WeenieDog
WeenieDog
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- WeenieDog
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True and as we all know, Oracle is in every one of your games 100%.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2338080#Comment_2338080
So basically there wont be any more hit through pallets?
If the killer gets stun by the pallet then the hit wont count? and viceversa?
I'm assuming so, but how well it works is well.. we'll have to see. Also I'm not sure how "rigid" it'll be.
Like there are times were I get a hit or get hit as I throw down the pallet and stun them but it happens in a way that makes sense. Like there was an active damage frame while I threw it down and not I threw it down ran off and then fell to the floor.
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@Zokenay said:
Whats this change doing exactly?
from: https://forum.deadbydaylight.com/en/discussion/262994/developer-update-july-2021#latest
"So what’s going to change?
Simply put, the server will become the judge. When you either drop a pallet or swing your weapon, that gets sent to the server. If the server receives a hit before a stun, the Killer hits the Survivor as they normally would. But if the server receives a stun before a hit, the hit is rejected. This is similar to how hit validation works now."
It kind of has server side timestamps that check everything. Probably won't be that noticeable on low ping, but hopefully no one is getting hit from mars or shadow survivors that just phase through weapons.
Also: I really hope this cuts down VPN gaming over vast distances.
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Ideally, I'd want corrupt base but all the other regression perks nerfed
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@CashelP14 said:
Sorry but I need to just look at the last part of what you said.
"Going to gen rush like normal"
Not all swf players "gen rush" and most of the team "gen rushing" is due to the killer just playing bad but wanting to blame their loss on something.
Something something all swfs are oracle.
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You have to do it from the main menu. if you try to do it while in character select, it'll be grey'd out.
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Yes! shard goddess!
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that just gives me flashbacks of deathgarden balancing. Buffing one side hoping for them to play nice, only to find out that they don't because ... why?
They nerfed camo, buffed stamina, added the insane idea of being able to reload while sprint boosting, with the hopes that making runners easier to keep up with and down would entice hunters to not insta-cute them.... nope.
good faith balancing never really works.
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That could be from the change that the terror radius no longer passively builds madness and now you have to apply it manually with shocks.
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Because they want it like that. If they wanted us to be able to mix them, then linked set wouldn't exist in the first place.
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@Riggs_Jafar said:
https://forum.deadbydaylight.com/en/discussion/comment/2327674#Comment_2327674
What's your point? Are you arguing? Or agreeing?
I sympathize with you. These events make the game hell on earth for everyone.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2327663#Comment_2327663
Holding w and immediately dropping every pallet does not require someone to be a "top rank survivor"
You're right about that but when your faced with run to make distance or die at a pallet against a killer with an antiloop what is the better option?
Unfortunately it works on every killer so it becomes the defacto play.
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Bro, i just had 4 games in a row that were 3 or more cakes and the first guy that got downed was hard camped. Believe me when I say, You ain't the only one not having fun.
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3 friends to play with
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I think they are only client side though. I thought it would be a neat replacement for crows.
instead of seeing them fly off, you'd notice the direction of the statues staring.
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@Trickstaaaaa said:
For the killer role it's gonna be much more harder since you are going to get placed vs people who are more competent, rather then getting those mixed ranked matches that people often get ones in a while if you are in red ranks. But yeah when I played during their MMR tests it feels like survivors that I would get placed with seemed to be more on my level.
"Mixed ranks once in a while"
I feel like those are a majority of my games as killer already, and i rarely fall below a 3k because of it.
Though games are going to be harder if you like to 4k consistently, I definitely think that its better in the long run. Balance and fun wise.
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@WhattheHeck said:
https://forum.deadbydaylight.com/en/discussion/comment/2325660#Comment_2325660
Great next time Show a Screenshot with 4 rank 1 surv then i believe you
+ and doesnt involve usb or increased throw speed add ons
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@WiiFitTrainer said:
Yeah he's actually not bad to play in terms of feeling, but man does it feel like playing huntress in slow motion. Then suddenly you realize there's 2 gens left and you've only downed one person cause it takes ages.
