TheClownIsKing
TheClownIsKing
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@D3spair said:
We can all agree that the grind perks right now is bad and in the future will probably get worse if BHVR does not address it in any way.
I just realized it now that half of Blood Points we're spending on Killers are getting wasted.
Take Ghost face for an example, there is zero reasons to get/want/use other perks except for his Cooldown Add Ons. Last time it was just Rat Liver on Demo but now it's Barb's Glasses and Black Heart but the rest... Lobro Chains and Junkyard Air Filter are the only thing most of us want from Billy.
My question is Why are we forced to buy crap we don't want? Perks already grindy enough but realizing that half of BPs we are spending are going down the drain and stuff we buy are just collecting dust. Why force us to buy this crap?
“Take Ghost face for an example, there is zero reasons to get/want/use other perks except for his Cooldown Add Ons”
This is 100% subjective to each individual player. The unwillingness to broaden the breadth of play styles and strategies available to each killer via their add ons falls down to a lack of imagination and inventiveness of the player, not a failing of the add ons themselves.
I see it time and time again.
“Blah blah is rubbish.”
”Blah blah is useless”
Except many don’t use an add on (or perk) with genuine intention. Many don’t adjust they way they play to milk the advantage a given add on (or perk) provides.
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@Moundshroud said:
I've seen enough people complaining about Tunneling and Camping, that wasn't, to put little faith by such threads. However, I'm going to point a few things out, play the Devil's Advocate here.
- Survivors appear to want guaranteed safe unhooks, and nothing short will please them. Let's tell the truth an shame the devil, what you want is for there to be no risk of the Killer hitting the would-be rescuer and thus no reason for someone not to come get you. This leads us to the next point.
- Survivors want it guaranteed that their safety after being unhooked is secure, i.e. the Killer must not go after them immediately. Apparently the idea is someone else must be hooked first, regardless of what the recently saved Survivors chooses to do. Thus, when I find that same Survivor working on a Generator, I must (for some reason) go find someone else or I'm Tunneling trash. :) There are no exceptions, if the same guy gets gone after, the Killer is trash.
- Point one above is silly because you earn additional Blood Points and Emblem advancement for rescues. Why should you get rewarded for something that isn't dangerous. If the DEV were to "fix" things, as some of you insist on calling your desired changes, all Blood Points and bonus for going to rescue someone should be removed. After all, if you have it your way, there is no real risk. Why should you be rewarded beyond the value of having another Survivor helping you on Generators?
- Point two above is even sillier. You have teammates whose job it is to protect you from Tunneling. I'm not going to go into the LONG list of things they (and you) can do to combat the tactic, but it suffices to say it is silly for the Killer (whose role is built right into his/her name) is expected to protect you. If we were to "fix" things as you suggest, the unhooked Survivor would have to be rendered totally useless for whatever agreed upon time is appropriate. You can't work objectives, heal, etc. You shouldn't have collision or be able to open gates. You are a "ghost" effectively if the Killer can't affect you, then you should have ZERO ability to affect the match. Perhaps once you should vanish off the map and be unable to see what is going on until you "return." Does this sound silly? Why? It would simply hold you to the same rules you want to apply to the Killer.
- Killers aren't Bots. They are Players and they want the same agency as those playing Survivor. Removing some of the few choices they make will not help the game, but rather aggravate a growing problem.
- The DEV understand risk and reward. Why do you think they give both an audible and visual cue when someone gets unhooked. They do this so the Killer can make the BP and Emblem advancement earned by virtue of risk. The Killer might not respond to this Dinner Bell, but the option must be there. I am pointing the Dinner Bell out because it underscores that Camping and Tunneling are not accidental nor unintended consequences, but rather the chances and gambles Players on both sides take in playing the game. That is also who so many Killers, Perks, and Add-on(s) seem DESIGNED for ambush tactics. Variety is the spice of life and they do not want the game reduced to a ritualized looping dance anymore than they would want it reduced to ONLY Tunneling and Camping.
- Maps play a part too, in that some Killers who can't get around fast must make realistic choices about what they can and cannot do. A Spirit doesn't care about a big map, but a Myers does. How realistic is it for you to expect a Myers to promise you three hooks and never going after the same person twice (regardless of what the Survivor is doing)? Different Killers interact with different maps as the situation demands.
