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Xbob42

Xbob42

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Xbob42
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  • Yeah, I just watched a video of a little bit of gameplay, and my first thoughts were 100% DBD ripoff. Maybe the objectives are different or something, but it was a character that functioned like the nurse, teleports to a survivor, hits the survivor, who gets a speed burst and enters the injured state, and then the killer spends a few seconds wiping his weapon. Same aura system, dude teleports to another survivor who looks to be holding M1 or the equivalent on a shrine or something which the killer can see all of at all times, all on a video labeled "Soul at Stake Gameplay - The New Dead by Daylight?"

    Yeah, it's tooootally different, you guys. A lot of the exact gameplay mechanics unique to DBD just fell into it by accident, but there's like, not generators or perks so it's like DBD but less customizable? All with way worse animations and looking like a bad mobile game.

    Fantastic.

    Video in question: https://www.youtube.com/watch?v=8Xg4o6tv2LA

  • @Almo said:

    I think he meant "The day level 4 of Tome 4 launched".

    That would make massively more sense and be far less concerning.

  • @Actionjacksn said:

    It feels a little bit unfair to me, what is the logic behind it?

    Because the game only has 20 ranks, so hitting max rank when you've only got a few hundred hours means the game considers you at the same skill level as someone with 6k hours in a SWF making a meme Youtube video of them stomping killers.

  • Uh, even if you played for 24 straight hours and had perfect games and a challenge completed each game with super short games to boot, I don't think that would be enough time to hit rank 70.

  • Broke: I was only pretending to make a bad game!

    Woke: I made a bad game on purpose!

  • @Zydrate_Pix13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565465#Comment_1565465

    This worked!! Been wanting this mask for awhile now! Thank you for the help!

    Nice, glad to be of help!

  • @danielmaster87 said:

    You usually shouldn't anti-loop with him. Just use his dash for distance, and if the survivors are out positioned then you can attack with it. The only anti-loop he has is the insta-break pallet add-ons. Even then, the survivor might be able to get to yet another pallet. If you're not using one of those add-ons, Brutal Strength is pretty good on him.

    You absolutely should anti-loop with his power, it's incredibly good at certain tiles, and can be even better depending on the random detritus around the walls/the angles the survivor has on you.

    His power being hard to use at a lot of loops doesn't mean it doesn't work, but a good Blight will not be afraid to pull off some advanced trig to shut you down before you get a second loop.

  • Thinking "power role" literally means you just win. Smoothbrain plays. Power role means you're more able to control the flow of the match, and the opposite team should flee from you, and that in a 1v1, you should always come out on top unless you're an absolute potato against a highly skilled player, because you need to be able to win the game just like the survivors, by definition you need to be much stronger than any of them individually and dictate the flow of the game.

  • Starting out early with him might develop some bad habits, yeah. He makes it really hard for survivors to stealth, which means you won't learn how to effectively look for people since your power kind of does it for you, and he shuts down loops pretty easily if you know what you're doing, so you won't learn when to mindgame or when to just play a loop straight.

    That doesn't mean you'll learn "wrong" or anything, but you have to be aware of these issues when changing killers later so you can adapt with limited frustration. When you're really used to finding survivors easy due to your power, for example, you might be more easily frustrated as you're in more skilled ranks but on a killer who plays differently than you're used to.

  • This is the dumbest thing I've ever read. Why would you waste my time replying with this childish nonsense? Go post your drunken Facebook rants somewhere else.

  • @Markness said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664422#Comment_1664422

    Nice argument you've got there. You're demanding a person to be silenced for having a different opinion than yours? Yes, that is millenial of you. Off to twitter to rage tweet that someone "in this current year!" is disagreeing with you and your echo chamber. Fear me safe spaces!

    Why do people think their freedom to be ######### extends into privately owned games? No, buddy, you break the rules (like being excessively rude/hateful) then you get banned. That's how it works in this game, just like that's how it works inside a Walmart. You do not own this game, and your "rights" do not extend infinitely.

    It's amazing how little people know about this really basic concept. You can't walk into my house and start calling me racial slurs. Hell, you can't even do it from the sidewalk, as that's harassment. It's almost like society has rules and laws in place for relentless douchebags.

  • @jackal470 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664422#Comment_1664422

    Ban people for being rude azz Hats? Wow slippery slope when you take away peoples freedom to speak...you may not like what they say but they have rights also...I don't know your country of origin but I hope it's not mine...we have protected rights where I live and the only people trying to take them away are a bad words I can't say cause I'm on THIS forum. Yes I'm a millennial too, and agree the person that said that is a jerk but it wasn't that bad at all....there are way worse things said even though moderators on this forum never heard "sticks and stones" so they are the millenials that believe words are violence and you sound like you are one of them Bob

    You have no "rights" in a privately owned game. The terms of service are your god here, boy.

