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@lazerlight said:
Yes, this is another post about NOED.
This is gonna be a long read, so, sorry, but I need to get this off my chest.
I've seen time and time again, NOED stans' counter to complaints about NOED is to "do bones" but when players ask for a totem counter, NOED stans show how much they despise the idea. (By counter, I mean a number in the HUD letting players know how many totems are left, please stop talking about Small Game, we know it's a "counter" to totems, that's not the kind of counter I'm talking about.)
It makes me think "but don't you want survivors to "do bones"?? That's what you always say! Then why are you against the idea of letting survivors know how many totems are left?"
It's not like the number will show them the location of the totems... It's the same as with the Generator Counter, it doesn't show you their location, just the amount left to repair. And you don't need a perk for it! (looking at you, people saying a totem counter should be gained by a perk).
Anyway, back to the topic. When people say "do bones", they are asking the survivors to waste time. They are telling survivors to take time away from their primary objective- or should I say ONLY objective, (because totems do not prevent survivors from opening the gates and leaving) - and running around the entire map making sure ALL totems have been broken. Because of course, it's not enough to break 2,3 or even 4 totems by yourself, because if there is a single dull totem, NOED will activate. You can't tell the survivor who has been getting chased all game because the killer won't leave them alone that they should have done bones if they didn't want to get downed by NOED... they were being chased ALL GAME! And you can't blame the teammates for using the time their chased teammate is giving them to do their objective, instead of wasting time totem hunting. Imagine getting chased for 3 minutes and not a single gen is popped because your teammates are running around. We've all had those games...
And what happens when the killer actually manages to apply pressure? And survivors don't have time to do totems because they are constantly getting interrupted, and they are struggling to do gens and rescue and heal, etc.? But then, you make it to the end, and BAM, NOED. It's like the Killer was gonna get a win from the very beginning!
Anyhow.... ultimately, this is why I don't agree with the "Do Bones" argument:
As I stated before, when Killer's tell survivors to "do bones", they are telling survivors to waste time. They are putting the responsibility of lengthening the match to the survivors. They are telling survivors "give ME time to get YOU hooked and potentially out of the game."
"How DARE survivors do their objectives and be good at chases. They're supposed to let the Killers down them! How dare they finish their objective in under 3 minutes!"
When survivors "end" the game quickly, they should be punished by NOED for not doing totems.
Ah! But when KILLERS end the game quickly, they don't get punished. When KILLERS end the game in 2 minutes because they played an insta-down Killer and / or slugged and hooked everyone at the same time, they get applauded. They get the thumbs up. They get the cheers.
When Killers camp, tunnel and slug early game, to prevent survivors from playing / getting points, and end the game by killing everyone in the first 2 minutes of a match, they get applauded because "it's a strategy". But when survivors do their objectives "too fast" and get hit with NOED "it's their own fault for doing what they came here to do." "It's the Survivors' job to make the game last 10 minutes." But the Killer can definitely end it in two minutes if they so desire.
Being camped, slugged, tunneled, is NOT fun. Not only because you are denied of play time, but because you do not get points from it. You don't even make 1k points from struggling on the hook all the way! Not even 900! You don't get points for getting hooked again after having just been rescued, you don't get points for the killer being close to you on hook for half a hook state, you don't get points for recovering on the ground or crawling... but the Killer does. The Killer gets points for doing all of that. The Killer even gets points when survivors get healed!! But the survivor who just got healed by someone else doesn't??
PLUS, even if the Killer doesn't hook anyone, even if they are chasing one survivor all game, they can still potentially max out on 3 categories (hitting, breaking pallets, using their power, chasing...). While the survivor who's getting chased, only gets boldness points from it. And the other categories? Forgotten. Left unrewarded. So the survivor who got chased all game and got downed and sacrificed because of NOED, can potentially leave the match with 8k points while the killer can leave with more than 10k.
Killers have it easier when it comes to making points, and getting them in various categories, they have the power to deny survivors points, and have the power to completely take them out of a game. So why is it that Survivors deserve to be punished for doing their objective, but Killers don't get punished for slugging or camping early game and eliminating the survivors leaving them with scraps worth of points? (Looking at you Infectious Fright Nurses and Oni's, lol)
And don't say it affects their pips because rank doesn't mean anything. One or two depips is nothing. Deranking means nothing. It is not enough to be considered a punishment. They still get more points than the survivors.
