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TheGentlemen

TheGentlemen

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TheGentlemen
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  • You need slowdown, even really good Huntress players such as Coconut struggle at very high MMR since their build sometimes lacks gen slowdown.

    That's just how it is.

  • @WeakestNurseMain said:

    Ormond is like the Game, it's bad, but I just kinda got used to it and don't care anymore, the map has a lot of dead zones in the middle though which is nice.

    It can really suck sometimes ngl

  • Sadako needs to be looked at in some aspects, but in other aspects, there's going to be the looming factor that she is outshined by The Dredge, and that is a problem currently. Dredge overshines her in almost every single aspect, because to play him properly, or in a viable way, you don't need to dedicate a build to him. As someone who mains Sadako primarily with the forceful condemn build (with addons of course), it's a very stressful experience at high level play.

    She's one of the coolest killers with the most potential to be something greater (aside from Freddy in my opinion), but her playstyle is just very predictable at high level play. In my opinion, the very first change they should give her, is:

    • Remove the 'ring' around survivor portraits from the survivor POV (until you get a stack of condemn

    This would give her a less stressful early game, because she can utilize her stealth to find someone (much like Ghostface and Tier 1 Myers)

    That would be a brilliant start in my opinion. But they'll prioritize Wesker and his broken hitbox first (rightfully so).

  • 10 Legions in a row

    Okay buddy, that has as much truth as the statement below does:

    I played against a Freddy who isn't depressed

  • It does something about camping, and players who don't want to deal with camping or find it to be that intolerable, will run the perk.

    It's that simple. Lethal Pursuer helps the killer not aimlessly wander around the map for a minute against urban evasion gamers, but does it need to be base kit?

    Not every perk needs to be base kit just because it addresses an issue with gameplay.

  • @dspaceman20 said:

    The way i see it You really have to be careful when making a mechanic that allows killers to vault pallets. Theoretically speaking it would turn pallets completely useless if the killer could vault it and get a free hit.

    This would be like original legion right? And we definitely don't want that again right? Also it would probably make him into an anti loop killer which isn't necessarily fun.

    I get that, but then why add the feature at all? If it's going to be that game breaking, then, why even make it a thing?

    Half of the time the mechanic doesn't even work right either. Sometimes I have to use both charges to vault because he slides against the pallet as if it were butter. Just why add something so useless to a killer when they could've added some other mechanic that was actually useful.

  • @Laluzi said:

    Yeah, that cooldown needs reduction. I get why they don't want killers to be able to ignore pallets, but this is undertuned to the point where you're better off never using it. The only time I've managed to get value out of vaulting with his power is on a second-story window where the cooldown was mostly matched by survivor stagger and part of it happened during the fall. Everything else punished me for trying.

    On windows it's actually pretty good, if it's a two story one anyway, shack window and stuff like that it's kind of useless.

    I was sort of excited to hear he could vault stuff, but when I actually played him I was just so disappointed that he does some animation afterwards. I don't see why he even needs that long of an animation when killers like Nurse exist, but I suppose they don't want anyone else in Blight or Nurse tier.

  • @YOURFRIEND said:

    It's really good against God pallets.

    Can't argue there, but even then, survivors can still 'squeeze by' like I said in the original post. It's just weird, like he loses collision. I don't know if that's actually the case, but that's what it feels like.

  • I mean I think he's great to play as and exciting to play against

    That's what I wish I could say but he's so buggy and just a mess, so much of a mess that I groan when I give into the urge to play as him

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167674#Comment_3167674

    You mean give the killer a 2k. Not enough time to finish all the gens now.

    Even if you want to make that argument, with OP's point, a 2k is better than trading to a 3-4k

    Regardless if you agree with me or not, they don't understand how to deal with trading

  • Why don't you do the objective instead of letting the killer trade hook states, if you do the gens, then the killer at most gets one kill if you let him

    Do gens and pressure the killer to leave the hook, don't just run to them and let them kill you over and over for trades

  • Obviously make his power stronger, but the old concept that they had for him was a bit more creative in my opinion

    It's just cooler to me than say, placing puddles of blood and fake pallets that only a new player would fall for

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167612#Comment_3167612

    So simply putting survivors to sleep before you can hit them somehow isn't boring and uninspired... but having dream snares, pallets, and teleportation is?

    Having dream snares and pallets is boring yeah

    It's Freddy, you think they'd have some creative aspects given what he's capable of in the dream realm, and his power is putting down little puddles of ketchup for survivors to step in

    It's boring, what else can I say about it

  • We've heard this about 99 times, BHVR very clearly doesn't care about Freddy and they haven't for a long time

    He doesn't need a rework, he needs a revert in my opinion, his old power was unique and interesting opposed to boring and uninspired

  • @Thusly_Boned said:

    I had that happen once, when I went to pick up, it did that stuttering thing for like 2 minutes solid. One of the survs had a ping of almost 600, so I chalked it up to bad connectivity. That said, I've only had it happen once, and I've played lots of survs with ping that bad, or worse.

