VikingDragonXii
VikingDragonXii
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- VikingDragonXii
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No Amazon is just a bad company in general. But that's not a discussion for these forums unfortunately.
They will do what they want and not care what anyone says
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If you look at each character perk section or the character screen it will show thier teachables at the top of the screen with either check marks or not
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3135463#Comment_3135463
Meh. Especially if you're the last one alive, AND they have you pinned down. You're dead anyways. I don't see the point in denying it. It's up there with some of the most obnoxious things to do in DBD for challenges. Including the plague vial purge/downing 2 people at once(or is it hitting them ?) TWICE in a match.
Funny thing is I got that Plague Achievement the first time I played her...I didn't realize it was that hard until I read forum posts about it lmao
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3136055#Comment_3136055
Im saying, in a hypothetical situation, what would happen if you gave the historically older characters of DbD a Baja Blast?
That's what they were saying what does a Taco Bell Drink do anything to the Killers? We need more information on what your referring to a "Baja Blast" because nothing about it makes sense to how it would affect you he Killers like you said?
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3135409#Comment_3135409
At the cost of furthering the objective on the survivor side. Longer matches benefit killer and that's why the patch added ten seconds to gens. Deep wounds, conspicuous actions, getting off gens to complete secondary objectives or procing a perk. All these extend matches. Time is on the side of killer, not solo queue.
Conspicuous Actions is needed because of how DS originally worked. You have DS which was a anti tunnel perk but on old days you could do everything and not deactivate it. If your working on a Gen your not being chased by the Killer so you don't need DS anymore, same goes for endurance effects too if you do anything that's considered a conspicuous action your not being tunneled by the Killer.
Haven't Survivors for the longest time WANT a secondary objective to do instead of Gens anyway.....
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@dugman said:
Fortunately matchmaking incentives will be back on live with the Wesker update so that should help even out the times a bit. (It’s on the PTB already but for obvious reasons has no real impact in that setting.)
One other thing that could help matchmaking and queue times is if they made it so if you leave a lobby it times you out for, say, 60 or 90 seconds from entering again. That would discourage people lobby dodging on a whim because “four Claudettes / obviously a swf / default skin so must be a n00b” or whatever. You could still leave a lobby obviously but a slight timer before trying again would make people think twice about it before they click Cancel.
You really think the players ruining games with DCs or suicide hooks will take advantage of that....even if they did I bet you most would just tunnel and camp just to make more people hate Killers even more
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3134595#Comment_3134595
Oh cmon the blink muscle memory comes naturally after like 5 games. 10 max
Not for me I can't get that muscle memory everyone speaks of. Without Plad my "hit" rate of blinks is below 30% with it I'm about 50%
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As Solo Q Survivor
I'm stuck in MMR hell ATM and all my teammates are useless. They either run straight for the Killer to die, DC on a down that's too fast, suicide on Hook, refuse to heal/get healed, ignore Gens, or hide all game.
Killer Side
Ieother have baby squads I smash brutally or SWF squads that are sweaty try hards. But nothing in-between
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/341328/can-anyone-explain-this-strange-nurse-behavior
You can look around a bit, but generally it is better to look up before you release it so that you make sure you don't accidentally like blink in the basement or some lower level. of the map.
Yea because multiple level maps are a hindrance to nurse at times, I can't count how many times I try to blink forward and somehow I go into the basement or first floor of a map. Thats why I run the plad all the time because I can't get that muscle memory every nurse player says they get with her.
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Not that high maybe t6 or 8.....I'm a free player because I don't really have that much disposable income to buy the premium rift and the free line has no real incentive to even do...oh it has a few charms or parts of a costume for a killer or survivor but nothing really making me want to focus on it
If the free line had more "filler" rewards maybe and I'm not saying making it charms or costumes but something like a few bp or shards....
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3132370#Comment_3132370
You're trying to drastically diminish its uptime, how is that not a nerf?
That's why I said keep the duration the same and all other numbers the same. I also wasn't wanting what others said by making the cool down 60+s that's just stupid. Just enough to not change up time that much but keep the chaining of it a little broken up.....
Eh maybe changing to cool down after the perks duration finishes.
I don't know I'm just throwing out ideas here and want a decent discussion without us vs them or posters who think their opinions are absolute. I admit I was starting to stand onto a soap box but I am man enough to admit it and kick that box away lol.
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@botany_nerd said:
i feel like this would make a perfect meme image.
