Zozzy
Zozzy
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1642225#Comment_1642225
Piston chugging noises isn't what I'm talking about. It's not just the bzzt from wires but knocking metal sounds almost as loud as someone searching a chest when a survivor is working on it plus a very audible sound of a ratchet or wires that you mentioned.
You say this, but i have literally worked on and completed a gen while the killer is chasing a survivor next to me. they can't hear it when in chase and you need to be closer to notice it out of chase.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1642225#Comment_1642225
Well, its up to you if you want to keep your volume low, but dont expect super-loud sounds just to help you. The current Gen Sounds are easily hearable.
Then we need to go back to the old sounds so everyone is happy.
If the old sounds worked fine at my settings, and the new sounds don't then it is a huge nerf to killer.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1641285#Comment_1641285
Is this seriously an issue? It's still very noticeable and always has been when a gen is being worked on through a wall with even reasonable volume - Technician reduces the range where the noises can be heard (as for the volume I haven't directly tested against it at different ranges)... without it the base noises (that 99% of survivors have) is still very apparent even when you are mid chase as long as you are in range.
Get headphones if sound on your speakers aren't good enough
Pistons chugging doesn't mean a survivor is working on the gen. I shouldn't have to snug up to a wall or stand there for 3 seconds listening for a tiny bzzt from wires when the old sound game me instant information from quite far away.
I am using headphones. but i also like to keep my hearing and avoid tinnitus thanks.
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@ALostPuppy said:
If they played less frequently and didn't stack when multiple survivors worked on a gen I think it would have been a good addition. Also literally nobody in this thread has a single clue about generators lmao
The old gen sound gave off a constant click clack sound that the killer could listen out for to determine if a survivor was working on the gen. The sound of the engine its self was also very loud, blocking killer noise and muffling heartbeat.
The new gen sound gives off ........................................................ that the killer can use to deter.. oh wait it doesn't make a single sound.
Bring back the engine noise as frequent as it was or go back to the clicking noise. silent gens or long pauses in sound are unfair and imbalanced.
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@Hyraga91 said:
It was awful man. The sound was too high and you can't even hear the sound of a hability skill, or even footsteps for the killer.
That's the point. the gens are supposed to block out the sound of the killer.
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So we are back to free technician for survivors and forced face checks on gens for killers? They need to delete the new sounds and put the old sounds on the gens until they fix it because you can literally repair the gen next to a killer in a chase and they have no idea you are there.
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Killers: Gens are to fast, fix it dev's!
Survivors: Gen speed is fine, pressure gens noob. Btw NOED op and unfair.
Killers find a way to apply some slight pressure to gens
Survivors: Omg, so boring zzz braindead killer ez mode nerf everything devs this is unfair.
Killers: you told us to pressure gens.
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If everyone ran bond there would be no need for kindred.
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@DariusB92 said:
I completely agree. Most people commenting against this play SFW I would imagine. I think we should be given the option because if we care about both sides having fun then the killer is not having fun. I am pretty good as a killer but when your chatting and coordinating its definitely not fair to the killer. Then the popping 3/4 gens in under two mins when your chasing their goat. Sometimes I destroy them because i know they are sfw that will come rescue and troll but sometimes they troll me and escape. It's frustrating and I hate playing killer because it never feels like I'm gonna get a normal match. They should change something that allows you to opt out of going against teams or limit number allowed. I was thinking seperate lobbies for like two player teams because alot of killers don't wanna deal with that and wanna have fun and some killers love playing against teams.
They should limit the numbers, but this will never happen as 4 man has been in the game for to long and it generates to much moneys.
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Hard to be neutral when one side has more glaring issues than the other, even if you play both equally.
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@SloppyKnockout said:
Most of the time, it's not SWF ruining your killer matches. It's mostly yourself ruining your killer matches.