    Their ping was 60, so I found it a little weird.

    In the first clip too, there's a Feng Min cry in the main building, but then one nearly across the map.

    Fishy to me, but I don't know.

  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2929375#Comment_2929375

    I'd say licensed characters are an exception to that rule. I guess they had a far easier time negotiating with the owners of the Ghostface mask, also Ghostie is pretty much a half-original character at that point.

    I agree, but they just added content for Pig and Tapp in a tome not too long ago. Can't be too hard for her.

  • It's not the worst thing ever? I suppose? But honestly, something like the Artists' chase music would fit someone like Ghostface. It sounds, sort of classical, but mysterious/violent.

    Blights too.

    But now Ghostface just has, sound, not really music. Sucks, cause he imo got the short end of the stick this patch, and he didn't even get good music...

  • As others have stated BHVR implemented it poorly imo. My whole problem is that it does not feel very genuine, it's the same reason I have problems with other companies implementing more inclusive things.

    It feels corporate over humane. That's just me though, you may view it differently. It's not that big of a deal, but at the end of the day, it just gives me the vibe that they're trying to be more inclusive purely for business. Which just rubs me the wrong way.

  • @AnneBonny said:

    one of my favorites to go against but i still can't un-associate him with the nft fiasco

    I was going to make a joke in that post but last time I did something like that my post got edited and the joke was deleted so I left it out.

  • @iThe1One said:

    It's so good, it's probably a good reason why most people even play this game and why the community can sometimes be a bit bittersweet (or at least from what I've noticed in the past 2-3 weeks of playing).

    Most people probably don't even realize it but there's a few things that accomplish this.

    First, you don't ever LOSE a game, as a survivor your whole team can die and you can still go up in ranks and get showered in rewards, same for the killer, all 4 survivors can escape and you can still go up in rank if you played well enough.

    Second, the ranks, yes for the most part they're meaningless, they get reset, the actual players you fight with have a hidden MMR you can't see and the rewards are meh...but it doesn't matter, human brains like to see numbers go up, and thinking they're "better" than others is enough for the human brain as we're very competitive animals.

    Third, the actual progression, and here they do something fairly unique compared to other games, they USE other characters as currency. Why? Because you have to invest in other characters to get perks and change/improve your playstyle, which in this game is part of the fun, so almost everyone will do so. (sure there's the weekly well of 4 perks but until you get the perks you want from there it'll take too long). The bloodweb also plays well into this, it showers you with rewards after every game, constantly allowing you to progress towards something regardless of how your previous match went.

    It's not all rainbows and sunshine however, with the amount of characters this game has now, this last point regarding perks and progression feels kinda grindy. Iridescent shards being so hard to acquire isn't helping either.

    But still, overall these systems working together are doing an excellent job at making the game feel good to play, even if in-match experience is highly dependent of MMR, low MMR = game is killer sided, high MMR = game is survivor sided, but average/mid MMR is where the game is most fun and I think that's where most of the players are anyway.

    Just wait. Time will do it's toll.

  • @Tr1nity said:

    Revert

    Revert to? I didn't even know Myers had an original state tbh


  • @Akumakaji said:

    *everyone in unison from the small circle of chairs*

    Hello, Mr. TheGentlemen

    *then a single voice continues *

    I am lost.

    Lost and alone in the woods.

    The crows are better friends of mine, then any living human soul ever was.

    And they help me murder and maim and kill all those city folks.

    Until I am all alone again in the woods.

    Spies in the Shadow.

    Hi, I am Akumakaji, and I'm a Spies in the Shadow addict.

    Everyone rise from your chairs to greet our new guest,

    Hi Akumakaji.

  • @Mandy said:

    We have the same addiction...

    I was nervous to walk into this rehab... but seeing you with the same addiction makes me more confident...

  • @BreadTube said:

    They can't pick them up because they're in the way. It's annoying but I only see it near the end of the game so it's not too annoying.

    I understand why it works in the game, but I'm saying in terms of realism it wouldn't work that way.

  • Normally I'm all ears. But my ears are all closed with this.

  • @GeneralV said:

    Nah, but playing him gives you a Chad energy, allowing you to constantly 4K.

    I knew you'd be here.

  • @Hexbabylegion said:

    Dbd is like schrodingers cat. Its toxic and not toxic till you start to care about it.

    Theres ALWAYS something to complain and toxic stuff.

    Only importend is your way of looking at these stuff.

    Like clicky clicky survs.

    Toxic: Dude anous me with a sound/light effect

    Not toxic: Dude wasting his time to follow me so only 3 ppl do gens

    Camping Killer.