This is a game, a game where you make points that you can spend, a game you play BECAUSE you want to make points. Why would you want to wait for a lobby, to get in the game to just get immobilized and denied of getting points all match? If I wanted to do that I'd just play tic tac toe with myself on a piece of paper! How come Killers are allowed to deny survivors from playing and end the game quickly, but survivors aren't allowed to do their objective quickly??? Don't y'all see the double standard???
NOED needs a rework, all survivors getting exposed status right off the bat for doing their objective is unfair.
But I also think that gens should be a bit less accessible (I know on the 4th year anniversary stream they talked about an early game rework, so I'm waiting for that.) Survivors spawning and being able to finish a gen in the first minute of a match is unfair. By less accessible I don't mean increase their repair times, I mean like making the survivors look for an item around the map before they can repair them or maybe a 15 second universal corrupt intervention or SOMETHING. Gen rushing is a thing, not because of gen speeds, but because of maps and the ease of access to gens. I disagree with the "NOED users are bad players" mentality. You shouldn't blame Killers for "not pressuring gens" many times it's not their fault. It's the game's.
Thanks for reading.
I Actually agree with every point you made here. My biggest gripe is like you said they want us to do bones which wastes time ot give them time on the off chance noed is active. In solo queue a simple totem counter could resolve this problem.
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@[Deleted User] said:
I faced a laggy Clown the other day that would down me on every single window because of how bad their connection was. It was...very fun :)
I'd love to see the killer's ping in lobby so I can dodge. I doubt server side hit validation will work perfectly, so it'd still be nice to be able to dodge 200 ping killers.
Been saying that for the longest just show ping of the killer so we can dodge lobbies.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/193033/why-is-this-still-possible
This definitely cuts both ways.
For every 'how on earth did that connect?' hit, there is a 'wait, how did that miss?' moment.
Latency is latency.
Uhhh no dont try to justify those hits with "well killers miss some weird hits too" dont make me pull out all my clips. If a killer misses it's either their own fault or in consoles cases sometimes aim assist.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1632088#Comment_1632088
I wasn't insulting you, though. I just have a better understanding now. Controller vs KB/M and all, gives a different light on the matter. That's all I was saying.
Didn't they remove the server hit validation because it broke killer powers? Find it funny that when they add something to fix an issue, it breaks something else. Like dedicated servers and exhaustion perks.
All the different light on the matter dude. Controller/kb and m is hardly a difference. Its notable on the range killers but even then, even then you can have good aim in controller. Also you can still spam ads for free zones but that's a whole different story. DC penalty off fixed that for me.
Yeah they disabled it broke huntress hatches but they fixed that.
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@Kees_T said:
It's just latency, everyone knows how it works.
I don't play DBD for some days but they disabled the hit detection system in the backend for now and haven't enabled yet. In the Killer's screen you were very close to the window, and with the hit detection disabled, the server will accept anything the Killer client sends, without checking it. So for now, we just need to wait until they fix the system and enable it again.
It's also a obvious thing. If you notice you're getting bullshits hits and your ping is green, you know it's the Killer bad connection, so play safe, don't take windows and drop pallets early.
I understand why it's possible I was being sarcastic.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1632047#Comment_1632047
"The bloodlust was a hypothetical if i didnt make that clear. I dont go down due to bloodlust I was making a point it could happen and also bloodlust takes like 10 seconds for the first one thats not a long amount of time."
They could, but they don't, so it's not really an issue. It wastes enough time getting it for a hit that it's throwing the game. If it was an inconsequential amount of time for the hit many killers would do it, but they don't, because it is a large amount of wasted time.
"My argument here is if killers arent gonna break the wall anyways just make them solid. I wouldnt complain. My complaint is the fact that even though its optional no smart killer is gonna do it so you might as well close them completely."
I mean if it's a wall or a door that doesn't get broken you still end up with the same outcome, so asking them to make it a solid wall wouldn't change anything. Your issue is more just with the principle of it then, in the fact that by making it door they're acting like it's an option when it's really not.
But it is an issue with perks like corrupt that slow down early gens and solo queue teams bloodlusting is still common. 10 seconds is not detrimental to you as killer that would be an exaggeration.
Actually nailed it here except my biggest gripe is there are too many breakable walls and this shows that anything the devs think is problematic they are gonna shove in s breakable qall that's never getting broke.