  • @[Deleted User] said:

    How is Ruin any different? You can spawn next to a gen, tap it and let go to see if its being used in the first 5 seconds of the game.

    Because you don't need to complete damn near 50% of your objective to get the full power of Ruin.

  • @Markness said:

    Sorry to hear about that, but here is some harsh advice for you that you need to hear... grow some thicker skin. It's the internet, so don't get too bent out of shape over some person's comment when they have no idea who you are and won't think for more than a split second about what they've said after they've said it....

    Is this a millenial thing? (I am a millenial btw, but everyone seems to get offended by everything nowadays.. the gen-z/soccer moms would not have been able to handle old-school cod lobbies or UT2004 when people could spam you with a lot worse).

    Is it a millennial thing to have zero reading comprehension? You clearly didn't read the part of the post where this didn't bother him personally as much as it bothered him that people are just going around saying that to people who might take it a little more personally.

    Which is good, because normal people shouldn't have to "grow thick skin," ######### should just be banned immediately and without recourse. If they don't like being banned, they can grow thicker skin.

  • I think for me he might come off as less difficult if you're already very experienced with twitch-reflex based games, like shooters or games with extensive high mobility. I am very familiar with those types of games, so even without extreme map or tile knowledge, I still get very good use out of Blight. I imagine that expertise will only expand as I learn how to deal with more and more unique situations.

    It's a weird sort of scenario, you can't "fall back" on your high speed reflexes with nurse, but if you don't have those reflexes to begin with, then you're really not gonna get much out of Blight outside of crossing the map quickly.

    Then it comes down to which part of the difficulty curve we're talking about, since being a decent M1 killer and using his power to get across the map is extremely suboptimal compared to knowing when to get slams out in chases (or, say, spotting another survivor as you're chasing one, and then using your slam to redirect yourself to the second survivor before they know it, instantly doubling up the pressure) and being really fast at aiming and striking with lethal rush.

    Are we talking about getting "okay" with Blight, or getting masterful with Blight?

    That said, it's a little hard for me to compare him to someone like the Nurse, who is difficult for a whole other set of reasons, and they both have bugs/weird design decisions that make them trickier to use. Speaking of map knowledge, did you know there's a small piece of grass in the MacMillan maps that has a Blight slam hitbox for some reason, even though you can walk right through it? Generally there's one of them placed on the outside of the main building, at a corner, remembering that I will collide with that bush has already gotten me some hits I couldn't get otherwise and also saved me from using my last rush token hitting a friggin' blade of grass. Remembering that kind of obviously-unintentional stuff definitely starts adding up.

  • This was apparently a bug. It is being fixed in the upcoming patch to where they don't get the notification until the first token.

  • You know what you're doing if you're in red ranks running OoO.

    If being facecamped is "exactly what you want," I am happy to oblige, every single time.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662521#Comment_1662521

    I don't get how blight on Haddonfield could be that bad, since he counters the "hold w tech", which is why most players have that map.

    The buildings and, surprisingly, the extremely long fences can be an issue. If someone's out in the middle of the street, they're dead easy. Ugh, and all the damned bushes that go on too long. The long fences can be easy hits if the survivor goes in and you're charging, but so many have a damn window or a way through at just the right length in many chases to somehow make it even more annoying than on a basic M1 killer.

    That said, it's not like a tremendously difficult map, it's just full of a lot of really annoying little things, and if the survivors are good and know how to deal with Blight, it's gonna be a real slog, let alone how easy it is to lose Blight over waist-high walls.

    I'm generally less irritated to go to Lery's as Blight, and some of the entryways in that place basically make your power work double-time in the survivor's favor.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662516#Comment_1662516

    Probably because the devs have said this 1000 times but the EGC isn't a tool for either side, it's only supposed to make sure a match ends, it's not supposed to pressure survivors into not going for saves etc, it's only purpose is to make sure a match finishes.

    Which is weird, since you'd think something like the EGC would be used as a tool by the devs to make the end of a match as tense and exciting as possible, instead of a "well, take your time sweety" egg timer. I'm always all for ratcheting up the tension and thrills. You had X minutes of people holding M1 for a long time, give them a little bit of excitement on the way out, even if it's still weighted in their favor at that point!

  • To this day outside of I think 2 dropped internet DCs, I have never disconnected from a single match in DBD.

