Zozzy
Zozzy
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1600700#Comment_1600700
If they were thinking even halfway straight, they'd put voice coms in game and just balance the killers up to meet the new every game is an SWF requirements.
They are scared to do this because of Death Garden as a part of why that failed is that you needed to communicate to win and solo was a nightmare.
This game is popular because they made the objective so easy to do that swf can choose when to do it and solo players can still win.
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@m_hillbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/1602399#Comment_1602399
Sorry try to rephrase it . I dont get it.
What i meant was is that before you were able to still chainsaw survivors after your sprint ended. You could rotate your mouse into their direction when you end up close to them as soon as sprint ends.
That would be the cooldown i mentioned.
Its interesting that nobody seems to care. is it because i didn't go and find pictures to show it?
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@m_hillbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/1602364#Comment_1602364
I noticed something. He s just not fun like before. I cant explain all the details but it all started after new animation was implemented.
Most annoying parts are :
1)you no longer able to break pallet under any angle.
2)your chainsaw hit ends as soon as sprint ends( this wasnt the case before i remember plenty of times i ended up close to survivor then rotated mouse around a bit and still got survivor)
3)no sky billy
4)large fov
5)chainsaw fevering is not as smooth as before. Its a bit delayed.
6) when you start curving its a bit slower as before. I mean you go into curving way slower sorry my english . At least it seems like to me.
Vote this up please.
I remember survivors running into me during the cooldown and still being sawed, so they removed that to hey?
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His starting flick has also been nerfed. From what i can tell it is restricted to a 120 degree turn with a large arc. i use to be able to do a 360 on the top of the hills before the long curve kicked in.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1600802#Comment_1600802
Don't RELY on your power for downs.
https://forum.deadbydaylight.com/en/discussion/comment/1600818#Comment_1600818
What I am saying, as I always have, is don't replace your weapon with your power, quit playing on easy mode and learn the game LIKE THE REST OF US.
If you are going to misinterpret my statements, please make it somewhat believable. I have been over this argument about Hillbilly several times and my opinion will forever remain unchanged at this point, since I have faced so many Hillbillies, and especially ones who rely on the old insta-saw add-ons.
At least now Overheat will make people think about when to use their power more than just "see survivor, rev saw".
it's still see survivor- rev saw, only now it is so slow and the maps have been littered with so many pallets and windows that they will always reach safety before you can do anything.
Billy is dead, and removing his ability to use the saw at loops was the nail in the coffin.
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This is what i get from all this "no counterplay" crying
The current survivor meta builds are built for the chase. We have second chance perks and mistake erasers / chase extenders (dead hard) as well as action boosters.
They don't want to change their perks because they work on the majority of killers and demand they gut killers so they don't need to adapt.
There are plenty if stealth perks, it isn't the killers fault that you chose to ignore the stealth aspect of the game.
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Linked sets are boring. No point buying something that isn't unique.
I can understand a skin like Oni's, but some of the other sets are questionable.
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His normal turning is the same, but the flick at the start is way more restricted .
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1598535#Comment_1598535
According to the DBD Wiki:
https://deadbydaylight.gamepedia.com/Max_Thompson_Jr.
He moves at 9.2m/s currently when using his saw
https://us.v-cdn.net/6030815/uploads/6XNA2K2F25B4/image.png
Up to patch 4.1.0, he moved at 9.2m/s when using his saw
https://us.v-cdn.net/6030815/uploads/RD57M4V3PUAZ/image.png
His movement speed was not changed. It was confirmed by the devs that his turning was also not touched.
Didn't they try to change engravings without saying anything and only changed it after people called them out on it?
I find it hard to believe anything that is said without physical evidence any more.
I have full legacy billy so i played him a lot for the first couple of years and for random dailies or when bored when better killers came out.
His flick has been messed with multiple times but this is horrible. They have slowed it down and given it a bigger turn radius at the start.
