Strike contaminated Survivors and injured them, what would the point of the Contamination be?
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His Zombies give him the slightest amount of 1v4 pressure and some situational information. Better than nothing I guess.
I still would rather have the devs remove his Zombies and give him an entire rework to make him more accurate and unique
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I'll buy Wesker
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3138496#Comment_3138496
If you are in a situation where you cant get out at all? I think thats broken. Every situation should have counter play for both sides.
How did you even get in that situation in the first place? Zombies are dumb enough to get stuck on oxygen
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I don't miss the constant complaints about SoloQ being dead and whatnot
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3138319#Comment_3138319
Just because they are in some situations bad doesnt mean they need a broken mechanic. Ask for a rework instead.
Them blocking isn't a broken mechanic
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Boon Totems snuff themselves whenever the Survivor that blessed it leaves The Trial
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@Regulus47 said:
Yeah, onyro is much stronger than people give her credit for I think. Especially on maps like that. I wouldn't be opposed to there being a cooldown before you can gain another curse stack after getting one, so they can't cheese condemned kills.
And give Trapper's Traps a cooldown. If you step in one you gain immunity for 30 seconds
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I still think Blindness hiding your HUD would be a good idea
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The meta is way healthier than it was before