    But getting Haddonfield offerings two times in a row while playing Blight and the first thing I see is OoO... That got me pretty close. I didn't do it because I don't want to start doing it for every little thing that doesn't go my way, but at some point I can see why so many do when there's no penalty. But don't do it at the start of the match on the first M1. I've seen plenty of survivors get hooked first and escape just fine. I know it feels like "I'm found the first time EVERY SINGLE MATCH" when you're playing solo queue sometimes, but that doesn't mean much by the end of the game.

  • @Terro said:

    Couldn't you just open the gate yourself as killer now?

    I think, at least this is how I read it, that the point is that a 99% gate basically alleviates all pressure from survivors. It doesn't regress (and likely never will) so the "strategy" is always to 99 it. There's no real way to deal with it for most killers. Obviously at this point the survivors have basically won, but it eliminates a lot of the tension unless it's an exceptionally close match. The EGC doesn't help much most of the time because the timer is incredibly long.

    I don't know whether I'd change it or not, given the option, but I do know making each phase of the game more exciting is generally in DBD's best interest.

  • @TheStabbiNAngeL said:

    That's too many rules. I just want to play the game how, i want, and if i feel like being a little naughty so be it.

    Hm... Your name checks out. You may avoid a ban... for now.

  • Have trapezes spawn all over maps when he's in the match, like Plague fountains or jigsaw boxes. And then have him do beautiful acrobatic flips and twists as a means of fast travel between predetermined points.

  • Reading this thread gave me a chuckle, had to make a little comic about the altruism trap.

    image.png


  • Complaining about killers having uncreative builds when you can pretty much guess half the perks of every survivor in every lobby before the game loads is pretty funny.

    I think a change (rather than a nerf) would be good for Undying, though. I'm not a fan of RNG on either side, it should not be a huge determining factor on the outcome of a match.

    As I proposed in another thread, we need the totem counter. Everyone has it; killers and survivors. Killer sees totems on their UI lit properly, all survivors see dull totems until they discover a hex totem or are alerted to its effects.

    Then, we just change Undying so that instead of a typical red hex glow, it glows blue or something, indicating to both the killer and survivors that this is a critical totem.

    If we had to take it one step further, move the aura reading from Undying onto Thrill of the Hunt, making it more viable (and still making it synergize, but taking up another perk slot and eating up a dull totem so Ruin can transfer one less time) and give Undying a generic sound notification when a totem is like 30% cleansed. Overall I guess it could still be seen as a nerf, but having the info on which totem was Undying as killer, even if the survivors also know, would be big for me.

  • @PigMainClaudette said:

    I go sneaky because I can't run forever, but I can hide pretty well.

    Detection perks and abilities are also the bane of a stealthy player's existence.

    As for a 25 minute game, you wanna swap? I'll give you my 5min slaughters with DC's and people literally throwing themselves at my Piggy.

    A 25 minute game where the survivors aren't doing anything is not equal to you losing quickly. To my knowledge, the only equivalent way a killer can hold a game hostage is if you get trapped in a corner and they body block you and refuse to hit you. And even then if a single other survivor is alive your team can still win, but regardless of whether your team wins or not, the killer would still be violating the rules by doing that.

    Just like stealthing around for 25 minutes can get you banned. Do the objectives or leave the game. Don't intentionally waste everyone's time. Losing quickly just means you get into the next game quicker. Stealthing around means you're hoping the killer DCs so you can "win" by something besides doing your objective.

    Facecamping, moris, tunneling, all of that is annoying, but none of it wastes a huge amount of your time or breaks any rules.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659159#Comment_1659159

    This is a latency issue, and it's not part of Hit Validation which is entirely for melee hits. We're aware of the issue, and are looking for ways to address it.

    Must be some nasty latency. I've been stuck in the grab for over a full second, in which the survivor casually ran away. At this point I just spam M1 during a grab and hope they're still in range for the normal hit.

    My ping and the ping of the people I'm playing against has never been anywhere near 1000ms, let alone over it, so the super long grabs getting stuck is really bizarre.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656923#Comment_1656923

    I stopped reading after you said "competitive game". Dead by daylight, like it or not, is not competitive

    It is a competitive game in every way that matters. It is one team vs. another using their skill to try and win. You can see this with perk designs, if it was a "party" game like the devs occasionally like to call it, rather than an entire perk slot like Hope giving you a whopping 7% movement speed boost, it'd be like 50%, because party games are all about big flashy moments.