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I don't understand the point of this post? Pc and console survivor are exactly the same potential wise as neither are restricted by their controlls. The only disparity between pc and console are killers as they are limited by both the controlls and how well the game runs on their system.
The complaints come from the quality of the players as console is more casual than pc, and has developed different abusable mechanics due to the conditions on console that don't work against pc killers.
I have never seen this much use of urban evasion since the perk came out
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Play nurse and you will discover how to waste their time.
If you go against a nurse that never misses a blink hit and always makes the perfect "guess" through multiple walls like on lerys then i doubt they are playing legit.
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Devs balance the game for green ranks.
Be sure to support their decision and stop by the store.
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He is slower and they gutted his turning. How is he the same?
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@ZCerebrate said:
My main take away as a R1 killer was the HUGE lack of aura perks the survivors I go against use so Blindness is a pointless effect in my experience and basically assuming Decisive Strike, Borrowed Time and Dead Hard is fine but there is a larger variance of perks being used than people give credit to
You don't need aura perks when discord give it to you for free.
You only ever see bond or empathy against solo players.
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@TheeclumsyNinja said:
The pipping system needs to have more weight in the pip system.
If i get chased for 2 minutes and 3 gens get done around that time and i do 1 gen myself i shouldnt be dinged and just safety pip because i didnt unhook or heal anyone. The time a survivor can take from a killer to get 2 or 3 gens done is just as valuable as doing those gens.
Same as being tunnelled off the hook, a survivor should not be penalized due to something completely out of their control. You should at least safety pip. You can only do so much, its up to your team mates to help you and take protection hits.
The devs can clearly see a wide range of stats, if a survivor is not being unhooked safely then they should not be punished the same as the survivor who unhooked them
Sincerely, a solo qer who just wants to be reward for the crap i have to deal with sometimes <3
Stop running the killer and share the points around is all i can say.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598137#Comment_1598137
so there is no counter play outside of the ph messing up? gotcha. I'm assuming that's what you're saying since you cant come up with anything but "make him miss"
So there is no counterplay to looping outside of the survivor messing up? gotcha. I'm assuming that's what you're saying since it is literally the same argument.
Also this is a 4v1. Ph is a walking killer and has no map pressure.
I am tired of survivor mains going WAAAA nurf the only killers left playing i want MY fun. And then telling killers to shut up and AppLy PrEsSure when they complain about how weak killers are.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598118#Comment_1598118
are we talking about looping ? I thought we were talking about how to counter pyramid head without guessing and getting lucky. just watch any of the videos scott jund made about this whole topic. then come talk to me.
Well you say guessing and getting inside the mind of your opponent isn't counterplay.
The hate for PH stems from survivors that want to loop every killer in every game and want all counters to looping deleted. So yes this is related to the discussion.
You as the survivor need to make calls and try to make PH miss his shot. You also need to remember that this is a 4v1 game and not a 1v1 game.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598056#Comment_1598056
I've watched high rank survivors a lot. I've also watched videos of survivors that have 3000 plus hours of dbd and are red rank say that he has no real counterplay other than getting"lucky by guessing "(which is not counter play)
This means looping has no counterplay as the killer is always guessing what the survivor is doing during the very rare instances where there isn't a window or crack to watch the killer through.
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To give the developers the idea that it is weak when it is one of the strongest perks a swf can run.
All about misdirection.
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@C3Tooth said:
I have an unfair but "fair" play style
Tunneling at least 1 or 2 survivors into their 2nd hook, and at least down them once right after their 2nd hook (but not hook them).
Then u will get super immersive players, try to hide their best when hearing TR. It actually slow down Gen.
Anything works against solo's
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/1596003#Comment_1596003
Huge rarity???
Duuude all my games in red ranks are survivors spamming the same copy pasted build again and again lol 😂 😂 😂 😂 It gets boring so fast.
That's why I derank to purple so I can see variety again.
This is where i am at. So bored in red ranks.