- SWF is a thing. It is always the elephant in the room. I see a lot of the SAME names in this thread moaning and groaning about Tunneling and Camping but I never see you talking about SWF and its 5th Perk (Comms). Why is that? You do realize that some Killers choose to Camp and Tunnel, or rather are forced to do so, because of SWF tactics right? The single most effective counter play to the 5th Perk (Comms) is to make the intelligence it provides moot. When you aren't moving around much it is harder for different people to get eyes on you. When they can't coordinate their movements and baiting you around, that aspect of their organization is gone. In addition, taking a 4v1 using Comms down to a 3v1 as rapidly as possible is often the only way to level the playing field. Pretending otherwise is being dishonest. When I see you being serious about mitigating the effect of SWF on the game, perhaps I'll take these threads as something other than hypocritical.
- There are rules, they are known. The tactics you are complaining about are legal and valid. Thus all this noise is really just an attempt to shame and grief Players, and affect the match from outside the match. What does that say about you?
- Every attempt, and I do mean EVERY SINGLE ONE, in the past has been hideously abused by Survivors. It was so bad that the DEV more or less gave up on it. Think about what that means in application; there are FOUR Survivors and thus the temptation to abuse and exploit any restraint placed on the Killer is 4x as likely. When the Killer Tunnels or Camps it is still entirely in the hands of Survivors as to how they will handle it. That is a key difference. Are there ways to change the game to resolve Tunneling and Camping which are equitable? Yes, but the game won't even remotely resemble what it is now. You would kill the Goose that laid the golden egg. You would throw the baby out with the bathwater. Get over it.
I can’t argue against any of these points.
Intelligent, and well worded.
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Because the increased FoV also gives more information, and more information is an advantage. An advantage should take up a perk slot.
Shadowborn literally reduces the effectiveness of many survivor hiding spots.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2230049#Comment_2230049
Literally, who thought oh yeah a killer shack with just corn around it was a good idea... I dislike those maps so much.
Because it’s a long standing horror cliche.
Do you understand the cultural references that lead to the birth of DBD?
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@Jay_Whyask said:
I didn't even know it was re-enabled. Why was it disabled in the first place, and when was it re-enabled?
Problems with the basement staircase.
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@Aneurysm the BT change is helpful, but it doesn’t really do much to help. Using the basement example, Hag is already on her way back upon the unhook, she smacks the unhooked survivor coming up the stairs, then they go down upon setting off one of the traps that were avoided to try and do the save in the first place.
She’s broken. No killer should be able to freely pressure gens whilst simultaneously giving whoever is hooked zero chance whatsoever to re-engage with the game.
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@burt0r said:
Just a short question which I might make into a stand alone thread but which killer is one allowed to play atm that is not unfun to play against/braindead/op?
Atleast half the roster is occasionally brought up on the forums for the above mentioned reasons.
It's not that I really care to choose my killer after that but i think it would be interesting to know which killers are left to play without getting shamed for it.
This isn’t a permission thing.
This is about genuinely, unbalanced mechanics when going up against a Hag player.
There’s so very little that can be done if no one has flashlights, and they’re not SWF. Solo survivors may as well not even bother trying to participate in a match against even a semi competent Hag. There is literally no point bothering.
On the other side of the coin, I respect that flashlights counter Hag far too strongly as well.
She’s the most highly unbalanced mess in the entire game. This without going into some her ridiculous add ons.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2229866#Comment_2229866
so she encourages a stealthy play-style. this is a problem how
Even stealth is only marginally helpful. Crouch walking EVERYWHERE helps Hag because of how much time it buys her. Combine this with Ruin (which is absurd on Hag), and nothing can get done. Nothing.
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@danielmaster87 said:
She has counterplay, much like Spirit and (kind of) Nurse. You basically need to aggro her, at least 1 of you, so that she can't set up. If she gets a chance to set up in an area of the map and y'all keep running into her traps there, you lose. You can't just let her do her thing and then loop her like you can other killers, because she doesn't go for chases, she goes for tp hit tp hit. And when you know you're about to run into one of her traps, you can try to spin into it and turn around so that she whiffs when she tps. It's a double back mindgame you can do just like with Spirit and Nurse. And when she traps the hook, just crouch through it. She can come back of course but that's still camping and will get punished if the other players are doing gens. But the way y'all talk about her, she has no counterplay and apparently is as strong as Spirit. Perhaps this just goes back to the main problem which is solo teammates generally being bad.
