White_Owl
White_Owl
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- Username
- White_Owl
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Comments
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Usually bad teammates, but lately dedicated servers. Getting hit even though you made a good play is frustrating af.
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I disagree, the Demogorgon's power has an above-average skill ceiling but once used right it is very effective. If you don't find him fun that is entirely subjective.
@TheDiz said:
I can't ever hit anyone with his dash unless I corner them or they run into a wall trying to dodge. The survivor literally just has to move left or right when you lunge and they are safe
If that's the case, you're doing it wrong. His dash is kinda like Huntress' hatchets, you need to use it in bottlenecks or when they're going to a pallet/window so that they have little to no space to dodge.
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I agree. Surge is a cool perk, but definetly not strong enough to warrant a cooldown. Especially since it doesn't already work on regressing gens.
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My main complaint is about dedicated servers. The connection is more stable, sure, but hit detection is all over the place.
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With all the videos the guy uploads, only the one where he uses a mediocre build and does costly mistakes (like tunneling Yui at the beginning, which he himself admits was a mistake) is worth a mention here?
Anyway imagine if gens were slower, would have something changed aside from him getting a 3k with more than 1 gen remaining?
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In the whole bunch, Amanda is probably the most normal one. Just gotta be careful when she prepares breakfast in the morning.
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BBQ, Make Your Choice, STBFL and Knock Out. The snowball this build can create is impressive.
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Playing with a slugging build without taking in consideration Unbreakable is just plain dumb. He was just an entitled moron, better to ignore his kind.
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From this discussion I learned that what for killers are "nerfs" for survivors are "necessary changes"... My god, you guys are hylarious.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1041967#Comment_1041967
It also applies to the current game. A single potato dies or killer keeps finding the same guy also costs you the game, as it becomes 3 vs 1 very fast
With the difference that the remaining 3 all have their 3 health state. With your suggestion once the potato dies, everyone is on death hook. That's not very fair imo.
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@Runcore said:
https://forum.deadbydaylight.com/en/discussion/comment/1036590#Comment_1036590
Survivors are lazy to learn some tactics, look now, Doctor was just releases and 2 days later we have cry topics about Doctor "OPness" and whinning for nerfs. Instead of survivors learn how to play vs new Doctor they cry for nerfs and its exactly same with other killers. Instead of learn avoiding hatchets, lets better cry for nerf of ultra rare addon that moreover limit number of hatchets to 1. Instead of learning how dodge Billy lets better again cry for nerf. Its still same survivor story ==> "Im too lazy to learn something so I will go waste time by crying over forum instead of invest my time to learning game." Typical survivor. Why only killers should be nerfer and forced to adapting again, again and again while survivors adapt nothing. If some entitled survivors invest their time to learning play against each killer instead of crying here, they will be rank 1 soon.
I saw maybe a couple threads about the Doctor which were readily shut down, while the threads about "Ruin was needed/devs are survivor biased etc" are stil dominant (all the while killers in red rank are rocking with new builds, btw). Stop pretending survivors are entitled and lazy, everyone is. And I'd say killer-biased people are more vocal, too.
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The Doctor was buffed. Just saying...
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You don't own the game, but the license to play it. The game is owned by BHVR and they can do whatever they want with it, and you accepted it when you started the game and you clicked on "I accept the terms and conditions" without reading.
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This is even worse in low resolution, keys are basically invisible. Just making them bigger would help (plus big old keys are cool)
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1039491#Comment_1039491
Luck should not be a factor in a skill based competitive game with ranking.
Hence the call for gen and map changes.
The game is based around procedurally generated maps, luck will always be a factor
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@BBQnDemogorgon said:
Weird that everyone focuses on the fact that i 4k'd and not what the video showcases. 2 uncounterable 30-40 second gens.
I literally could not travel the map in time to stop a gen despite immediately going for it when i spawned.
And? Sometimes survivors get downed in less than 20 seconds, it's just bad luck. That's how the game worked since the beginning.
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Killers are feared, just ask any new players. It's just natural that after long exposure to scary stuff you don't find it scary anymore.
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Downed a Blendette right before the last gen got repaired and for some reason I thought she got up with Adrenaline since I couldn't see her in the grass. That made the start of a series of dumb and misinformed decisions resulting in the remaining 3 survivors escaping (while by my standards it could have been easily a 3k at least).
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For the simple reason that with less time it would be useless.
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When Kindred is active and I see what everyone is doing... sigh
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If you want to honour him you could play with a kobe build (Deliverance, or Slippery Meat + luck), but increasing the chases would suck for everyone: killers would lose any pressure value a hooked survivor normally has, and survivors would see a rise in camping as a consequence.
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Probably, in any case I have my tinfoil hat ready.
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Personally I'm ok with the perk as is it. It gives a lot of little QoL improvements to the killer, such as helping against survivor who "exploit" the reduced FoV, or helping not getting stuck on walls while doing mindgames.
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Killers camped and tunneled even with old Ruin, which made those tactics even stronger.
In any case they are not the solution to gen rush, since gen rush is the counter to them.
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Dead Hard doesn't need a nerf at all. For dodging it's useless because of dedicated servers, while for distance it requires some sort of outpositioning to not jump into something, and that outpositioning often is lethal if you predict their DH. Unless you have a memory of a golden fish it should work once per survivor.
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He's not op at all, all the times I faced him the killer resorted to camping and tunneling to get something done. On the other hand I, who spent a lot of time getting good on old Doc, feel he is a lot more fluid and less cluncky to play. Maybe a little bit stronger since you have more control on your power, but not much.