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@Rivyn said:
I wonder how close he appeared on his screen to get these hits. I'm just surprised he didn't trap the first window. Not so surprised that the team wasn't doing anything. Felt painful. Feels bad, man.
On an unrelated note, I didn't realize you were on console. Those Slinger posts make a bit more sense now. Sorry about that.
He was high ping so behind the servers, he didnt have time to trap that window, team was trash.
What does me having to be on console mean with slinger its universally accepted he has easy zoning and an insta shot you cant react to and its "fine" due to his lack of map pressure.
How about notnlowkey insult me k? Besides I'm a good player I could almost guarentee you couldnt catch me fast in an actual match.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1632059#Comment_1632059
We both know that when a survivor dies early, it's not because "omg i just wanna play". If that were it, they wouldn't get so salty about it.
No, it's about "how DARE you tunnel me off hook when I was just unhooked in your face". Which is entitlement.
Also, I don't complain about gen speeds. Don't try and strawman me with things I never said, bud. BESIDES, do you find it entitled when killers whine about genrushing, when doing generators is the only objective survivors have? I do. I think it's a silly complaint. "How DARE they do their objective".
Killing survivors is the killers only objective. You queued up as a survivor knowing there was a killer in the game. Their objective is literally in their title. "Killer". That's their only objective. "How DARE they do their objective".
If you want survivors/killers who will play friendly, go play a Custom Match. Survivors and killers aren't eachothers babysitters and it's not up to them to worry about whether the opposing side is having fun.
1. If a survivor dies early tunneling is more or less the reason especially now with this DS bug I got a wraith that camp and tunneled me to death on hawkins with nothing to do. It was funny though I'm ngl.
2. I never said you did I'm simply pointing out the fact that if you have that mindset dont complain about survivors gen rushing. I'm talking about leaving team til stage 2 gen rushing other than that it isnt gen rush.
3. This game is about fun if you could end the game in 2 minutes for either side what is the reason for playing it?
4. I'm not saying I want to be babysat I'm not saying I'm expecting to be catered to. Although if there is no incentive to play why would any one play it. Nobody waits 10 min queues for 3 min games.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1631374#Comment_1631374
I don't think "halt" means what you think it means.
https://us.v-cdn.net/6030815/uploads/IK7Y7US4R9L9/9vld9k0.png
The only that that halts survivors being able to work on gens is active generator pressure from the killer.
None of those perks halt survivors ability to work on generators. There are no perks that stop survivors from ever doing a generator.
I know you rely on DS to do well as survivor - but please, only use words you understand. Otherwise, this happens.
https://forum.deadbydaylight.com/en/discussion/comment/1631372#Comment_1631372
Entitled survivor main rulebook 101 here, folks.
"Leave me alone I just got unhooked WHAAAAAAAAA!"
I mean if you are aiming to delete a survivor in 5 seconds is it really entitlement if they want it play a game to. With that mindset you shouldnt complain about gen speeds.
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@Veen said:
https://forum.deadbydaylight.com/en/discussion/comment/1632037#Comment_1632037
As I see he got banned once or twice, I shall say I hope the devs don't make the game more enjoyable for him. I don't want them to please hackers or anything.
He was banned once for hacking his legacy that was taking away and banned another time for like an unknown reason.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1631995#Comment_1631995
"Ok while their design is to be less usable they might as well not be there. It feels like the number of side steppable/unsafe pallets has risen. Even medium pallets are bad because you can bloodlust which is pretty mindless gameplay."
The number of side steppable/unsafe pallets still feels extremely low to me, like only 1 or 2 per game with some maps having basically none.
Saying medium pallets are bad because of bloodlust just doesn't make any sense. I can't even remember the last time I got hit because of a blood, so that's at least a couple months. Also, even IF you are getting bloodlusted, he is throwing the game for that 1 hit with the amount of time it takes to gain enough bloodlust. In other words, if you are going down because of bloodlust the killer has already thrown the game anyway, so what's the issue? This is why you hardly see it(they don't want to throw the game) and why bloodlust nor medium pallets are an issue.
"Whats the point if they are never broken might as well be solid then right? It could be something like search for a hammer or be able to break atleast one."
If the door in some of those loops could hypothetically just be a solid wall then why is there an issue at all? If they changed it to a solid wall or left it a door that he doesn't break you are still left with the same outcome, so where's the issue? Is your argument that with the door still closed the loop is too unsafe?