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Rank 20 hand holding.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1596092#Comment_1596092
I don’t think console is the thing that’s preventing them from making regular balance updates. It’s probably something to do with the fact that a simple minor number change to a perk could cause 20 new bugs to appear.
It probably has something to do with a bad spaghetti code, but I don’t work at BHVR nor am I a programmer so I don’t know exactly why.
I do agree that the game was simpler back then so this could also be it.
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I have the game on ps4 so it isn't really being pc biased.
Comparing this small game to a behemoth like blizzard for priority with patches doesn't work.
They use to do weekly changes to the game in the first year of release.
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@PigMainClaudette said:
If anything, I would like to see more regular, but number tweak balances, rather than huge and sweeping full reworks.
Map, cosmetics and all that aren't that big a priority for me.
They cant and haven't done this since the game released on console because it takes time and effort to get updates approved on them
As usual console is holding the game and pc back
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Current battle plan is
- cosmetics
- cosmetics
- new dlc
- cosmetics
- graphical updates
- bugs
- balance
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1596043#Comment_1596043
Technically you have the 'sharpshooter' points counter as indicator, but that's a 'blink and you miss it' thing
You only get that after you shoot them, not telling you when to shoot.
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It is literally random chance to get the coin to work. Either the map has to much junk in the way preventing you from ever getting that shot or they are to close because you don't have an indicator to tell you when it is active.
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Still small and meaningless since they changed it.
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nope leave it dead. this perk should have never made it past the idea phase.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1594436#Comment_1594436
Inner strength is good but a lot people run it which then we run out of totems.
I run SC as backup you have any idea what it like to point at a survivor to heal me who on a gen ignoring me.
Because you going on the hook again after a 10-20 second chase is irrelevant if the gens get rushed in 4 minutes. you and everyone else will probably get out alive.
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The Doctor is fun
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does being rank 1 really matter?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1594256#Comment_1594256
I said it *can* be unfair if it's an *optimal team*. The discussion is for me trying to understand why people hate it so much. Saying dingus is an insult just say person.
Ok changed.
I am one of these people that get swf quite allot. i see the same squads multiple times a session / week and if i suspect it i do check friends lists after the game so i know they are swf.
I do get the occasional randoms and the difference is like night and day when you compare the games.
SWF games are usually down to the last gen in 4 to 5 minutes and then they just start to farm for points because the game will all of a sudden slow down for seemingly no reason.
Solo games go for over 10 minutes while they sweat it out down to the last gen, or all dead, because they don't know information like the guy i just killed was working on a gen at 99% on the other side of the map, while i just patrol the ones they know about.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1594237#Comment_1594237
I already addressed that in my original post "swf can be unfair" also why so you have to insult swf players. It makes no one want to read your comment.
Then what is this topic for if you know it is unfair and admit it is unbalanced?
what insult?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1592306#Comment_1592306
That's a good assessment but my reason t ok this post was I see people talk so badly about swf like can I not have fun with my homies?
Having fun is all well and good, but the killer literally can't ApPly PreSsuRe when person A tells person B and C that he will save person D and they just stay on their gens on the other side of the map.
Solo is hard because 2 or more survivors will leave a gen to go save because the game is built around uncertainty.
Swf never accidentally run the killer to the last gen at 99%
Swf always know where each other is for heals or know the slug has unbreakable, removing that tactic from the killer
It is just to much information, even from a casual group for most killers to handle.
The dev's said they would buff solo survivors over a year ago and all they did was give us kindred and call it a day. Kindred, bond empathy all need to be baseline and quick chat needs to be implemented to even get semi close to what swf have.
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Maps are darker and in the case of xbox one the resolution is horrific while the killer is handicapped by the slow controls and framerate. This gives survivors time to heal and urban evade around while still being able to win.
I played this on my launch day xbox one through game pass and i literally could not see Claudette because it was 720p or less and pitch black. It was like the old days with map brightness offerings.
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Been seeing this quite frequently.