Thanks for the tip, as a solo player, that doesn’t know where Hag spawns, i’ll just psychically communicate that down my PS5 controller to coordinate that ok 😒
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2229828#Comment_2229828
Indeed! And it is not a surprise, actually. Despite not being a top-tier killer, Old Freddy was extremely fun to play as!
And was way stronger than perceived to be.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2229765#Comment_2229765
Just crouch over them lmaooo
Just use a flashlight lmaooo
Just look closely for the particles and the triangles lmaooo
Just use OoO (which was reworked and is inconsistent against trap-based killers now, not saying it's a bad perk tho) lmaooo
Took the words right out my mouth, but I couldn’t be bothered saying.
I’ve been playing for 4 years, not 4 minutes.
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@miketheratguy said:
I hate Hag. I respect the amount of practice and strategy that goes into using her well enough to be as frustrating as she is. I really do.
...But that makes her really frustrating, lol. I'd rather face Spirit. I honestly would. At least Spirit can't just magically appear instantaneously right next to every damn object I'm required to interact with to have a chance at making any progress in a match.
I constantly think about the Spirit vs Hag comparison.
At least the spirit player has to still be actively participating in tracking in order to appear within striking distance of a survivor.
Hag doesn’t need to bother with any tracking at all during a chase. Just wait until a trap is triggered, and everything is almost automatic. Press teleport, press attack, free hit/down. It is infuriating, and it makes me angry and confused as to why Hag has remained the way she is.
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@Rivyn said:
@AVoiceOfReason Isn't the camera yank dependent on proximity? If you hit the center, almost no yank, hit the edge, hard yank?
I personally wouldn't mind fine tuning it. Everything can be fine tuned. My issue with removing it is that split second a survivor requires to readjust their camera is where most hits come from. You take that split second away, and they've already gained several meters of W holding. Hag is only 110%. That's a big deal.
Or, and this is just off the top of my head, remove the camera yank, but give Hag a speed boost when teleporting, similar to Wraith uncloaking. Just a second or two, at best. Something to make up for the loss.
She shouldn’t even be automatically facing a survivor upon teleport either. That’s too much free automation.
Freddy isn’t automatically facing survivors.
Demo isn’t automatically facing survivors.
Why does Hag get so much free, easy hits?
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2229633#Comment_2229633
Then make her 115% chase. The camera grab and hook placement is all she can really do. Look at hook spawn. If you made a radius where she couldn't trap around hooks, you could effectively destroy her web in half a map, easily, due to hooks spawning in tiles she requires to control.
You hinder her method of control, then she needs to be able to chase.
Besides one flashlight disables her in anyway, just like toolboxes used to do to Trapper.
I also respect that the flashlight interaction needs to change. They’re far too powerful against Hag.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2229697#Comment_2229697
The camera yank is very unnecessary but they could replace flashlights with a manual disarm over time like Trapper. She can still teleport and hit after a second or two. The camera yank is what causes her to get almost any hit since it rotates towards the direction of the survivor and doesn't feel good when you just barely touch a trap radius then just comes out swinging for a guaranteed hit. I'll even reason with you. Make the yank not so abrupt and harsh. Just enough to move a survivor but not enough to immediately force them into a wall or the Hag.
Exactly. It’s “spam teleport and M1 for automatic easy hit”
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@Seanzu said:
My change to the hag would be disarming traps temporarily if a survivor has just been unhooked, so when unhooking someone against the hag, any traps within like 10/15m of the hook are deactivated so you can at least run away, she still has the benefit of forcing survivors to save slowly but then they can make a partial get away at least without crouching away and giving her plenty of time to come back, and it also doesn't get rid of her traps so she didn't waste time putting them down they'll be usable again after 10/15 seconds.
This is my biggest problem with her. If she decides to be a total scumbag by spamming traps around a hook, and immediately returning upon an unhook without traps triggered, the unhooked survivor is still screwed. Not even the recent changes to BT help much now endurance is applied regardless.
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@Chilli_man2400 said:
To fix Hag they should
- make it so you can remove her traps by erasing them while crouching no flashlights
- make it so any trap within 8 meters of the hooked survivor are instantly destroyed
- give her a new chase theme.
16m from the hook.
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@Zani22 said:
https://forum.deadbydaylight.com/en/discussion/253451/gasp-i-m-thinking-of-abandoning-clown
But the p.. Ptb it needs you
???