    Toxic: I cant play the game like i want

    Not toxic: Im faster in the next round against a killer i like more

    Or sometimes , when im tilted, i decide to play toxic aswell. Like i call my steam profil "Suprise Bing Bong". I play wraith with only rancor and go afk till gens are done. The i mori dis dude and spam afterchat with "BING BONG BING BONG BING BONG"

    But for real if the game made u feel bet, just play something else for a while. Sometimes we all need a break.

    As said, toxic things are different for everyone. It's a subjective feeling.

    There are objectively toxic things, discussed in the post, that BHVR themselves as stated. Such as, toxic end game messages.

    I highlighted my problems with tea bagging and clicking flashlights on indoor maps, since it isn't really anyone's fault. The maps are designed for almost no looping, with multiple god pallets. When survivors tea bag and click flashlights on maps like these, it comes off as condescending to me.

    Stated in my original post, I said this was a subjective take. There are objective elements also discussed, such as toxic end game chats. That is what I have been seeing a rise in, much much more since boons and other features have been added.

    Every side wants their cake and they want to eat it too. I am in no way saying remove any features like crouching or using a flashlight, I am simply stating that survivors seemingly use it to get a reaction out of killers, and sometimes it does work.

    It comes off as toxic behavior. Same with purposely putting your team in a worse position for laughs, same for tunneling and camping. It all seems toxic to many, but to others it's seen as a strategy.

    It's subjective, with objective elements. All I was saying is that it seems to be worse now than I have ever experienced before.

  • @Marigoria said:

    I don't understand. You say toxicity is increasing, but you say teabagging and clicking your flashlight isn't toxic. So what is? Imo perks cannot be toxic, they're in the game to be used for your advantage, which has nothing to do with toxicity.

    Good example of this is noed. It can be frustrating to go against sometimes, but is it toxic? No. Same goes for all the perks you mentioned.

    My point I made in the post is that what I am highlighting the most is toxic end game chat. Which is something that BHVR has labeled as toxic.

    I said subjectivity is a key point in describing what makes something toxic to you in a video game.

    While there has been a rise in toxicity in relations to the endgame chat, there has also been a surge in survivors who play a bit more "rude", if you want to call it that.

    I discussed clicky clicky and tea bagging in indoor maps where there was no risk, and there was extreme reward for the survivors. The game for examples, with multiple god pallets.

    Tea bagging and clicking is toxic to me, because it is sending a condescending message. However, it is not objectively toxic, since it is a feature in the game. Same with snowmen, same with perks.

    Subjectivity is key, since you cannot disprove tea bagging is toxic.

    As said before, to recap, my main issue with tea bagging and clicking is not that it is done. My problem is that it's done on maps such as The Game, where there is zero to no looping, and it is just holding W to get to pallets.

  • @Impartiality said:

    It’s very loud and annoying. At the same time it’s probably the strongest power in the game when active apart from nurse. So it’s not a bad idea to have something slightly negative, but they just made it annoying instead

    Yes. I would understand if it were something less loud.

  • @Pulsar said:

    To be honest, whilst my games have become massively more unpleasant, I haven't noticed a dip in my kill rates.

    I'm still managing to keep my averages high, though lower than they were before MMR. I have a certain standard I hold myself to and I seem to be doing well sticking to it, even if it is unpleasant.

    I think a lot of this comes from what killer you play, since if I play a killer that is higher in terms of balancing, like say Plague or Blight, I will have consistent decent kill rates. It also matters how you play the game in itself obviously, which by all means, I am not the best killer.

    Just seems that in order to get anywhere above two kills, even as some of the highest killers at higher ranks, I have to sweat extremely hard. I did get very very very poor maps today as killer as well, which may be why I am noticing them a lot more today than I usually do.

  • Other beta males confused at this post.

    Fellow Sigma Male posts Joker.

    Refuses to elaborate.

  • @Lx_malice said:

    These are the posts I love to see at 4 in the morning.

    You love to see things at 4 in the morning.

    I make these at 4 in the morning.

    We are not the same.

  • You do not understand.

    I bait people with my posts.

    You get baited.

    We are not the same.

  • @Sonzaishinai said:

    That's the best gif i have seen today

    Why thank you, I made it in an MP4 with pallet stun sounds and Clown laughs along with Sigma music but the forums don't allow MP4. Sad.

  • @foxsansbox said:

    I wish I understood what the hell was going on.

    You would if you were also a sigma male. You wouldn't get it.

    We are not the same.

  • @ShinobuSK said:

    Love that gif

    Made it myself.

  • Loved the Halloween chapter. Despite it being aged. It's what got me into the game.