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Usually when they make a new map or rework one they increases the chances to play them compared to the rest for a couple weeks.
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@cacao1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034907#Comment_1034907
no no no! You have to read all I wrote not the half!
I said I have an idea for the beginning with killer awarding survivors. Survivor awarding the killer could ALSO be done, but has to be adjusted accordingly! I am not a Dev I am just a dude sick of toxic games, I give the Devs a great idea and they are free to balance it.
SWF will not get anything, because they can NOT award each other! And the BP gain is only there to encourage people to USE the vote system, because there ARE some people who hate the opposite faction so much that they would not do anything good for them without a profit themselfs.
And the badges will NOT loose its value if they decay fast enough. One could reset all badges with every rank reset or reset it like overwatch does the votes count only for a few days if played.
I read it, and as I said giving the option to killers only would make a lot of people unhappy.
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Right now the most important thing a killer is the first 3 minutes
That's not right. Sure a good start advantages you, but the most important is the middle game imo. It doesn't matter if they do 3 gens at the start if you can stop them from repairing the last 2. And even when every gen is repaired, the match isn't finished yet.
Thinking everything is lost after 3 minutes won't get you anywhere. Asking for the devs to serve you victory on a platter is even worse.
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Yes. Ruin was overly used because it was a lazy perk, not because it was a necessity (since yes, you can play at red ranks without Ruin), and made the survivor experience very dull since almost every match felt the same. Without the old Ruin, killers will start experimenting more with their builds, making the game more varied and fun for everyone.
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I'm personally not against the idea, the only problem with this is that if only killers could give awards people would complain, if everyone could the system would be abused to get some BP extra, especially by SWF, and the badges would soon lose their original value.
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Not to be that guy, but if they disarm all your traps it means you really need to reconsider your trap placement.
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Personally I think those perks are ok, except Predator which should make scratchmarks more visibile since currently it makes following them harder on low settings.
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Has anybody here ever heard of the End Game Collapse?
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@Todgeweiht said:
PS4 player? I feel you man.
Nope, PC.
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"One less killer" - complains about survivor's issues...
Lol what?
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I suggest you to use Franklin's Demise. It's lovely seeing survivors trying to get back their item, or wasting minutes trying to find it again.
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this game is very survivor biased. To those who think it isnt just think about it for a bit. The speed gens are done, the size of the maps
For some reason I got flashbacks of The Pale Rose in 2016, with 70 s gens and no regression.
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Yeah that loop is a huge time sink, the best way is to avoid it at all cost and try to zone survivors away from it.
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Personally I would buff her dash, currently it's more useful to uncrouch and going for a normal m1.
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I saw that too, from time to time scratchmarks appear with a delay with a couple seconds or don't appear at all. Very confusing.
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Such constructive feedback, much discussion... wow
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How were you ending chases quickly if 3 survivors managed to repair 4 gens by the time you hooked the first? Something doesn't add up.
Anyway it seems you got unlucky to have everyone spawn far from each other, which is the worst start for a killer. It happens, just like it happens to have everyone spawn near you.
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Apart from the IH + IB combo (which is broken, imo), part of her current strenght is due to the broken hitboxes that allow to hit survivors behind corners and obstacles.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1004455#Comment_1004455
No. Gen rushing was curbed before the ruin nerf because it either gave a secondary objective or allowed for occasional setbacks. Without it there's no repercussions for rushing generators and it's actually encouraged since you can't get off without being punished. New ruin encourages gen rushing just as old dying light encouraged tunneling
A perk that punishes gen rushing is NOED, not Ruin. Ruin just barely slowed it down (talking about high ranks).
Anyway it's useless talking about secondary objectives like totems because I've seen a lot of matches where the killer complained about being "gen rushed" and still there wasn't a single totem standing or a chest closed at the end of the match.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1004439#Comment_1004439
I actually am mistaken.
https://us.v-cdn.net/6030815/uploads/693/BGH9DDX7FDRF.png
I'm so sorry you said if we're out for the weekend and not "we don't work on the weekends"
I'm extremely sorry.
-J
Is it me or the post you linked talked about an entirely different argument?
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1003530#Comment_1003530
The requirements to gen rush is getting less and less because killers are quickly losing their counters to gen rushing. Imagine if DStrike was "reworked" the same way as ruin. Some killers would start tunneling every game right? Some survivors have started gen rushing every game. With no D Strike to stop tunnelers in this scenario, how are killers supposed to stop gen rushing without ruin? And I mean any killer including clown or Bubba. Not just hillbilly or nurse
This comparison makes no sense. In the case of DS people would tunnel because there would be no repercussion, but in the case of Ruin the perk doesn't punish a certain playstyle, it just slows down the main objective of the opposing team without much input, kinda like old MoM and DS.
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Personally I like it. I never use Ruin on my killers (I prefer more active perks) and as survivors I can power though with no problem, but I won't miss the frustration of seeing teammates running around doing ######### until the totem is cleansed.
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As others said, the fact pallets can be broken make this unnecessary. It would just be an incentive to bloodlust every loop.
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Just as many survivor cry about tunneling/camping when there was none, the same happens with gen rushing. I see a lot of killers complain about it even if there wasn't. I think a lot of people mistake the feeling (about being tunneled or rushed) for what actually happens.
In other words, it's true that gen rushing exists but it's rare, and people use that term indiscriminately.