99% of SWF's are just people shooting the proverbial **** with their buddies. The amount of tryhard SWF's are the 1%. Chances are, and statistically speaking, if you're losing to all SWFs, you really need to get better; and you can. DBD is a fairly easy game to play on either side. You can do it:)
If this is true then why is it "easy" to beat solo players but causal and bad swf are hard to win against?
Information is king in this game. This is the reason survivors raged about compound 21 because it actually makes blight viable.
Any information shared between 4 people destroys killers. Simple things like the totem is at x location, or he is not chasing me and heading to x area. or full on BT, DS synergy with gates open....
There is no defense for 4 people on coms.
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@Heartbound said:
If only there was a way to reduce the four man team's numbers,
Shame you can only do so by completing 8% for every 20 to 60% of the opponents task isn't it?
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@CalamityJane said:
https://forum.deadbydaylight.com/en/discussion/comment/1636701#Comment_1636701
Exactly, they say "no counterplay" because between the time that the shot is fired and the shot lands, the game doesn't bring up a pop up that says "Would you like to get hit by this? Yes. No."
The counterplay exists before and after shots, it's about how you play and making him uncertain and making him miss, not 360ing a harpoon mid-air.
And people are so fast to discount splitting up on gens. A 110 killer that's strong in a chase is fine, but when you hook someone and your choices for what to do next are 3 gens that take 20+ seconds to walk to, you've lost a hell of a lot of pressure and 2 gens. It IS counterplay to adapt your tactics to who you're playing against.
And even after all of that, when you do get shot because No CoUnTeRpLaY!!! you still have input as the survivor to move the chain through objects and break free, denying him the down. Your teammates can run into the chain and force it to break. It's not a 1v1 game. Counterplay exists on more levels that what you can currently do to the killer on your own.
But they can't run around a truck 3 times, stun the killer and clicky clicky tbag. Can't make a good yt montage from that can they?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1636280#Comment_1636280
No, it’s more than that. This has been an issue since the implementation of dedicated servers. There can be a significant delay in Scratchmarks (and blood) appearing when a survivor is running, or there will be large “blank” gaps like the survivor stopped running, but they in fact have not stopped running.
And usually by the time they DO appear, they’re already starting to fade.
Its an ongoing frustrating bug.
And it is an issue that 1. benefits survivors and 2. is inconsistent so it will NEVER be fixed.
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@BigTimeGamer said:
The forums think if you want a killer to be counterable then that must mean you want them to be an M1 killer who is extremely weak
the amount of hyperbole is insane
And yet nobody has explained what they mean by counterplay. Only that they want aim spam gone meaning that he must take the shot or suffer another loop while ignoring that the spear hitbox is the size of a pin with travel time that is practically luck based to hit a survivor going dawdsdawdasdwdaswdsdadawdasdawdasdawdasdawsdaswdwasdsdwdasdawdaaswdasdawdasdawsd
The only reason huntress can deal with this is because of the size of her hatchets
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@SkeletalElite said:
no counterplay ≠ unbeatable
a team who plays well by early throwing pallets and sticking gens will still win, but the game will be extremely boring. Killers like PH, deathslinger, doctor, spirit all have a very unhealthy design in how they're balanced. They're pretty strong in the 1v1 but so much so the way you beat them is by playing as safe as possible and when survivors play as safe as possible and do gens as fast as possible you have games that are extremely unfun for the killer.
Basically the way to beat them is to make the game unfun for the killer but the alternative is losing to a very unfun killer to play against.
The problem with deathslinger power is that because he can fire so quickly (and thus leave not enough time for a human to react) and also has no cost (no slowdown/cooldown) to only pretending he's about to shoot, that leaves the only counterplay as throwing pallets before the killer even has the opportunity to try and make a play at the pallet. This is boring as a killer because if survivors paly well you will just spend the entire game trying to catch up to survivors with your 110 speed and kicking pallets. If the survivors don't do this, all they can do is try and guess whether or not the slinger will actually shoot. If the slinger is bad he may miss shots but if he's not he'll just m1 you while you waste time juking or if you don't juke he will just shoot you.
