YaiPa
YaiPa
About
- Username
- YaiPa
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Comments
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man, if you really think devs have any kind of knowledge whatsoever in balancing, you're dead wrong.
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tinkerer is just a tweak (which I mean, Pop became meta after a tweak), but it's not so strong on slow mobility killers. Franklin is just meh, in order to gain advantage of it, survivors needs to bring items.
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they kept his awful war cry, but this game is still horror let's remember. Also, the new collection, this is much more important in their eyes.
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maybe Konami demanded for the themed lobby to stay for a longer time, idk. It's not really a priority anyways.
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this is a troll post for the community and we all laught.
but probably devs are taking notes...
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awesome, we need more useless add-ons to be ######### talked about.
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pretty standard BHVR if you ask me.
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maybe they just wanna play the game they've bought how they want?
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basically because it's a killer bug and devs are incompetent. Plain and simple.
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yeah, running around a tree log or a big rock huntress for 30 seconds is really scary and doesn't absolutely ruins every effort put in to make the game horror.
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seems like some things never change:
https://forum.deadbydaylight.com/en/discussion/93204/the-worst-totem-spot-ive-seen
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probably on azarov's, you could literally see every gen at once sitting in the middle.
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actually I'd rather comment on a low commented thread, just to somewhat give it a chance to be seen and so that I can give a contribution to the thread and not repeat something already said 40 comments before (because yeah, I don't like scrolling down 50 comments).
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sure. When devs nerfed healing, people adapted and stopped healing frequently. When devs buffed ds, people tunneled harder if there wouldn't be no obsession.
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actually ds should give stun uses until the killer hooks every other survivor, because everything else is hard tunneling, hence ds should protect us from hard tunneling.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1468632#Comment_1468632
Then let me elaborate a bit more. The stance doesn't change, there's no cue to the Tier being changed, and his Terror Radius does not increase during Tier lll. The same issues could still apply to what you said, but the point of this post wasn't to really mention what happens AFTER the first person gets downed, just the first person being downed.
as I told you, it wouldn't change anything. Since most of the times Myers one-taps you, which is basically not knowing when he is in t3. It would only give Myers the ability to pop t3 at a long distance, then downing another survivor, but it's basically one tapping.
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@FireHazard said:
The real question is, what if nobody could tell Myers was in his Tier lll state.
worthless change. Most of the times Myers one-taps the survivors, before that you can't have any knowledge about his stalking rate. If you see somebody going instantly down you know Myers has T3, then you can just start a countdown.
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that map is just running, 0 loops, just Wii-Fit.
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yeah, it's amazing how there's a word blacklist in the forum but not in the game.
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just another combo that gives literally no chance to killers, since everything they do no matter what, the survivor is getting away (especially if you had adrenaline into the mix).
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by that logic even the harvester tech is an exploit.
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it's probably like Tekken ranking. The MMR range goes from, let's say, -100 to 100. You start at 0. Winning matches gains MMR points, losing matches loses MMR points.
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@ClickyClicky said:
Maybe they only tracked killers that didn't switch?
I'm curious why they tested it on xbox one and not PC or PS4.
so they've tested this new game-changing feature on an already small sample (XBOX), making it even smaller (who doesn't spend blood points while searching a lobby? or change to plague with 3 medkits?, for example). But to get confident data this really small sample needs to play quite few games, which is much improbable, considering how small the sample is.
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no, why should they add this? we're talking about survivors.
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I'm happy that Myers is still played at yellow ranks, enjoy it until you can. You won't see many Myers at higher ranks.
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because he has great hook potential?
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@II_KURO_II said:
https://forum.deadbydaylight.com/en/discussion/comment/1459413#Comment_1459413
The only thing I would want different about Huntress is that combo, the rest of her is really fun to go against and play as.
just as it was fun to go against every billy but crack billy/instasaw, or just like it was fun to go against every nurse but omega blink/5 blink nurse, but you know how things evolved.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1459400#Comment_1459400
It's going to be Huntress. Mark my words.
Incoming overheat mechanic to hatchets.
https://forum.deadbydaylight.com/en/discussion/comment/1459397#Comment_1459397
It's only annoying if you don't know how to loop him.
yeah, I'm pretty sure. She has dumb add-ons, like iri head+infantry belt or the 90 seconds exhaustion, so she'll get eventually looked on. Her arm would sore after 2 consecutive hatchet throws, forcing you to wait like 15 seconds.
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because it is the second proud installment of BHVR's "we're just gonna look at the add-ons". Where they say one killer is only getting an add-on change, just to get ######### bodied. At this point we can only bet on who's the third one.
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no way. The average survivor main new account that posted absurd "solutions" to camping and tunneling. How unique!
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yeah, why should you blame anybody because they play the game they've bought how they want?