The unsafe pallet amount on badham seems high right now alot of the loops are just so short I will record a video later to day and see.
The bloodlust was a hypothetical if i didnt make that clear. I dont go down due to bloodlust I was making a point it could happen and also bloodlust takes like 10 seconds for the first one thats not a long amount of time.
My argument here is if killers arent gonna break the wall anyways just make them solid. I wouldnt complain. My complaint is the fact that even though its optional no smart killer is gonna do it so you might as well close them completely.
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@cripplemagic said:
K ill just play vs pc when i cant hook break pallets or vault half the time. Not to mention auto aim is messed up hard. Im on switch guess all the gamebreaking bugs that we are dealing with should not be a problem for me. I should just be "less scared".
https://forum.deadbydaylight.com/en/discussion/comment/1631859#Comment_1631859
Im glad you are able to play oni. Right now in berserker mode on switch we are completely unable to vault break pallets or open lockers. Im jealous.
Oh switch actually nevermind switch us at a major disadvantage I'm sorry. Good luck bro.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1631897#Comment_1631897
See the not better perks I understand. My opinion on the other part of how killers play doesn’t seem too valid to me because no matter how they play (excluding spirit and maybe good nurse players) you can outplay them or have your team stop them. The other reason I say this is why do killers need punished for just playing the game?
You can say survivors are punished for playing the game when they are tunneled end game. My point is if you are hit by DS you werent mindful of the recently unhooked survivors.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1631884#Comment_1631884
I'm pretty sure I've seen multiple videos measuring the shack and it is indeed still the same size. We can take a look at that in the video as well though.
"If yourself says unsafe pallets and latency are a problem and you avoid them then that makes even less usable pallets."
They are meant to be less usable pallets, that is by design. I don't avoid them because of how unsafe they are or latency, I avoid them because I can waste more time at other loops.
"House of pain is a joke now I've been playing killer on there and the breakable walls is a bandaid fix to a bigger problem as killer there is no reason to break and as survivor you should have a way of doing it yourself."
If the survivor could break them that would defeat their purpose entirely.
I'll watch the shack videos or look them up in a bit.
Ok while their design is to be less usable they might as well not be there. It feels like the number of side steppable/unsafe pallets has risen. Even medium pallets are bad because you can bloodlust which is pretty mindless gameplay.
Whats the point if they are never broken might as well be solid then right? It could be something like search for a hammer or be able to break atleast one.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1631877#Comment_1631877
I think the only thing the devs really need to do,besides hit validation,is to either implement a ping lock or make it possible to see the killers ping again (i have no idea why they even removed that because what does it matter if my ping is great but the killers ping is far worse and is gonna hit me through anything regardless?)
Also,unfair hits were a thing on player to player connection.Why else do you think a large part of the community wanted dedicated servers?
1. These are exactly my thoughts I love having green ping on dedicated servers but it does not matter if the killer is gonna hit me 8 steps after I vault.
2. Unfair hits on p2p were there when the killer had bad wifi or lag switched but you could dodge if you looked at the lobby so I'd be fine with it. My biggest problem is it kicking you our of the lobby because the killers hosts it.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1631869#Comment_1631869
Trust me I know lol my other comment I said to you explains what I mean by the post
Yeah my bad if I come off hostile.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1631874#Comment_1631874
Never said I was perfect we all have bad games especially on stuff we dont play that much I’m a lot better on survivor after practice now at the time was pretty much a killer main only
yeah I use ds ub sb bt all my games swapping bt if I need to cuz that’s all survivor really has
I didn’t make the post to tell survivors to change builds I simply made it to brings some light to the fact survivor meta has stayed the same for years now and no game keeps the meta for that long
And lastly I made that reply to be sarcastic cuz the guy said survivors can run any perk but we all bring the same like 10 perks at most and stack them with our teams
Ahh I see, the meta wont change for two reasons though. There arent better perks and also killers play in a way that force us to use the same meta.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/966349#Comment_966349
This is exactly right. There are a few perks like this (Technician for example) that aren't intended to be very useful to veteran players.
I mean that's now the case because back then you had og machine gun build but that's a whole different story.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1631860#Comment_1631860
yea I'm not it hard but it don't feel any different facing people on ps4.
Yeah pretty much and ever since they improved performance for my xbox it's been way better to play.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1631835#Comment_1631835
"Ok so you are saying they increased the amount of pallrt spawns on that map to make up for the lack of unsafe pallets. Alright that's cool but I've never seen this map spawn more than 8. That is a lack of tile spawns. These 8 pallets are medium to unsafe pallets."