Pyramid Head has a similar problem. When he sticks his sword in the ground, he slows down a little bit, but is still faster than the survivor. This means anytime you reach a pallet, PH will stick the sword in the ground then if the survivor does not throw the pallet they ran through he just cancels his power and will hit them with a basic attack. If they throw the pallet. Pyramid head will be able to hit them with punishment of the damned because throwing a pallet stops you from moving for ~1/2 second which is more than enough time for pyramid head to react.
Doctor also has a similar problem to deathslinger. Upon reaching a pallet a smart doc will make you completely unable to throw it and eventually get a hit by repeatedly shocking you just before you reach the pallet. Eventually he will catch up to you and get the hit even though he slows down when he uses his power because it doesn't slow enough to cause the survivor to gain a significant amount of distance. This makes the counterplay to throw the pallet before he can even shock you. Even then the pallet may be short enough that can he can still get the hit by shocking you to stop vaulting, but not all the time. At the pallets where this works, you have the same situation as deathslinger, you spend the game just kicking pallets and running after survivors with no mindgames.
Spirit's problem is more unique in that the problem is a lack of feedback for the survivors. Survivors are told so little about what the spirit is doing that when you get hit it often feels like all you were doing was running around like a headless chicken just trying to hopefully confuse her, but in the end everything is on her side. A survivor who plays well may be able to delay a decent amount of time by holding W against her but it's very unfun to do because the game feels like it's entirely in the killer's hands and lacks the back and forth interaction between killer and survivor that makes the game fun. The spirit player gets to do all the interacting while the survivor is basically just throwing the bones and hoping they get a highroll.
tldr; These killers encourage survivors to use boring play styles because it's the only way to consistently outplay good usage of the killer's power and the alternative is just getting killed by something you couldn't have done anything about. These killer aren't overpowered, they're unfun. The solution would be to adjust the powers to be more fun (inevitably making them weaker) but to give them a compensation buff in some other way.
But survivors can use this boring and safe playstyle against every killer, especially the weak ones with zero anti loop ability.
Watched a streamer play pig yesterday and there was zero looping, just run to pallet- drop pallet- wait for killer to break pallet. The entire team did the same tactic while glued to gens and by the time all the pallets were gone 5 gens were done and the gates were 99 for the ds bt combo out the door.
Everyone keeps saying survivors have to play x way or do x thing to counter this oppressive strong killer while forgetting that these tactics are 100 times stronger against weaker killers.
If a tactic or way of playing is possible then you can't pretend it doesn't exist or that nobody will do it.
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I keep getting moments where the scratches just have a huge delay before they show up.
I was playing on the game and had a survivor trapped behind one of the long wall loops with the pallet in the middle. I broke the pallet and they ran right, left, right and i thought they ran left again after checking the doorway and seeing no blood or scratches, so i ran left and around. Nobody was there, i did a loop of the tile and still nobody, looked at the doorway and watched the scratches and blood quickly appear and then fade as if it was programmed to wait for me to stare at it to trigger it.
I have had other games where a survivor will round a corner and scratches and blood just stop, even though i can still see them running further ahead.
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@Aven_Fallen said:
The thing is, Deathslinger has two dumb Tools in his Kit:
Free zoning by faking his Power
Shooting without any reaction time
You cannot react to a shooting Deathslinger, it is simply not possible, it is too fast. And by faking his power, he gets free zoning potential, meaning he can use it to get you outpositioned.
The only thing that somewhat works is to stick on Gens and use high-wall structures as much as possible. Last thing is RNG tho, and you cannot stick on thos structures all the time. And against a good Deathslinger, it is really hard to avoid getting shot/hit.
It also does not feel rewarding at all if I "dodge" a shot. Because the Deathslinger missed. It was not anything I did good at this point. Huntress, on the other hand (as another ranged Killer), feels rewarding when dodging a Hatchet.