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Myers, he sounds so demoralized.
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saying that 4 man depip teams are rare doesn't change the fact that survivors are advantaged by game design.
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might be possible for original dlc characters, very unlikely for licensed characters. But, since they removed splinters I don't see why they would add this ability.
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I mean, newer teachable perks would always be way stronger than newer free ones, because they need to incentivize people in buying the DLC. Like, I don't think we'll ever see a new non teachable perk as strong as soul guard. So, I don't see the point in adding new useless perks, when the 80% of current perks is dead awful.
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just use every carburator you have left, along with Thompson's mix or doom engravings.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1454497#Comment_1454497
While you can argue the structure is strong, this killer also was HORRIBLE at the chase. You can't expect the devs to balance the game in a way that a killer like the one in the video who is running the tile poorly will still get the hit. This was simply a matter of this killer REALLY not knowing how to utilize his power effectively, nor how to run cowtree. A better killer (as in player, not character) couldve scored a hit or forced the pallet down within 15 seconds.
yeah, this opens up on the double standards devs are balancing the game, expecting killers to be experts while handling everything to survivors.
@Mtom912 said:
https://forum.deadbydaylight.com/en/discussion/comment/1454497#Comment_1454497
- Stop doubling back over and over
- Use one bottle between vault and pallet
- Make them run meat tree the wrong way so they can't fast vault, and will either have to use the pallet or take a hit
- Bottle between the pallet and window will stop them from running around the pallet back to the window for a fast vault
- If they run to jungle gym window they will still have to take a hit if they you're running meat tree right
- Another bottle in the jungle gym
- Make them run the side so they can't fast vault the window back to meat tree
- Repeat until you down them
- that's not a real suggestion, since survivors still have backwards vacuum pallets, so you have to guess;
- a good placed bottle will do nothing until the fast vault procs eons before (i.e. 0:40), also killer related suggestion, not every killer can counter the setup
- everything else you said pretend that the survivor is not taking advantage of the sprint burst after the hit, rather staying in that zone,
- forcing the mid vault on the cow loop gives the survivor a fast vault on the jungle gym instead
- you have to eventually reload the bottles
- sure, you will eventually down the survivor, but not in any near time.
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devs are clearly trying to nerf killers that can use their power to both travel the map and ending chases quick, i. e. nurse and billy. So I don't see this happening.
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"Hitting a great skill check while injured progresses your action by 3%.", no. Considering anti-heal is meta since 2018 and that they nerfed skill-checks progression to 1%, this perk would be too strong. I know, it might sound stupid, but no, please no.
monstrous shrine is kinda meh, you always step in a gray-zone when messing with characters speed. That would be its only strong effect, been able to mori survivors after 6 hooks it's not good, it suffers from the same issue of dying light, it starts giving you some real bonus when you're already winning anyways.
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most played characters get more cosmetic, of course, more people are willing to drop 10$ on the skin. When people starts complaining (yeah, complaining for skins, but anyways) because certain characters get so few skins, they release a new set for him/her.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1454477#Comment_1454477
You mean lets just pretend there is an issue cause many killers dont know how to shut down loops.
go on. Tell us how you would have dealt with this setup. Of course I intend from the killer role, you know, the role you clearly have 0 knowledge about.
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eh, I mean, technically not an exploit. Because killer can hit the survivors on the boxes, but can't pick them up. Sure, it's stupid, toxic and gives an enormous momentum loss to the killer, but since survivors can actually die by bleeding out, I wouldn't consider this an exploit.
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@LetsPlayTogether said:
Wow you "outplayed" a Rank 20 clown. Good job.
yeah, let's totally avoid the entire discussion, on how broken it is to have the cow loop window directly linked to a long-wall jungle gym window, granting the ability to save both of those pallets...
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no, they nerfed ph cages because perks like ds or bt couldn't proc.
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pretty common in this game. You need at least 2k hours to be somewhat good (inb4, please don't reply with the average "you can leave the game in background to increase hours", it's a stupid answer).
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"will run chase perks to substitute the killer's lack of chase potential." band-aid fix, we have plenty in this game, bloodlust, bamboozle, ruin and so on. We should integrate into the killer's role the chance to give actual map pressure and chase potential, not being tied to perks.
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remember when people called out ph as an op killer? yeah that lasted a month, exactly the time to adapt to a new killer (unless devs didn't nerf that new killer already because survivors bitched about everything).
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unnecessary nerf, but one can easily close the match with just 1 fury.
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no, lightborn grants at best 1 free hit when somebody tries to pallet blind or flashlight save. period. sure, it's always good not being worried of being blinded, but that wouldn't be a problem if flashlights angles weren't so ######### up.
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because dead hard can be used whenever you want, especially to correct sloppy loops or mistakes. To use Sprint burst correctly you need not to mess up loops.