For the lack of safe pallets, not unsafe pallets.
There are generally way, way more than 8, like almost double that.
"After reading what you said it makes sense but my problem lies in the fact that increased pallet spawns dont matter as long as there are no tiles to spawn it. That's my frustration they also just flat out made some spots not spawn a 2 pallets like hosue of pain and on top of that the absurd breakable walls that make it essentially a death trap."
Sometimes there can be a double from lack of spawn spots, but I generally find this pretty rare. I can agree that they could add a few more "potential" spawn places for more variety though and to lessen the chance of those double spawns even more. I don't really see it happen very often though that I feel like it's an immediate issue. I'd argue that even with those breakable walls in house of pain as one example, it is still extremely strong. Even without him breaking it I can still waste a lot of the killers time there. More time than a killer can afford to waste if he wants to win the game. So I don't really see breakable walls there as an issue.
"The unsafe pallets are a design flaw as latency makes going for stuns inconsistent half the time you are hit through the pallet so I see very little reason for them to be unfafe."
I agree latency is a problem and the ping from dedicated servers needs improvements as it is still quite bad. However I don't think that means those unsafe spots are bad as that's a latency problem, not a loop problem. I generally just avoid using those spots in generally to avoid the risk entirely and that seems to work well for me. There are generally many other better spots to run to. Even when I am forced to run it I typically don't even try for the stun and just bait the run around or swing and just keep looping it. I'll go down eventually but the killer ends up wasting at least a couple loops. IE more than he should have and enough time that I'd call that a win on my side.
"Even with this "increased amount of pallets" the map has less than it did prior to the update so could you explain that? They removed alot of the filler pallet spawns on like trucks in the street."
I'll have to go back and manual count the pallets again, but generally as I said earlier, I feel that there are still lots of pallets. I can't remember the last time I played there and we ran out of pallets before the gate was open. If you could post a video of you in a KYF counting the pallets as well we could take a look at that and see if there is an issue, but generally I don't think the count is low from my experience. If anything I'd still say that map favors survivors even with its changes.
Ok so I'll keep this short I'll make a video of me counting the pallets on badham 1 cause why not. The max pallets is 16 but that map only spawns about 8-9 in experienced and for some reason they shrunk killer shack which I forgot to mention.
If yourself says unsafe pallets and latency are a problem and you avoid them then that makes even less usable pallets.
House of pain is a joke now I've been playing killer on there and the breakable walls is a bandaid fix to a bigger problem as killer there is no reason to break and as survivor you should have a way of doing it yourself.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1631848#Comment_1631848
I looked at the clips again and yeah that window hit looked really weird.
The hit at the pallet however didn't looked too bad.
I never said that hits like these are fair but having a game with 0 latency is impossible.
So even with good hit validation you will see some strange hits regardless
Slow down the pallet hit and watch it one more time I didnt throw it becuase unknown he would lunge early therefore missing and me getting another loop.
Also the whole game he had delayed stuns meaning he had high ping. 0 latency may be impossible but why cant I see the killers ping so I can dodge that.
Those hits never happen2d on player to player which btw we should go back to because not only could you see the killers ping they actually had to hit you.
Game was much healthier back then in terms of latency.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1631654#Comment_1631654
Tell that to everyone running 4 stacks of
DS
UB
Exhaustion Perk
BT Camaraderie Adrenaline IW
Also didnt that one huntress streamer destroy you and your team when you were running DS I'm jsut saying bring you didnt get magically good with the "crutch" you seemed pretty bad no offense.
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@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1631033#Comment_1631033
And why do y’all latch to that as an excuse not to fix the survivor meta and agree that 16 crutches is very punishing to the new player base you see it all over the forums people try to play this game get wiped by a bunch of crutch perks and quit playing
"Crutch" perks except dead hard that's insanely crutch but even then dont make you magically good or fix your looping. You will still go down quickly and still 4k.
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@28_stabs said:
Good question. Im veteran FPS gamer and in fps games devs somehow manage to deal with few milliseconds long crossfire duels. The winner avoid damage and stay alive. In DBD you can die 2s after vaulting a window... :DD
That's what I'm saying playing stuff like cod the latency is fairly good and even when something goes wrong they have health bars a game with a 2 hit system makes it more noticeable.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1631846#Comment_1631846
this true I'm ok ps4 and I play with pc and it fine.