Hmmm what would it be.....that's it Give us your best Meme for this picture......"Drunk Nurse"
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3131777#Comment_3131777
How is increasing the cool down so it can't be chained together to create a toxic hostage situation caused by survivors to the survivor on the hook.
How is making it a limit for each hook stage so a hostage situation from happening a bad thing
Both of these cripple the uptime of this perk.
Again, just allow the hooked survivor to opt out, that way you remove ONLY the problem, and you don't throw on a crapton of collateral.
How would you opt out though? Like just use space to cancel out the perk?
I also get what your saying I just wasn't trying to be like BHVR and do a over Nerf of something just minor tweeks is all lmao. But you have to admit the 60 min hard cap is kind crazy considering the rest of the perk after all.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3131032#Comment_3131032
A) That example still banks HEAVILY on the killer being garbage
B) The obvious way to fix it is to allow a hooked survivor to opt out of the mechanism
Stop trying to sneak in nerfs to the anti-camp perk.
I'm not trying to sneak in anything how is reducing the 60 min hard cap a negative Nerf.
How is increasing the cool down so it can't be chained together to create a toxic hostage situation caused by survivors to the survivor on the hook.
How is making it a limit for each hook stage so a hostage situation from happening a bad thing
I'm not wanting the duration or any other part of it changed, I infact agree that the perk is needed to combat toxic campers albeit I dislike a perk being used as a band-aid to something that should be basekit but support the perk just not I'm a state that can be abused.
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@Seraphor said:
Reassurance isn't a threat to killers unless they want to facecamp, but it is a threat to solo survivors who may be held hostage by 3-man SWFs.
Doesn't have to be a 3man a 2 man is enough to hold them hostage on the hook.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3130842#Comment_3130842
yeah that's insane if survivors work with a kilter to do it they could hold a game hostage. Outside of that is it really viable to be able to do that? The killer gets a notification so they should know that defending the hook is not the play. Instead they should be going for the person slapping it on the hooked survivor. If the killer is actively trying to win the match it shouldnt be an issue, but I wouldnt know for sure until its live.
That's the thing a camping Killer will see that notification and look for the survivor that has the perk around the hook. When it happened to me on the PTB the Killer couldn't find them because of the set up of the Hook location and that....the Killer was a idiot....the survivors kept me on that Hook for the full 60 mins and then left me to die.
Now I agree the Perk is needed just not in its current state with it's numbers that making a using it too easy. Lowering the hard cap from the stupid 60min would be a start.
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Sweaty: Vommy Mommy
Have Fun: Spirit, Pyramid Head, Demo Puppy, Artist.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3129732#Comment_3129732
Pop nerfed so much, i can agree on that. I think it should be 20% of total.
But no, DH is not that strong anymore. It is good but not op. It needs very good timing and skill. Old DH was braindead and anyone would get value from it. And killer had no counter.
Mah dude DH is still just as strong as before, just not able to eat a power and gain distance to extend the chase. I have seen players use it with such skill I'm impressed. I hated old DH for what it could do and was glad when the Devs said using DH for distance was not the intended use for it lmao
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@Marc_123 said:
Chances are good.
If you believe some people then 100% - but i want to see it for myself.
But i also want it back + Hawkins. And Chapter 2 i would also take.
No Hawkens can stay in the burning pits of Hell where it belongs and can take RPD as company.....I hated that map.
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@dugman said:
If there are reasonable complaints it could be
- If too many players feel Reassurance is “necessary” to run then we just end up with a perk that is way too popular which is not ideal. If that turns out to be the case then the devs will eventually end up probably wanting to just bake it in somehow to the base kit and adjust killers to compensate like they did with Borrowed Time
- The perk currently has a small loophole that can allow malicious actors who are ok with throwing a game to troll someone to keep a solo survivor on a hook involuntarily the entire game without ever rescuing them. They probably should tweak it so the effect is something the hooked survivor triggers when the perk user is in range to make it an opt-in effect.
Yes 60 mins is the hard cap for it.....which is kinda crazy if you ask me and all you need is two survivors to pull it off.
I'd say either lower the hard cap, increase the cool down, or just make it that it can only be used 2 times per hook stage.
Any of those things would keep it strong enough to be viable but make is so it can't be abused and made into a malicious action
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@drsoontm said:
Tonight's maps :
I had one Autoheaven, one Midwich and then ...