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@MadLordJack said:
Dead Hard exists because the Devs didn't think about the consequences of giving survivors a bunch of second chance perks in a game where killers have to trick survivors into making mistakes.
Truth.
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@Zeus said:
Yeah they fixed him. Now he slides better.
WEEEEEEEEEEEE
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Original Freddy
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@gatsby said:
When a new Chapter comes out, all you have to do is get the new characters to level 40 for their teachables (if you like their perks).
People who feel the need to P3 every new character are insane and masochistic
I don’t get it either.
That’s not to say I think there’s anything wrong with having those kind of goals in this game.
What I don’t get is the boring complaints about “the insane grind”, like getting the next 2 survivors, and next killer to P3 50, every perk unlocked at T3 is 100% mandatory for the game to be playable and/or enjoyable.
It’s madness.
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It is probably a good idea to use it with perks that make healing difficult, like Coulrophobia, Sloppy, or Forced Penance.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/253445/anyone-dreading-the-grind-next-chapter
The grind and repetitiveness of this game is absolutely insane. They have added no method to cut it down just a little bit. Honestly grinding doesn't really make people want to play the game more. Some people want the grind sure, but a lot of people don't. The accessibility of this game to new players is pretty much non existent due to the fact that you have to grind for thousands of hours to even remotely come close to unlocking everything.
Unlocking everything isn’t required to play though...
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@Beaburd said:
Bah, you're just Plagued by your own play-time.
You've Clowned around so much that you're starting to become one. I can't blame you though, do anything too long and you'll be more worn out more than an old Hag - what a Nightmare, eh? You'd become your own Executioner when playing this game. Maybe pull a rabbit from your hat and hatchet away your inner Onis, or really Pig out and settle down with the Hillbilly and his moonshine. Just take a break, try something new, and get yourself back into Shape before you become a Wraith of your former self - Doctor's orders!
Last thing you want to do is become your own Nemesis, and eventually become a Blight to the community. I'm sure that's how some join the Legion of toxicity. What a can-a-bull, to become what you hate just by playing what you love too much, am I right?
If that happens to you though, don't worry, I've been before (we'd basically be Twins). You can always Nurse yourself back by pulling up your britches and Slinging something other than Death - maybe by cracking puns like some sort of Trickster? I'd Demo what I mean, but I fear a Gorgon that would smite me for being so corny.
Anyway, I hope you take my advice in good Spirit while I make like a Ghost and save some Face before I go too far.
This brightened my day. Very clever.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2227470#Comment_2227470
nemesis is actually slightly reminicent of old freddy with the they have to be infected for you tentacle to damage them
I feel this same way with Plague. She’s way more similar to old Freddy than most realise.
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@GhostMaceNotCrusty said:
Can confirm. Perk does nothing while on cooldown
@Altarf said:
As far as I've seen, you can't set up gens during the cooldown. If you could, it might actually be a good perk.
So gens cannot be highlighted in yellow until the cool down elapses?
Hmmm that sounds problematic.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2227417#Comment_2227417
"but I much prefer old Freddy, and got bored of reworked Freddy."
I don't blame you, my friend. I don't blame you.
I know how narcissistic this sounds, but I also felt special being an old Freddy main, and actually being damn good with him at red ranks.
With the rework causing a surge in his popularity, I lost that feeling of being special.
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@[Deleted User] said:
i like to call this the one trick syndrome, every one trick pays their price for being boosted
give other killers a try and then come back to clown, you will very likely recover all that skill by activating the dormant neurons in your brain.
Just to be clear, I’m not a 100% exclusive Clown main. He’s just the one I deem having the most hours invested, and the most skill (well until recently).
My other mains are Doc & Plague. Freddy used to be one of my mains, having played him since his original release, but I much prefer old Freddy, and got bored of reworked Freddy.
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I’ll never understand why more players aren’t willing to use WoO/Visionary/Zanshin when a new map drops....
They’re seriously super helpful.
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@Laluzi said:
I love the zombies! There's something magical about watching them shamble around the map. Makes DBD feel like a whole new game.
Plus it's nice having mini killers to annoy survivors off gens for a little while.
It’s been absolutely hilarious watching streams of a survivor hit by Nemesis, using the burst of speed to try and get away, only to run right into a Zombie they didn’t see, and get downed.
The Zombies are going to make survivors highly paranoid during chases, especially on indoor maps.