Exactly too much of the console community is scared to verse pc killers.
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@cripplemagic said:
https://forum.deadbydaylight.com/en/discussion/comment/1631846#Comment_1631846
Gratz your playing survivor try playing killer on console on new bedham against people hiding . good luck finding them.
I plan killer on new badham oni to be specific I'm still catching 4ks with crossplay on bro you just gotta work on your skill .
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1631390#Comment_1631390
survivors shouldn't have to guess killer do tho
https://forum.deadbydaylight.com/en/discussion/comment/1631293#Comment_1631293
how much skill is there in playing survivor? like none
I mean if there is no skill is survivor could you loop my oni in blood fury? Survivor skill caps which is looping. Dont overlook that.
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Fair I like using them as killer but if a killer uses them and complains about DS/UB it's a tad bit hypocritical because that's heavy slowdown no matter how you slice it.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/193033/why-is-this-still-possible
Those hits really didn't look that bad.That's just latency.
Also,isn't hit validation supposed to only eliminate extreme edge cases?
So you are telling me taking like 3 steps through the window and the blade not even touching me is fair. Delusional I suppose. Then again you are the same guy that said that nea falling and still going down was a fair hit.
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@KrazyAce13 said:
Pc should not be crossplayed with console in the first place they should have just kept it steam and windows and switch should be with android and ios as mobile because of the hardware differences, crossplay is a joke yeah turn it off sure with it on i still wait 10+ minutes for ques the dpi the stretched graphics the macros on wiggle yeah crossplay console vs pc not a smart idea i know many console players not wanting to play this if it goes to next gen. Pc has way too many opportunities to cheat the game to deal with on console. But seriously if ios and android are restricted due to the differences in gameplay so shouldnt pc keep it windows vs steam.
PC and console crossplay is fine xbox player btw and I actually enjoy playing against oc players. I actually uploaded a video of me facing a pc streamer and looping him a bit skill is skill no matter the platform.
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@SCP_FOR_DBD said:
This is a bit unrelated but nice job chaining those 2 loops together. The devs really gotta smooth those hit interactions out, Especially on characters like Freddy.
Thank you I appreciate it didnt matter much as you could see.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/193033/why-is-this-still-possible
Outplayed. On a side note: well done on chaining the long wall and the basic loop together, too bad the trapper "outplayed" you.
Yeah man literally through the window I thought I was about to have a field day on those tiles but nope vpn killers always outplaying me.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1631744#Comment_1631744
"Ok so why is there not enough space. They have flat out removed some pallet spawns and shortened loop tot he point you can side step them."
Removing pallet "spawns" is not the same thing as removing the amount of pallets allocated to a map on generation. There was some overly safe pallet placements they wanted removed but in return they increased the overall amount of pallets on the map to make up for it. IE more pallets but less that are overly safe. We see the double spawn because of this increased amount of pallets trying to be placed. Not sure if I'd agree on loops that were overly shortened to be too unsafe to where you can just side step them. There are only a very small few of those and they are intended to be pallets that you don't want to stay and play, while instead aiming for the stun on them to be used properly.
"There are very little places where pallrts can spawn on badham they removed them. You can try and justify it with nonsense but that's how it is. It's not too many pallets and no space it's the game failing to place pallets on the lack of spawns due to the devs and forcing one."
I'm not sure where you're getting this "justify with nonsense" from me. This design philosophy on what you're describing and what I'm quoting is literally from the devs themselves. What's happening on the Badham design is exactly what they described to be their design, so it's working as intended. I'm not sure where your disagreement lies.
Ok so you are saying they increased the amount of pallrt spawns on that map to make up for the lack of unsafe pallets. Alright that's cool but I've never seen this map spawn more than 8. That is a lack of tile spawns. These 8 pallets are medium to unsafe pallets.
After reading what you said it makes sense but my problem lies in the fact that increased pallet spawns dont matter as long as there are no tiles to spawn it. That's my frustration they also just flat out made some spots not spawn a 2 pallets like hosue of pain and on top of that the absurd breakable walls that make it essentially a death trap.
The unsafe pallets are a design flaw as latency makes going for stuns inconsistent half the time you are hit through the pallet so I see very little reason for them to be unfafe.