RPD, three times.
Garden of Pain, three times
Lery, once
Crows, twice
One corn map
All* the maps I despise : too big, too good to hide. The distribution should be better than that.
*) Actually no, there is one missing to have them all : Mother's Dwelling
Why do you hate Lerys if I may ask I rather like it as both Killer and Survivor
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3130837#Comment_3130837
What is the killer doing this whole hour? The perk doesn't stop someone else from coming along and unhooking the person, so unless the solo player is against a 3man troll swf (who are rare) and an afk killer, I can't see hanging on hook for an hour becoming the norm.
Survivors were doing it to Survivors. If the hook is in a strong gym loop it's easy for survivors to stay out of sight or loop the Killer while a 2nd or 3rd survivor is waiting to use it.
I was stuck on the Hook for the 60mins while a Bully SWF squad tormented the Killer...they got so angry they didn't realized they were circling the hook allowing for the abuse.
I hate band aid fixes in the form of perks but the perk is needed for the toxic campers but the perk need some tweeks to the numbers so it can't be abused.
For example increase the cool down so it can't be chained together as much.
Lower the dam hard cap from 60mins to something like 5 mins
Or limit the stop of hook time to like 1 or 2 per stage.
Anything to keep it as strong as I can be but not to be abused
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@The_C12H15NO2 said:
It's ok on Plague now b/c it "encourages" survivors to cleanse but that's it. Even on Legion it's lackluster. Rarely will all 4 survivors stay injured so killers won't get the 20% slow down. t's ok but there are better perks in my opinion all other killers can run in it's place for more value.
I agree with some previous comments, it was psychological. thana wasn't that bad and easily countered by just healing. which most survivors do anyway at the first opportunity.
Right once I get it I will be using it along with the addons that lower the amount of cleansing pools.... muwhahahagaha. Yes give me my power again
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3130586#Comment_3130586
I've yet to hear anyone complain about the perk countering camping. The only thing I've seen talking about devs nerfing it are people like you who preemptively saying that campers are going to complain. I think the majority of the player base doesn't view camping favorably. Same for the devs if I'm not mistaken. The only thing they might adjust is how many times you can slap it on a hooked survivor.
Only complaining I have seen is how the perk can be abused in its current state....no one wants to be stuck in the hook for upwards of 60 mins
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@LittilAvindar said:
Don't worry. I have a feeling that BHVR will nerf the ever-loving ish out of Reassurance when killers complain that camping doesn't work for them anymore, and they now have to resort to the multitude of other options.
Killers and Survivors are already complaining about it because with the current numbers it has it can be abused and keep someone on the hook for the maximum amount of time.....1 hr. It also ruins any type of camping that is a valid Strat that isn't used as a toxic play
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@Mooks said:
Tunneling was never really well-defined like that and survs have called stuff like what you described in OP as tunneling since the very beginning though.
I was called a tunneler when I hooked a Jake and walked off to follow a Gen pop lead. I'm halfway there when they rescue the Jake so I turn around and chase a Claudette she rounded a gym and I followed and heard running so I lunched a attacked and locked down the Jake....so I hook him and look for the Claudette....a few seconds later they rescued Jake and i ignore it because the Claudette was my target and to give them time to heal the Jake. I follow scratch marks to the shake and I look in a locker and guess who I find ....Jake....so I hook and kill him...after that I hook and kill Claudette as the other escape.
In the chat they all accused me of Tunneling the Jake I said no I didn't each time Jake ran into me, they then said well he's a Baby Jake and you should of let him go....
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@Huge_Bush said:
He should be able to use his tentacles to swing across the map like Spider-Man does with his webs.
Shush that for the Spider Killer....
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@Brhoom said:
Killers are dodging lobbies if they see rank 10 players now...
I don't the only lobbies I dodge are folks with prestige levels that are way too high to have ATM.....that is a big red flag for it being a hacker or a obvious swf if I don't want to deal with them ATM.
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128629#Comment_3128629
Yes using animations like that can be an exploit.