I got a farm map and every single spot that could have a pallet, did have a pallet.
There was one corner of the map connected by barn to long wall to jungle gym to jungle gym and then 4 pallets all clustered together within 5-8m of each other into another jungle gym. Even the survivors couldn't believe it and said sorry after the game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1593560#Comment_1593560
"No one wants to play killer. "<--- can we for once stop with this? It is not true at all. Besides, before Crossplay the Queue Times were instant for Survivor and longer for Killer. And nobody said "No one wants to play Survivor".
@Topic:
My Queue Times are roughly the same as before Crossplay. Usually I get instant Lobbies from Morning until Afternoon as Survivor and longer Waiting Times for Killer (5 minutes+), and in the evening/night, I have instant Queues for Killer and have to wait around 3 minutes for Survivor. The Survivor Queues got a little bit longer in the evening (instead of 2-3 minutes it is mostly around 3 minutes now).
Probably, because Console had a lot of Survivor players. Also, Console Killers dont have to play Crossplay to have instant Lobbies, so I assume that many already have disabled it to get "easier games against Console Survivors".
I have the game on ps4. Survivor q was not instant but killer was.
Just to add to this. the moment i got rank 16 on ps4 it started to shove me with red ranks, what does that tell you?
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Just apply pressure and never down anyone.
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Just because they merged all platforms together doesn't magically increase players that are willing to play killer. If anything it made it worse since there was 123123123 console survivors per 1 killer and now they have flooded pc.
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Huntress feels terrible when the killers ping is lower than the survivors.
I had a game against console users all fluctuating from 80 to 150 ping and my hatchets would phase through them, even when stuck in an animation like vaulting a window.
The only time i hit them was to throw to their invisible bodie and them watch their ghost run into the already exploded hatchet.
This is making me want to use vpn....
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The pitty win shouldn't be detrimental to the killer. As it is, someone getting the hatch at red ranks can be the difference between a pip or a "tie"
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1592343#Comment_1592343
I mean,i hate some second chance perks like unbreakable too but let's be honest.
The amount of matches you get against a sweaty team with super optimal Loadout and gameplay is soooo rare that decent killers still get their kills in most of their matches.
Perks can only carry the player to a certain degree.I've seen a LOT of survivors with really strong loadouts still failling because they made one mistake after another.
It may be rare for YOU because the location you live in has more casual players. For other people this is not rare.
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@SweetTerror said:
I would highly recommend running Discordance. It's the best perk to prevent gen-rushing.
Discordance helps but a good swf will always 2 man gens because you can't get much done in 45 seconds.
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Kill rush = survivors all stood in one place and let the killer hit them because the W key was to hard to find.
Gen rush = survivors just doing their objective efficiently because their objective is to quick and easy in comparison to ending chases. Swf compounds this by not letting gens regress when you chase someone off it and no gen time being wasted for saves.
One is the survivors fault. the other is bad game design.
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@Spooky13 said:
You can still do it? I literally just did it in my last match. You have to lunge now.
https://forum.deadbydaylight.com/en/discussion/comment/1591258#Comment_1591258
How is it an exploit? If it was an exploit devs would have removed it by now and devs have said multiple times they won't remove the harvester tech.
They removed it by making it literally useless to do.
You lunge, they vault.
lose lose situation.
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You will get new content and any graphical changes, bot zero optimization.
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China and Australia would probably ban the game if it had gore.
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@Rivyn said:
Here's an idea. Reverse them. Instead of a map offering increasing chances, let it decrease chances. That way, i could STOP GETTING THE PRESCHOOL
Sadly the school is the current dev's idea of a rebalanced map to be more fair to killer.
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@thelittlemonsters said:
https://forum.deadbydaylight.com/en/discussion/187850/map-offerings
Ormond was very recently buffed for survivors.
It’s definitely not being touched again for a while.
Then they need to invest id more then 2 balance devs for a wider view on what is and is not balanced.