For real. I feel like it so easy to get tunnel vision just because of all the hits it takes to down someone. But there is something soothing about the flurry of blades.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2323826#Comment_2323826
The one time there's more killers.
True, but it's the time where that consistently happens. I remember when GF came out, I just dropped the game all together and played Deathgarden instead.
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How to master spirit with this one crazy tip, Survivors hate it!
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It's always been like this.
Imo, events like this bring out the worst in both sides. So take your pick, either play killer or play swfs.
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I thought that was 'normal' now because I was getting that since the RE release.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2317559#Comment_2317559
You dont need communication to last 40 secs in a chase or do 1 gen
You do of you want to make it worth anything. Otherwise you get into situations where you find out that 3 people are roaching for saves instead of sitting on gens.
@justalilbit123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2317563#Comment_2317563
This, lack of communication doesn't cause a 600 hour survivor main to wander aimlessly for the first 3 minutes of the match.
Matchmaking in this game is non-existent. The pip system makes hours and skill barely relatable.
You can get to red ranks by playing immersed and fishing for hatch. You can get to red ranks by being fed boosted aurvivors.
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Lack of communication
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2315134#Comment_2315134
Either that or it was one of those hackers who flashlights the killer from full-map away.
Cardi B strikes again. I still dont know how she is still here. The girl has been cheating forever.
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I really wish they had some kind of forge mode where you could make and share maps creations on KYF ( and obviously only on KYF).
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https://clips.twitch.tv/HilariousCrispySandwichSoonerLater@BingBongMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2312016#Comment_2312016
Might wanna remove deathslinger's pallet part. Yes he can shoot you over pallets, but usually he can't hit you over one. Most of the time you'll get free because deathslinger can't drag you the way he wants without breaking the chain.
This is the bread n' butter of Deathslinger. And you can do it at a lot of loops, even if they throw the pallet down.
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@TicTac said:
Imo its kinda simple, but a lot of work to implement. A good nerf to holding w are smaller maps. Plus less safe pallets the killer needs to break to get a hit, but more pallets in general. Places like in haddonfield where you can hold w around a house should be changed, too.
With this changes survivor can only hold w long enough if they outplay the killer. A good killer can push survivor to the edges of the map and dont give them room. Survivor need to play the loop instead of predropping bc most loops should get weaker if the pallet is down and the safe loops where this isnt the case are a rare ressource which you cant waste easily.
But that doesn't address why some survivors do it in the first place.
It'll help some of the older killers, but also super charges killers that were already strong in chases.
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Its kind of too late unless they want to overhaul mechanics for both sides.
and even if they wanted to change it, I wouldnt be surprised if they released it in payed DLC form... like with all the other problems.
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yeah, that's pretty much my experience.
In the day time, my killer queues are slower than survivor but flips as the day progresses.
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Girl, that not swfs. That's just bug by daylight. Kind of how as Blight, you can collide into the hatch while in rush.
Both dumb just the same.
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@[Deleted User] said:
Nobody is saying killers like Slinger and Twins are OP. They. Aren't. Fun. I'm not sure why so many struggle to wrap their head around the concept that something can be technically balanced but unfun overall.
Half the killers they've released since the Freddy rework are "press M2 to zone for free or actually do the thing instead". It's braindead gameplay. It's no accident that most of the killers deemed "most fun" are the ones that actually require a good amount of mechanical skill and have some back and forth in the chase.
Then you get people saying a killer's power is weak because the counter to the killer is to hold w and never let them use their power in the first place.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2309109#Comment_2309109
I mean i can make a long list from the last five years, issues which took years (vacuum pallets) or even LONGER (Decisive Strike) to get fixed and even then remained strong (Borrowed Time) and in some cases have never been touched at all (Haddonfield).
I can pull up the full list if you'd like?
Edit: I forgot my favorite ones - instablinds and permanent sabotage.