Plenty of reaction time from long range, why should you be able to react at close range?
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@azame said:
Alright so after thinking about how when I bring up a killer that if the survivor plays good can beat in a 1v1 I'm always told it's a a 4v1 game. Here are the flaws.
Solo:
Ok so if some killers should only remain 4v1 countered like slinger or PH the average solo team would be losing. Solo is very unorganized how exactly is this fair?
Solo is notoriously weak/bad team wise and yet at the very least your own skills mean nothing in chase against some killers in chase. These leads to people wanting to play swf which when played optimally brings me to my next point.
Complaining:
If survivors play swf in a way that is optimal like splitting on gens killers will complain about gen speeds going fast. Which is fair they are pretty fast. My point being that these 4v1 killers have no real 1v1 counterplay so survivors are left to split the gen pressure.
Now survivors are moaned at for "gen rushing" or making the game too quick for killers. This leads me to my last point.
This or that:
It's either we play solo and struggle against these 4v1 killers or play in an optimal swf and moaned at for splitting on gens. Pick one these 4v1 killers encourage swf because swf is the best way to beat them rather than an unreliable solo team. Thats undeniable.
Anyways that's my thoughts stay hydrated.
What stops you from splitting gens against every killer? We WoN't BeCauSe We cANn HavE "FUN" at the full expense and frustration of the killer player, and if things go south for your swf you always have the option to focus gens and get out.
You can't balance the game around randoms sitting in a corner playing with themselves and just shrug off what swf groups (and solo players that know what they are doing) can do.
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@Breadz said:
https://forum.deadbydaylight.com/en/discussion/comment/1634330#Comment_1634330
Forgot to mention that this isn't as important of an issue as other killers which is why I'm downplaying this. Don't plya him if you don't like him and if you go against him just destroy him because he's weak. Him being unfun in chases is an opinion and if you really hate it then stealth that whole match and just wait it out because nobody plays him anyways.
The players that complain about him don't like stealth. They like to make YT montages of running 4 laps around a truck, hitting the killer with the pallet and then proceeding to blind them and sneak past them because ha ha baby killer.
PH and Dslinger have the potential to deny this bs so they want them ruined.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1633718#Comment_1633718
The best ping to play as killer is somewhere beetwen 60/80
Oh i am well aware, but i can't chose my ping without a vpn can i? and a vpn is quite bad sportsmanship.
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Get 20 ping as killer and say that. Either people have an auto dead hard hack or the perk works perfectly when the killers ping is low and survivors is around 40-60, because i have literally sat on peoples back for 5 to 10 seconds and they refused to dead hard until i clicked attack and it would miss.
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The dev's think 150 ping is "good" i can confirm that even 100 ping makes the game so easy as killer.
I randomly got put on a server with 100 ping as huntress and there was zero effort hitting survivors with my hatchets. Just throw where the survivor is and they hit, even if they dodged and the axe clearly hit air.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1632896#Comment_1632896
Is that so? Then why exactly do killer have 70-80% winrate again? You say everyting like its a fact, but obviously, it is not like that.
You only guess? You know what a good Deathslinger would do against someone who is wiggeling all the time? He walks up to him and kills him. Thank me later for that pro tip.
Kill stats are meaningless as proof that a killer is op.
Survivors often throw the game after the gens are done and the gates are 99 to save the random acquaintance they met on line and added to their friends list.
Surviving is optional, 99% of the time they already have their pip.
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I can live with the flick, but the fov is terrible.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1633093#Comment_1633093
Sprintburst to the nearest “infinite”. Esports level gaming right there.
Eh.. the only big infinite (large time waste) left is mothers dwelling.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1632896#Comment_1632896
Lol I just had a game as Pig on disturbed ward.
Survivor looks like they’re going to go down before they make the window, Dead hard for distance, out the window and around, out the window and around, out the window and around.
Then at the end another survivor injured about to go down before they reach the exit. Dead hard for distance and they make it.