The hooks in the library have been there since rpd came out rng factor was the key for if you had a hook in the library or not
I can understand people abusing boil over being toxic and hectic and making that game ridiculous in certain circumstances but using your perks isn't an exploit unless it is doing something they had no intentions for it to do like the scourge hook merciless storm fiasco
No the library never had a hook spawn up top they added it up there after the fiasco with Boil Over being abused to no end. But when they added it up there then it made a un winable camping spot
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128567#Comment_3128567
It really isn't an exploit an exploit is usually something like finding a spot that the killer can never reach or finding a way to glitch the game and able recreate said glitch 100% of the time that would be an exploit
Example being the vault in RPD that is next to the helicopter and gate and getting out of bounds through a glitch (which is possible)
Or the Flying Billy....I miss seeing them they made games so much fun lmao. Seeing a Billy on the roof of the shack or leap frog from one jungle gym to another....made Billy so fun and entertaining.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3127051#Comment_3127051
...So are you saying this perk is a good thing or a bad thing for the game?
If it's not abused good but if it gets abused like the old system they tested out or don't change the numbers before live then bad.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3126945#Comment_3126945
I don't think that's going to happen. If the killer notices the survivor isn't dying on hook, they'll chase someone else. It's only the logical thing to do. Why you would ever bother to make someone stay on hook for that long when the killer has already left is beyond me. Just take that extra time to do the gens, plan an endgame hook rescue, and execute it.
That's what I'm saying the Killer would be looking for the survivor that's around the hook that used the perk because that's how it's going down on the PTB. Since a survivor has the be that close the Killer will look around for the culprit. Then the chase and looping starts.
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@danielmaster87 said:
If the survivors are smart, they'll only ever bring a boon if it includes CoH. If they don't bring it as part of their boons, like my friends unfortunately do, what's the point?
Right I think the best combo is CoH/Shadow Step. That combo has gotten me out of many nasty chases and gave me a safe zone to recover during a hooking.
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@danielmaster87 said:
I'm just surprised amid all the complaints about camping, Kinship was never brought up as an option. Now the devs have created a better version of it. I want to let it play out and see if it stops the camping. No nerf needed yet.
The thing is that it won't it actually encourages it because how the perk is set up. Remember it notifies the Killer when the hook timer is paused by the perk. That will tell the Killer that there is a Survivor in the area and they will patrol around the Hook.
This then will set up for the part of it that can be abused by Survivors. While the Killer chases the Survivor they will be looped around the hooked Survivor. Here comes Survivor #2 who then uses the perk again to pause the timer. Survivors 1 and 2 will keep going back and forth using the perk while Survivor 4 works on Gens.
The perk itself has a hard cap of 60 mins.....that's just a stupid place to put a hard cap. I have been a part of that so nice 60 min hostage negotiation on both sides when a few Survivors and I tested it out with a Killer using Weaker and we all wanted to do a few tests.
It will need a rework before live servers by either increased cool down or limit how many times it can pause the timer for any one Survivor.
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@Neprašheart said:
You do know the reason, why're you asking? Because only losers do give up early.. And to be honest, those people should stay away from social networks and online games aswell.
If you do care about the quality of your team mates, do play SWF; Sure, it may be a pain to search for the optimal team or group of players, but you can do it. The fact that you're excusing yourself for your own mistakes kinda puts you into the same category as those, who do Self-Care in the corner of the map. As always, neither me or you can claim that it's a bad strategy, as it's dependable on the situation you're in.
Unless you do present a clear case scenario, I'm ready to argue as to why using Self-Care is a good strategy when it comes to Solo Queue; Of course, I don't like using the perk alone, I'd always pick Botany Knowledge when I'm at it.. Maybe even Desperate Measures.
And to be honest no one in their right mind would run for a rescue while injured....so I expect a self care away from the Killer....mind you it's annoying but totally expected.
That being said there is no reason to hook suicide yourself, any amount of time on hook means more time for you team especially if the Killer is face camping....now if my team are being stupid and are all coming to rescue against a Bubba I will die on hook to save them.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3125814#Comment_3125814
yeah, I'm sure that's common lol
It is I have had times where I was downed the first few seconds of a match usually a aura huntress or a killer with leathal pursuer but I don't get a tantrum and dc because of that I pull up my big boy pants and try again. Even if my skills as a survivor is lacking, any few seconds I can spare for my team to win is considered a win in my book.
A player who DCs for something like op said isn't right and is ruining the game for the rest of the players.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3124707#Comment_3124707
Even if a boon is active it's still quicker to team heal than self heal.
Heal the team mate then you can both get on the gen. What you lose in heal time you gain in 2 suvivor repair speed and you're both more secure in terms of health state too.