Even with this "increased amount of pallets" the map has less than it did prior to the update so could you explain that? They removed alot of the filler pallet spawns on like trucks in the street.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1631700#Comment_1631700
How are you relating that to pallet distribution?
Double pallet spawning is related to too many pallets and not enough space to place them, not too little. If pallet count was extremely low we wouldn't see double pallets. It's trying to squeeze too many pallets into too small a space which makes it supercede the pallet distribution rule it's given.
Ok so why is there not enough space. They have flat out removed some pallet spawns and shortened loop tot he point you can side step them.
There are very little places where pallrts can spawn on badham they removed them. You can try and justify it with nonsense but that's how it is. It's not too many pallets and no space it's the game failing to place pallets on the lack of spawns due to the devs and forcing one.
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@BigBrainMegMain said:
So all I have to do is chase a survivor while staring at the floor to cancel the chase, wait 30 seconds and I get my free tunnel?
Sounds good, nothing can go wrong there. Wasn't a killer nerfed to the ground because of that same mechanic?
Hm...I can't remember what killer received a nerf because that mechanic was completely faulty from the start...who....was....it.......
What I was thinking but that doesnt work you have to moonwalk. Other than that yeah it's a free tunnel which everyone overlooks when they think of a chase mechanic
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1631674#Comment_1631674
Well you can get the same effect by playing at 720p on a 4k monitor
It's the way the game is stretched. Even watching stretched fortnite a few years back was better it looked nicer.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1631687#Comment_1631687
I agree that's an issue but I'd also say that's unrelated to this topic.
Its related to your comment about future map designs being ruined becuase of bl being in thought. I countered that bt saying they already are. The pallet count is so low double pallets are spawning I even have the screen shot.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1631458#Comment_1631458
"BHVR should fix the problematic Maps and bring back the stagger reduction of Balanced Landing for at least a little bit of variety in the Survivor Meta."
You're wanting to cripple all future map designs around the design of 1 perk, that is not good decision making.
Fixing BL allows them much more options with map design without having to always consider if it's abusable by BL.
They already are doing that new badham spawned a double pallet and you should know what that means.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1630817#Comment_1630817
You must have never played Haddonfield when old BL was a thing...
So bad map design and not the perk lol. The passive is what made it good because not many maps have height to drop off of.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1631640#Comment_1631640
I can't help it if some people can't see the balance reasons for no fov slider.
Visually stretched looks better. I dont think it's the fov it just looks better.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1629267#Comment_1629267
But that means I don't have to play the match against the Smol PP combo user and I keep my mori for next game.
https://i.kym-cdn.com/photos/images/original/001/490/511/148.jpg
https://forum.deadbydaylight.com/en/discussion/comment/1628958#Comment_1628958
BBQ: Hide in lockers. Distortion. Walk one way and move the other after every hook to fake where you're going.
Pop Goes The Weasel: The Heather perk can be used to block the gen.
NOED: DO BONES. Detective's Hunch can help with this.
Ruin: Again, detective's hunch. I only think Ruin is a problem combo'd with surveillance.
Whispers: You got me. There actually is no real counterplay to Whispers.
Infectious Fright: Calm Spirit.
Now the only counter to the Smol PP build is a mori.
Who said we were running smol pp build also who also said the others wouldnt alt f4
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1630714#Comment_1630714
Tell that to the dev's who are looking into a way to patch it out of the game.
Doesnt matter to mr I'm console. Also it's being patched probably to stop arguments between players which is most obvious reason.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1631007#Comment_1631007
I'm just sad they removed the insta complete bnp ;(
I do too it was way too balanced ;(
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@ZaPe said:
I posted a discussion earlier today talking about the two perks No Mither and Unbreakable and it was met (surprisingly) with some good counter arguments.
People agreed that my idea for No Mither, while very similar to pretty much everyone else's, is a good change. However, lots of people said that my idea for Unbreakable would make the perk "useless" and that the perk is fine how it is.
I find it hard to believe that people who play both sides think that Unbreakable is fair, whether it's paired with Decisive Strike or not, survivors having the ability to pick themselves up at a 25% faster recovery rate and being able to heal at the cost of only being able to use it once is too strong, especially when every survivor has it equipped, which is most of the time.
One thing survivors can't stand is getting slugged, however, it's sometimes a mandatory strategy killers need to use if the survivors are genuinely gen rushing. HOWEVER, I'm aware that some killers like to do nothing BUT slug and let everyone bleed out just to annoy the survivors and ruin their day. In that situation, Unbreakable is fine, though the perk isn't refined enough to counter that specific kind of slugging.