    Anyway, I get what you're saying, this game isn't tournament or esports viable because it's an unbalanced busted mess and the devs don't commit to fixes or balance passes fast or often enough to keep it that way. We saw that with the multiple game breaking bugs in Hexy's tournament a few weeks ago.

    However, that does not mean it isn't competitive.

  • Yup. Combined with the bug where you sometimes can't move at all (and if that bug triggers on a lunge attack, the lunge attack literally cannot hit survivors) it's getting real frustrating to play Blighty Boy lately.

  • Everything in any competitive game should 100% be balanced around the highest level of play, because that's where you actually come up against the limitations (or lack thereof) with specific mechanics, perks, add-ons, etc.

    If you balanced any game around the lowest common denominator, all the stealth killers would've been removed day one because they scare new players, and Scratched Mirror Myers would've never been made because he's "uncounterable." Killers would've had pallets and loops removed because they'd take all match to catch a decent survivor, etc.

    You must always balance around the top-end. That does not mean make it unfun for lower skilled players, but fun and balance generally go hand-in-hand. Some early confusion and frustration at mechanics you don't understand (especially in DBD, where the tutorial is Z-tier and the game tells you almost literally nothing about anything beyond how to move) is part of getting skilled, but having the game changed because you vaulted the window behind the survivor every time would be bad for everyone.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656370#Comment_1656370

    Nerfing Maps? And Swf? And Ds?

    Totally not a entiteld Killer main xD

    How about no?

    I agree with the Killer nerfs. But Not with the Myers Buff.

    The irony of "entitled killer main" when the 45 minute long, community-developed video goes over a large series of killer and survivor buffs and nerfs to get rid of the most frustrating parts of the game on both sides, and then you come waddling in with your finger in your nose, drooling all over the floor saying "durr i disagree except for all the killer nerfs, also entitled killer main lul"

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656449#Comment_1656449

    Yes, I am. In fact, I'm outright saying it. Good games (as in, games people enjoy playing) don't fail, they become financial successes.

    DbD succeeded. Others failed. DbD is therefore the better game.

    You heard it here first, folks. If people like playing a game, it becomes a financial success. It's just a certainty. No good game has ever failed.

    This might actually be the most ridiculously stupid thing I have ever read in my entire life.

  • @FrootLoops said:

    But.... how could survivors abuse this to frustrate the killers?

    I think maybe instead the survivor should steal the killers weapon and run away at 118%, and the killer has to catch them to get their weapon back before they can injure/down anyone

    I like this. Survivors could also hide around corners and crouch down, and when the killer comes around a corner, they'd trip over the survivor and be stunned for 10 seconds! Then the survivor with the weapon could mori the killer!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656439#Comment_1656439

    Yeah, not ONE of those games reached any kind of success.

    And why do you think that is?

    Are you implying it's because they're lower quality? Because I personally think RE Resistance is a better game, but it lacks any kind of support because for some reason it's tied to a single-player game purchase and shows up in your library after purchasing RE3 without any sort of notification at all. If RE:R had continued to get major updates (instead of just card variants) like when it first came out, I'd be playing that right now.

  • Wait, what?

    Why is the collision box of the survivor ("you would be bumping into stuff constantly") the same as their hitbox? Those should be totally separate things, I'd think. One is for determining how you interact with the terrain and the other is for when you're hit by a weapon.

    Anyway, yeah, hatchet hitboxes are pretty big. If you play Huntress, you also know that you often throw your hatchets and they explode on what appears to be thin air because the hatchet hitbox scraped some tiny shred of terrain. They really need to rework it from both sides. The survivor hitbox should simply match their animation (and have collision handled separately, if possible) and then the hatchet could as well. Now I can more safely throw over low walls without having to have perfect aim and you could make better jukes. Latency would still not make it look perfect all the time, but in general it would probably look much closer.

  • @gatsby said:

    The Detective's Hunch+Inner Strength combo is now part of my standard Survivor build.

    Hope you guys are proud of yourself. Ruin+Undying can eat my Ash (Williams).

    You mean instead of just running the same perks for all eternity, a change to what was popular caused you to respond in kind? Wow, it's almost like the game is healthier when a wider selection of perks is more viable!

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655018#Comment_1655018

    Omg he worked really hard on it, okay then, such quality, wow :(

    The only thing that's nonsense is this childish belief that anyone cares about your favorite streamer as much as you do.

    Wow. Good comeback. Just act like a ######### dick for no reason. You're really selling us on your point, guy who nobody cares about. Please, tell us why your opinion, which you didn't provide, is more valuable? Or even equally as valuable?