See I would care about healing them IF they would work on the Gen....so far after I would heal they will run away not do a Gen and get back into the chase with the Killer because that's what is "fun" to do.....yea they can heal themselves.
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That's why all my survivor builds have CoH in it because I'll just Boom a totem and let them heal themselves. If they are lucky it's also a ShadowStep zone as well....
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@RaSavage42 said:
It's the ego part... plus Tunneling has been overcomplained about so now everyone is looking for it
Not just that they accuse everything as a tunneling or camping....I was accused of camping when I was chasing a survivor and it led to the hooked survivor and they looped me around the hooked survivor until they died.
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I would say DH since the update DH now is a more skill based perk and has a smaller window of animation that's hard to see
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@DirtyPig said:
Hi. I played agaisnt a Myers who got all 5 gens done. After that, he body blocked me in a corner, while the other 3 survivors were alive. The EGC wasn't active. Nevertheless, they could have opened the exit gate and leave, but they waited a really long time before leaving (around 20 minutes). Is the killer guilty of holding the game hostage? Should i report him (with the ticket)? He explained in the post game chat that if he hooked me i would eventually escape (the only hook was in front of the gate) so i was unsure to report him or not. I have a recording of the gameplay. Thanks.
Well blocking you in a corner is a hostage offense but so is survivors refusing to open the gates tbh....but to answer your question yes that is a offense
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Sorry General the head hunters still will go after her and all Killers til they get a Freddy Nerf....I want Killers that are strong but I don't want easy Killer Matches or easy Survivor Matches....that's not fun
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@Marigoria said:
Isn't it weird how some people on here claim to have a 70% escape rate in solo q? I wish they'd show us their games.
My rates would be around 50-60% IF I would get competent teammates or at least teammates that actually do gens, not hide 95% of the match, crouch walk everywhere,.....etc. I usually do 2-3 Gens by myself depending on the map and Killer and perks (most slowdowns and regression don't bother me too much) so if I can do at least that we could actually escape....but no I get babies who DC/Die on first hook or just are chickens most of the match that usually die in the same manner.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3121937#Comment_3121937
That’s pretty much what I got from this.
Strange I got "I don't want to play normally to average outy MMR to get good matches but really want easy baby potatoe survivors"
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@RatbasterdJr said:
I have been an oni main for the longest, and I’m my opinion is one of the most fun killers to play and to face, but sadly I hardly ever get to face oni’s when I’m playing survivor. More of y’all need to pick him up and start playing oni!! <3
I'm not a main but he's one of the killers I play more but I stopped for now because I'm since of every survivor team I stomp accuse me of only winning because I abused the big which I dont
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Can't read that and we can't talk about punishments or anything. Best thing to do is message the mod that hit you with the Ban Hammer.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3083216#Comment_3083216
It's an entertainment product. Chases were entertaining and they are now shorter. Gens were not entertaining and they are now longer. A game is not a job and should not have increased parts that are not fun.
Here's the thing chases may be fun but as Killer long chases are not especially when you used to lose 1-2 gens. Killers also are penalized for long chases as well so that made the game unfun for them.
As it stands now the survivors that are crying are ones who haven't adapted to the new balance. I have faced survivors that still loop good and can keep the chase going because they have adapted to the patch, now making a mistake during a chase is punished greater now
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@Mooks said:
What exactly are you even talking about? Balance changes that make it harder for you? Or bugs that literally prevent you from playing?
I assume the balance changes. That seems to be the source the the whole "unplayable" surge of posts anyways
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@Aztreonam78 said:
Whether Survivors get hits through Pallets and Windows or get downed through Dead Hard is vastly based on the Killer ping.
Even if your own ping as a Survivor is very low, like 40 ms, you can still get dedicated because the Killer has high ping.
Let Survivors see the ping of the Killer to avoid those kinds of situations.
Hate to break it to you alot of those are because of hit validation not ping. Also Killers can hit survivors through a window anyways but I assume your talking about hitting through vaults.
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@Phantom_ said:
What would be interesting about this, IF it's actually true and not just hearsay, is that it implies that the system they have can distinguish that it's a diff type of player therefore the DC penalty should not apply. If it can do that, then why not try to apply the same to people that get disconnected due to game/server errors and those who just simply leave the match for w/e reason? Penalise the latter and not the former, considering people have 0 control over that.
If you look it says they can DC against cheaters if they have proof so more than likely when they DC they are probably contacted by a staff member that asks for the proof