The point is that everyone gets BHVR'd. How long did it take them to think "maybe killing someone the moment they get downed isn't a good idea", or the classic forever build back when you could pop a gen while ruin was still In play, and under thanata + sloppy. Or machine gun STBFL + Unrelenting.
DBD has come along way in terms of balancing. And sure, it still needs some ways to go, but it hasn't been the total annihilation of one side and not the other, despite some believing so.
That is what i think was one of the things the OP was trying to point out.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2309105#Comment_2309105
Thank you for highlighting the problem.
They take forever to fix anything. Unless it's on a Killer. That gets nerfed instantly.
You mean like that month or so where tinkerer was bugged and permanently erased TR + red stain? Or pallets not stunning ?
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@FrndlyChnswSalzmn said:
You literally invalidated all that. Dismissed it.
And you are wrong. Proof: ZERO attempt at proving it wrong for five years. None. In fact, as Mathieu Cote famously quoted: "Play something else for a week. try Civilization or something."
In response to 'Killer is getting a lot less fun'.
So yeah. We're mad for a lot of good reasons.
You make it sound like old syptic/syringe/brand new parts/toolboxes haven't been changed. Like the new killers dont counter looping, and dont encourage the hold w + slam gens meta. They do change things, and they do listen, it just takes near forever for them to impliment it.
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They already do.
When you get stunned, an icon pop up as to what stunned you.
Getting a ui indicator that a survivor has endurance is like survivors getting a ui that tells them when the killer is undetectable.
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@justalilbit123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2303153#Comment_2303153
The... guy that... spells correctly?
More like the guy that corrects a minor error that didn't cause any confusion what so ever and that's it... nothing else to add to the conversation but that.
It's a forum, not a dissertation.
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@Mekochi said:
That's why we as survivors need a second objective, because I see other survivors say that pressing m1 all the time is boring, so it fixes that problem and no one can complain about gen-rushing. On the other hand though, there's nothing devs can do about camping/tunneling, because they've deemed it a viable strategy, though it wasn't fun. Yes, gen-rushing was a viable strategy, but it to was unfun.
To be honest I don't care what they do as long as major bugs get fixed along the way.
I don't even think they can do that unless they revisit slowdowns and killers that can cut chase time incredibly short with their powers.
Right now, the game feels like its two sides racing to the finish. We'd need to slow both sides down, not just one.
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Ultra rare= Ultra fair
Right next to old BNP
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I played it a couple of times, but the controls are just too cumbersome for me.
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@Yatol said:
hope people will care now that a streamer made the same point
https://forum.deadbydaylight.com/en/discussion/252714/perk-tier-are-no-longer-necessary#latest
I know. I shared my opinion that the game feels worse because the default survivor strategy is just hold w and pre-throw pallets. Because against the newer killers, you kind of just die if you dont. Now that OhTofu has said it, I wonder if I'm 'parroting' even though what I'm saying takes no intimate knowledge or research. You just play the game for while.
Dont get me wrong, running in a circle and having to just eat pallet after pallet is just as boring but with these new powers that hit over pallets/windows, I dont envy the position the map/balance team is in.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2294665#Comment_2294665
You hate survivors that much, hah?
Honestly, the more time I spend on this forum, the more posts begin to sound like satire.
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When smurfs collide.
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Hold w, pre-throw pallets or die.
And pray your teammates are slamming gens.
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The only things I'd delete are exhaustion and regression perks.
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@WexlerWendigo said:
You’re going to jail
PERIODT
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Matchmaking and how rank only resets you the top of the previous color.
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Honestly it a vicious circle that leads to that and people only playing swf groups, but ultimately is more so on the devs than any one of the two.
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Sometimes I get that feeling. It feels like this game has turned into both sides racing to end the game as fast as possible.
I really hate the hold w gameplay, but when I think back to all of the killer releases this year, a majority of them sum up to:
Hold w, throw pallets early or die.
Though as killer, I love anti loop powers, it also throws a wrench in balancing because they always have to keep in mind that some killers can down you near anywhere.