  • Hit validation shouldn't be making calls that bad when someone has 150 ping. In fact, it shouldn't really be taking place at all. The devs themselves have said it's intended for when people have extremely high pings. 150 isn't great but it's not horrendous, either. Of course, knowing BHVR, we're getting validation on every single hit which is probably causing some wacky nonsense like this.

  • @Jyn_Mojito said:

    Really dislike Hawkins and for some reason, Badham Preschool.

    I HAAATE Badham Preschool. Again, I don't perform super bad there or anything, I just really dislike it.

    I really need to take some time and reflect on why I dislike some of these maps. With garbage like Haddonfield it's more obvious, but I have no idea why I dislike Badham so much. It doesn't seem terrible on the surface, it's kinda like a Haddonfield with a lot of the BS removed, but I cannot stand seeing it.

  • Good lord, "dobble-standards?"

    You can form neither a cogent argument nor a coherent sentence. Your logic is that of a child trying to justify why it was okay to steal bubble gum from a convenience store, and your attitude about it is piss-poor.

    You don't need stretched res, you need to go back to school.

  • The best way to really find out if there's "counterplay" to a killer is to play one into the red ranks. Pick one that you really hate. Then keep playing it and see if you can spot the survivors that make every chase miserable. Watch what they do. Record the match. Take notes. Become that survivor.

    If you never encounter such a survivor (hence why being deep into red ranks is important) then you may have found an overpowered killer. But trust me, you'll find them.

  • Hell, maybe I'm crazy, but I'd take PH being UNABLE to M1 if it meant you got to use his power in a manner which could more reliably land skill shots that survivors can't easily dodge. As it stands, people don't use it outside of animation locks or hallways (and the odd prediction through a wall, which is super satisfying and fun but is rare) because it's ridiculously easy to dodge. It absolutely should not be impossible to dodge, obviously, but the telegraph that survivors get is unbelievable. Survivors have less time to dodge a hatchet thrown from like 35 meters.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650771#Comment_1650771

    As always this is just theory ignoring the game design like powers and map layout at all. In reality DS does nothing more than delaying the tunneling for a split-second. You cannot call DS an anti-tunnel perk at all.

    If DS only buys you a "split second" then you're not a very good survivor. A Blight or a Nurse might catch you quickly, but most of the other killers will just have to hold W to get back on you, which can often be a very poor decision since a good survivor will be heading to the nearest strong loop, ideally in a dead zone far away from the gens being worked on, but of course that depends on where you went down.

  • @catnip18 said:

    I love coming to the forums, killer mains not understanding basic mechanics and still complaining is always entertaining

    To be fair, the game never made it clear whether gens could regress while being blocked, hence the change to clarify things.

    This game doesn't explain jack #########, so it isn't surprising that a lot of people misunderstand a ton of the mechanics. You basically have to sit spend half your time watching Youtube videos and reading the wiki to get important details.

  • Yeah guys, just relax and look at BHVR's sterling track record! It'll be alright!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1652009#Comment_1652009

    It did not work on Jigsaw Boxes since ages, they removed the Synergy. And Lullaby affecting Docs Skill Checks was a Bug (a Dev mentioned it in their Livestream).

    Therefore, nothing which should not be the case anyway. On a positive note, Survivors dont get informed about Lullaby until it has 1 Token. But I know that this is gonne be ignored on this forum :]

    I mean, that's a good change to Huntress Lullaby, but it barely makes it more usable. I'll take any excuse to run it though, since hearing gens pop over and over makes me laugh any time I can get it to 4-5 stacks.

  • I'd be fine with this. There are a number of add-ons and perks that can cause survivors to become exhausted. If they have no exhaustion perks, then these effects literally do nothing. While it's okay for that to be the case sometime, it's the only "debuff" I can think of where it might do absolutely nothing to a survivor. I think heavier/louder breathing is a good trade-off that's not really oppressive, but still gives a bit of value for the killer.

    And we can't balance/not balance everything in the game around Spirit, there are so many other killers!

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651479#Comment_1651479

    Ok, thats right. How about it would show you all dull totems with a white aura, so you would know where every totem is located. I just feel the current aura is too much and better fits to Thrill.

    Actually I like that one, since it makes dull totems important.

    Of course, it would still be useless on its own to some extent, maybe slap a 50% deviousness BP bonus just so it does something even if you have no synergy perks with it.

  • @GoodBoyKaru said:

    They fixed matchmaking?

    No, but it was kind of nice being put against people of my own rank. Rank might mean almost nothing, but me going against people with like 50 hours is even worse.

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