But its spirit/pyramidhead/deathslinger that take no skill, its those 3 that have no counterplay.
Come on man, we all know running around a truck or low pile of junk with 100% visibility of the killer takes 2000 iq to pull off.
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Shouldn't you be playing wraith to be fun and fair for the survivors?
I don't mind the sounds spirit makes, but she does get annoying to listen to when in the lobby. Not anywhere near Oni level though.
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Buy a cheap keyboard and plug it in.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1632786#Comment_1632786
Oh I read carefully. The fact is that most killers don’t have an advantage in chase because there are too many safe tiles.
I don’t care how good you are with DS, you can’t do anything except guess which way they will wiggle. Unless there is someone who can move the spear mid shot, it’s not happening lol.
Not to mention how close tiles are to each other allowing survivors to chain them together or reach the next one if the killer breaks the pallet.
I just ran a wraith long enough for my potato team mates to heal through sloppy and get 3 gens done. resetting the entire game.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1630571#Comment_1630571
I never said they should be invincible, but i said there has to be relative safty for survivors (by the way same that there has to be everywhere else a secure hit). I explained how and why it is important, that you cant understand it only shows your lack of understanding of the actual design of the game. There is and should not be any room for discussion here, because changing that monumental factor would simply kill the game. It is not me beeing biased, it is a fact you are not able to realise that because you only hear "safety" and you dont understand what i mean with that. You just get angry over something that is crucial for the game because you draw the wrong conclusions.
Why is wiggling no counterplay? Because it does nothing. From a balance standpoint, your skill as Deathslinger and the skill as survivor should be irrelevant. Someone missing a shot because the survivor is not running in a straight line has nothing to do with ballancing the killer neither has it anything to do with counterplay. It is like saying "hey the nurse is fine because there are many shity nurse players". If i play against a perfect Deathslinger and i run away and wiggle, he still gets 100% hit.
When your shots are on point you sill sometimes loose games? Of course you do because Deathslinger is not strong outside a chase. I never said he is op, but again, you draw the wrong conclusions.
Killers should have the advantage in a chase? If you read carefully what i actually wrote, you would not doubt that they have..
Long winded way of saying "i should be safe because i pressed space".
Btw, wiggling stops you going to the basement every time the killer downs you.
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Epic entitlement in this thread.
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@OtakuFreak said:
Even if you give me a penalty for disconnecting on Ormond as killer, doesn't mean i'm not going to do it again.
I refuse to play on that map, EVER.
I had a 4 man put up an Ormond offering and two of them used ooo. The devs seriously need to disable object and change it.
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I think it is more to do with the abuse they get on their profile after a couple of games.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1630075#Comment_1630075
Using moris to get kills is CHEAP.
Escaping with the key is CHEAP.
Getting kills because of Iri Head Huntress is CHEAP.
Tunnelling and face camping one player is CHEAP.
Seems like we're all cheap and cheaters.
Using moris to get kills is CHEAP. getting nerfed
Escaping with the key is CHEAP. getting nerfed
Getting kills because of Iri Head Huntress is CHEAP. getting nerfed
Tunnelling and face camping one player is CHEAP. the survivors won
SWF full map communication destroying multiple perks and all killer tactics is CHEAP. being ignored because it generates money.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1632581#Comment_1632581
It wasnt originally but it is now part of the core mechanic.
Killers dont have to guess all time. They only guess when put in a situation they have to. Like 50/50 thats a coin flip guess but even on jungle gyms you can hear grass and have the survivors former whereabouts to go off of.
A survivor should be able to loop as long as they are good. It's the killer getting outplayed you cant be mad at that.
This right here shows you don't play killer. survivor sounds are practically muted while the chase music is playing. I can hear grass and footsteps when the chase music stops, sure. but on any killer that isn't spirit, good luck.