  • @PigsEatBacon said:

    People are genuinely not having fun anymore while playing because they only look to win. They will have the most boring, repetitive games if it means an escape/4K. Play for fun. If winning is fun, then let having fun be winning. You don't need to play every game like it's a cash cup, because that only makes it more frustrating when you lose. If you no longer get any enjoyment from playing, stop. It's that simple.

    While I agree that people should have more fun with this game, the definition of fun is very subjective to everyone. Some people, myself included at times, do not have fun when they lose consistently. Playing later in the night can be difficult, but it is the only time I am properly able to do it. The match making that the game provides is also a contributor to the frustration players feel. But I do agree to an extent that if the game is bothering you to where it's something you post about daily on the forums, you may need to take a step back and breathe.

  • Not too sure what really happened, but if I had to guess, when you attacked you went forward just enough for the pallet to push you to the other side when you get stunned. That's all I got.

  • @Beaburd said:

    Good idea, good idea. But I think we should go a step further and hide these voice lines behind a paywall.

    Don't worry, I don't mean NFTs.

    Instead, let's give Freddy a new "Original Freddy" skin that makes him look like Robert Englund. THEN we tie the voice lines to this new "Original Freddy" skin to provoke people to buy it and generate more money.

    Next, we'll use the money we get from the new "Original Freddy" skin to buyout any commitments (if any) BHVR has from their remake Freddy licensing agreement.

    Now we toss remake Freddy to the side, forget he exists, and use Original Freddy as the base Freddy in the game.

    ---

    Now you might think this plan is stupid, needlessly complicated, and deprives users of remake Freddy after they've already bought it, and therefore seems nonsensical.

    But you have to remember, Robert's Freddy is best Freddy, so I don't care.

    Robert's Freddy is the only Freddy that matters to me.

  • @itsquiet27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691282#Comment_2691282

    what would you recommend when playing ghostface if a survivor is by shack should I just focus on stalk then ignoring him or what? because It's very tough to catch them in shack. shack is too OP

    Shack is hard for killers like Ghostface who rely on M1ing. You have the strength to crouch and hide your red stain, but the only advice I can give is if a survivor is at fullish stalk in the shack, you could attempt to get a down with mind gaming and proper stalk usage. The god pallet will hurt you just as bad as any other killer, but the sooner they drop it, the better.

    I avoid shack with Ghostface unless I know I can afford to be there. If a survivor is really good at playing it, I'll usually go to try and find a survivor on a generator and leave the stalk on them for later.

  • @itsquiet27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691270#Comment_2691270

    ok I understand that I stalked and he got distance due to that but look at this map design. 2 back to back OP pallets and he got rewarded how's that fair?

    You have to understand that when playing Ghostface you need to focus on 99ing survivors for later.

    Ghostface is all about managing your stalk for one shots when survivors are at weaker areas of the map.

    If you see Ace at a very strong loop, you should not be targeting him, you should go focus on the other survivors who are filling in all of the objectives opposed to letting Ace run you around for a minute. Most of the time, getting stalk on a survivor as Ghostface is infinitely more valuable than chasing them immediately.

  • @itsquiet27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691263#Comment_2691263

    no it's the correct clip. you don't get it? he HAD 2 strong loops back to back. strong pallet outside, and shack. then he got outpositioned after I vaulted the window and he still got rewarded. How is that fair? don't you guys see the map design flaw?

    Even if you downed Ace here, this match would be very difficult to win. You overcommitted to the chase and the other survivors flew by generators. It wouldn't really matter.

  • @itsquiet27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691261#Comment_2691261

    no it isn't just watch the clip it's only 1:20 long. I outplayed him in the shack but he still got rewarded and gets away with it. when I vault the window I caught him out positioned but he got rewarded.

    In the clip, you whiff because you stalked a bit too far away and let Ace get distance. He got to the pallet, dropped it, and ran to another loop.

    You spent too much time on this chase, which allowed the other survivors to locate gens and sit on them for free.

    That's all there is to it. Some maps are more survivor sided than others, and some are more killer sided than others. Sometimes maps may cause a more difficult experience on certain killers, but this is not the case.

    From what I can see, no one outplayed anyone. The only people who got rewarded here are the ones who are doing gens.

  • @JPA said:

    With regards to generators, it definitely would not be OP, as the effect you get from kicking gens is so pathetic (regression is to slow and it can be undone with a rapid gen-tap by any Survivor), that even if it was instant, or as quick as snuffing a boon, it would still not be worth your time.

    Might be interesting to have different Killers have different break speeds, would make them seem more unique and could be a good way to buff weaker Killers.

    I mainly stated it might be OP to not start any argument with a survivor player. I think it would make sense for stronger killers (buffer killers?) to have stronger break speeds for both pallets and gens. That's just me. If Jason is added into the game, a built in brutal would make a lot of sense.

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