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@piggygooik said:
His perks are( at tier 3)
Lethal purser:
see the survivors for 7 secs at the start of the game.
eruption:
when you kick a gen its highlighted yellow
when you down a surv all highlighted gens will regress by 6% and any survivor on the highlighted gen will get the incapacitated status effect for 14 secs
has a cooldown of 90sec
hysteria:
when you put a surv in the injured state with a basic attack all other surv will get the oblivious status effect for 30 secs
60 sec coodwon
I think they’re great conceptually.
Lethal Pursuer allows the game to get going right from the start. For a killer like Nemesis where it’s critical to tier up mutation as early as possible, this is an extremely helpful perk.
His other 2 perks compliment Nemesis need to set up and grow his power, with payoffs/rewards later in the trial.
Because eventually at some point vaccine supply will become exhausted, survivors will be making noise that can be tracked whether they’re injured or healthy, probably leading to survivors not bothering to heal. Hysteria gives Nemesis a payoff when the match reaches this point, making oblivious survivors very vulnerable, even if using that time to heal (without Bite The Bullet).
Because Nemesis will spend more time early game hit n run to build up mutation (because committing to a chase with healthy survivors early is inefficient), it will be good for Nemesis to use this period to kick gens and build up Eruption. It can be highly possible to have 5 or more gens ready to pop when Nemesis finally builds up his mutation and is ready to fully commit to downs. And it’s likely to stack with perks like surge and oppression.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/2225800#Comment_2225800
Dude, I'm gay, and feel free to wear the charm. The rainbow isn't gay property and no one has the right to dictate how you dress your lil' character.
But don't mistake a small handful of Woke SJW's of being any kind of authority. It sucks for the rest of us, but there is an extremist, vocal minority around these issues. Usually, they have never experienced any real oppression their whole lives, yet they feel the need to police everyone else. I immigrated from Russia. It's not good to be gay there, and yet I'm far more chill than some of the little militant twats here in Canada who grew up with wealthy, supportive parents in a gloriously free country.
Wear whatever you want. I think it's great if you like to signal you're cool with human differences. Don't worry about people who live for the Oppression Olympics.
“Oppression Olympics.”
I like that one. Gave me a slight giggle.
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@justalilbit123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2227111#Comment_2227111
How are those things correlated? Adding Nemesis to the game requires no understanding as to the state of your game. It's a highly lucrative business deal with huge fan appeal. Anyone can just add content. And that's what they're doing, which is my point. The game has been stale for years, new killers are just band aid solutions that are hit or miss.
Because they didn’t just copy and paste the content from Capcom did they...
Wisdom and insight on ones own product is probably the MOST important quality/asset when it comes to adding (or removing) anything from a game.
Otherwise we’d still just have the same 3 killers, and same 4 survivors, and same perks as five years ago.
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@Beelzeboop said:
I literally pay zero attention to charms. They could just not exist and I wouldn't care.
Murder is murder. I don't care about sexuality.
“I am an equal opportunity impaler”
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@justalilbit123 said:
Honestly, the devs have shown time and time again that they utterly lack any sort of wisdom as to the state of their game. They have a vision and they're sticking to it. That vision is: just keep adding more killers, more skins, more charms. These are their priorities.
After that comes balance, game design, etc. And the guy in charge of that thinks NOED is good for the game and the game is perfect with no issues.
If the devs lacked any insight or wisdom on their own game, it wouldn’t be possible for them to add ANY content over the past five years.
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@RhysTheDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2227081#Comment_2227081
Oh WOW! That's wonderful! How privileged you are to snag a new console and have such an enjoyable experience! Me with the 85% of the rest of the people shouldn't be left in the dust because of BHVR's incapability to do basic optimization. And no, that's false, DBD has been an "old gen" game for nearly 5 years, games such at battlefield and battlefront known for the graphical fidelity run consistently and nigh flawlessly while dbd looks like a low res potato and struggles, it IS a BHVR problem.
Well you just go waltz on in there and show them how it’s done. It’s obviously so easy for you. Go teach them how to optimise for PS4 and XBONE.
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Just make it an actual swamp.
Trial starts.
Everybody immediately sinks.
Everybody immediately drowns.
Match over.
Entity displeased.
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@RhysTheDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2227073#Comment_2227073
Welll shoooooooot then! they must have A LOT of complex bugs every dang patch new don't they?
Please don’t pretend that other games don’t suffer bugs whenever they release updates or patches.
This is a completely normal thing.