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The worse part is that as solo players, they should be using bond. NOBODY USES BOND and it drives me crazy to watch them run around like headless chickens while i know what gens they were on, for how long and if i should abandon mine to finish theirs or find someone for heals and see each other for hook saves. but nah.... lets run swf loadouts and fail to use them or sit in a corner scared.
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oh wow, so old.
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Glad you are not on the balance team
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@Ramxenoc445 said:
If they really wanna punish Deathslinger for m2 spam though I'd say make the reload longer, or sure add a 1-2 sec cool down to aiming. Huntress is punished with slowdown for aiming hatchets and I think the clown use to have that same thing if he doesn't still have it. With that said deathslinger and pyramid head both need a cool down. If I could only choose one of them to get it I'd say Pyramid head. Both are annoying especially monitor deathslinger but he at least has to aim more. Pyramid doesn't have to aim as hard, but I speak as a person who has only dealt with his power as a survivor im terrible with it as killer.
I would wager that pyramid heads power is actually one of the most useless abilities while the survivor has free movement. It is telegraphed and slow with a loud noise to make sure the survivor knows that he used it.
The only thing he has is catching a survivor stuck in an animation, and even then Press E to outplay (dead hard) will save you
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He bows to the mighty pallet and can't do anything other then follow the survivor like a puppy at most loops so no, survivors love him. he even has counterplay in an open field because a tight turn will avoid his rush.
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i have also seen this happen to TRU3 while he was obsessed with blight.
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@Mandy said:
I haven't seen this happening at all as yet, but if you are able to get a video of it happening then please post in Bug Reports so that it can be checked out. (without video hard to tell if it's a latency/lag issue etc).
Just an observation on when it happens. i have 20-30 ping and the survivors this usually happens with also have 20-40 ping. higher ping doesn't seem to cause an issue but i have only really checked when it happens multiple times with the same survivor.
Scott jund mentions it in this video at 16:00
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1631660#Comment_1631660
Visually stretched looks better. I dont think it's the fov it just looks better.
Well you can get the same effect by playing at 720p on a 4k monitor
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Watched the first 3 seconds of the video and i am already asking the question. Why are the survivors he hits just holding W and not just turning away from his attack. He can't change direction once he starts the lunge so EZ 360.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1631188#Comment_1631188
Doesnt matter to mr I'm console. Also it's being patched probably to stop arguments between players which is most obvious reason.
I can't help it if some people can't see the balance reasons for no fov slider.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1626583#Comment_1626583
It was nerfed because it was OP. If you can't see that you are a bit biased.
I mean you lose a killer and sneak away and he just runs into a wall and , oh look there he is.
Learn to track properly, that addon was straight killer training wheels
"Track properly" you mean guess correctly right? survivor sound output is at an all time low after this update since the seem to have upped the sound occlusion and basically muted survivors during chase music.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1631419#Comment_1631419
Listen, we've all got two choices:
- Use the report system as it exists and demand it be improved. Hackers still get banned, even if it's annoying for us, which makes the game better for us.
- Don't use the report system and demand it be improved. Hackers won't get banned, which makes the game worse for us and might even kill it altogether.
Personally, I'd rather the game stayed alive. I want to keep playing it. That's why I went with the first option. Refusing to participate because the system isn't perfect just guarantees those who abuse the system get a free pass.
#2 is detrimental to the game and forces bhvr to act or lose money.
#1. What problem? i see no problem, they got banned didn't they?
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1630983#Comment_1630983
for like the 4 billionth time, survivors dont want killers nerfed they want them to be fun to verse, they would need to remove his lose lose scenerio and his tunnel potential and buff his mobility/map pressure to compensate
Blight has plenty of map pressure but bows to the mighty pallet and window. Guess what? he isn't top tier.
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@Orion said:
Yes, the report system could be better. The devs have acknowledged this, if I'm not mistaken. However, you need to work with what we've got right now if you don't want to let hackers run rampant because you "can't be bothered".
Why change it if other people are going to do the work for you for free?
We have had 3 years of this. What would you consider enough time?