The Devs get on top of the majority of new bugs within a week of them appearing.
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@RhysTheDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2227052#Comment_2227052
Bro... every time... without fail... I see you come running to defend bhvr...
And how long have you played this game? You are saying the devs fix the most complex bugs regularly? You say the game is in a healthy state performance wise? Have you touched console? Have you played nurse? Have you seen their track record with a laundry list of bugs being hauled in every patch?
I play on PS5. It runs beautifully. The game will NEVER run well on older consoles. Especially with newer content continually added. That’s not a BHVR problem. That’s a limitation on the console technology problem.
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@RhysTheDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2227052#Comment_2227052
Bro... every time... without fail... I see you come running to defend bhvr...
And how long have you played this game? You are saying the devs fix the most complex bugs regularly? You say the game is in a healthy state performance wise? Have you touched console? Have you played nurse? Have you seen their track record with a laundry list of bugs being hauled in every patch?
I said all BUT the most complex bugs.
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@Rivyn said:
Started using it today on my Doc, as I wanted to see how it fared against overly altruistic survivors. I've only gotten it to work once, twice at best, per match, so it's not like I'm 4k slugging every time.
And yet, I'm still getting hate mail over my usage of 'a broken perk,' even though the most impact I've had was one game against a clicky clicky SWF who kept trying to bully. While I understand that I should take survivor bming as just that at face value, it does make me curious. Is Starstruck in a good spot, or does it have potential to be nerfed?
Starstruck is fine. It’s just that with how popular BBQ is, Survivors don’t like the idea of a perk that makes it dangerous to get within proximity of a survivor about to be hooked.
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They’re being more transparent than they’ve ever been before, and you’re complaining?!
What’s wrong with a little mystery?! What’s wrong with having fun on speculating what some of these future concepts, and features might be?!
And what exactly are these yet to be fixed problems you are talking about? The game is in a great, healthy state right now, and all but the most complex bugs are fixed very quickly in regular hot fixes throughout the year.
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@MadLordJack said:
The problem is that not only does this exist, it gets used to justify actual bigotry in turn. In fact, I'd say that victimised people get accused of trying to manipulate others far more than people pretend to be victimised.
I can’t argue against that either.
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@Mineguy said:
The charm is not even a few hours old and 7/10 matches I got facecamped from a killer who hit the charm all the time.
I really like the charm but I wanna play normally....I'm sad this community has so many homophobic kids in it :/
How are they hitting the charm?! Killers can’t accurately aim where on a Survivors body they hit.
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@Karao_Ke said:
Seriously. Why the hell do I have to de-pip just because the killer decides to stand 3 inches from my face and BM me on hook?
I'm not talking about endgame camping either, I'm talking about camping from the literal beginning of the game. Obviously I didn't have a chance to do anything, why do I get punished for it? You'd think the game would provide you with a safety pip (no pips, no depips) but nope.
Happened to me 4 times today. Jeez.
You didn’t do enough beforehand. Which means you’re probably not doing enough to avoid detection at the beginning of a match. Play a bit more cautiously.
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@miketheratguy said:
*Throws up hands*
I've been using Bond since literally day one. It's my favorite perk. I'm not red rank and I don't troll. Please don't hate me.
That said, if I consider the chasing / looping game to be little more than glorified tag (which I do, I hate it), then I think it's fair to say that I prefer playing this game as hide and seek. That's my right, as it is yours, and anyone else's. I've also had my teammates ######### on me for that style of gameplay - they seem to assume that if they don't see you much during the match, you must just be hiding and not doing anything. To that I say nope, look at my points. Just because you didn't see me doesn't mean that I was hiding. It means that I wasn't dropping pallets on the killer and teabagging with you.
I prefer to play stealthy. Some people question that term so I also now say I like to play "immersively". I guess they mean the same thing - playing more carefully than boldly. It's a decision that should be up to the player and not punished. As long as the rules aren't being broken and the player IS participating, then there's nothing wrong. Bond is a perfect complement to my playstyle because it allows me to get an idea of what's going on and where. Yes, it could be used to hide and screw others over, but in my case it's also a great informational tool to help me play (yes, PLAY) a better game.
Took the words right out of my mouth.
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@VioletCrimes said:
I also like visionary because if you’re down to the end of the map you’re not running all over the place looking for the last ######### generator.
Exactly. Solo, on Midwich looking for one of the last of the 3 remaining gens is a nightmare