So, with all that said, here are a few other ideas I've had for making Unbreakable less powerful-
- Turning the 25% faster recovery into a 25% SLOWER recovery while the rest of the perk stays the same. This would lessen it's synergy protentional with Decisive Strike, making it take longer to get up so you have less time on your crutch's timer.
- Unbreakable stays how it is, though it's now a perk that has to be activated. When you are in the dying state and another survivor goes down, you now have the ability to both recover at a faster rate AND pick yourself up. When the perk is inactive, you simply recover at the normal rate and do not have the ability to pick yourself up. This activatable design is meant to specifically counter and punish the scummy way of slugging while the more strategic version of slugging goes unpunished.
Like I said before, I can't understand how people think this perk is fine how it is while tons of people, including the people who say it's fine, hate playing against it. I understand there may be bigger perks to get a shot from the nerf gun, but the nerfing has to start somewhere, and I think it should start with a perk that downright denies a mandatory strategy killers need sometimes.
Let me get this straight you are nerfing unbreakable when it's doing its job well which is to counter slugging the only thing it was made for. People have agreed it's better to nerf DS unbreakable is fine alone.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1630957#Comment_1630957
That is the single most satisfying dbd video I have ever watched.
Exactly it was pretty funny but rip my bb instablinds ;(
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@ascension said:
In pretty much every recent patch, flashlights have received either direct or indirect nerfs and I'm honestly getting sick of it.
First, right around the Silent Hill Chapter, they "accidentally" lowered the angle at which the beam would come out, which was annoying, but not impossible to adapt to.
Next, they changed the aim of the flashlight from slightly off to the right to the direct center of the screen.
This simple change had the effect of eliminating the possibility of getting a flashlight blind from SO many different angles, so much so that unless you're pretty much facing the killer straight on, you're never gonna be able to get the angle you need.
The most recent nerf is that you can't stand anywhere near any props whatsoever otherwise your survivor's arm will bump into the prop and cause them to aim into the sky; clip for reference.
https://www.twitch.tv/ascensionwho/clip/CrackyBetterPassionfruitJonCarnage
Also, I'm not sure what was done, but it feels as if the flashlight timing has gotten much more strict.
I'm not too upset over this change, as flashlights shouldn't be easy, but this makes saves that might've been possible from afar completely impossible.
Even if you somehow manage to pull off a flashlight save, they still haven't fixed the issue that causes killers to almost immediately recover from flashlights stuns.
What is even the point of bringing flashlights anymore...
Why couldn't they just leave flashlights alone as they've been for years now...
Mathieu Cote got violated by a swf with instablinds and nerfed em like a week later. That's why.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1630815#Comment_1630815
Ah, that's completely fair, I also dislike the ability to spam ads, and I think that's the only thing that needs to be changes about slinger. The deathslingers that rely on the ads spam tactic, are usually not very confident in their shots, and will never really improve if they rely on this tactic.
I changed my name, because my friend a great forum member here is dying, and I wanted to pay my respects by changing my name, thanks!
Yeah the the ads spam to zone is my biggest problem even though you have to guess it's there are some choke points that you can dodge and usually be correct like doorways.
Yeah cheers ik about his situation all the best.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1630782#Comment_1630782
How does deathslinger not take much skill? He has a pea sized hitbox, and can shoot through some insane little cracks, giving him a high skill cap. I think deathslinger is the second hardest killer to play after nurse, but that's just me.
I'm not talking about slinger his aim takes skill to hit your shots. Zoning however is able skill cap thing to do thats what I referring to. Also you changed your name thats nice.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1630714#Comment_1630714
I've seen it all now. Plays Claudette with OoO and purple flashlight, click clicks at the killer, defends stretched res.
How can you say these killers take no skill? sprint burst to nearest god loop, run around it again and again, use stretch res so the killer can't mindgame any pallets.
Yeah maybe if you have 5000 hours you can take the low tier killers and win against those kind of teams but it's still a huge disadvantage. Why do killers have to have all the skill and so much counterplay when survivors need comparatively none and have little to no counterplay in some situations?
Once again you are mentioning my perks and preferred character I already explained everything why is this of relevancy.
I'm not saying that dont take skill they have a skill cap just not very high. Stretch res shows more terrain not more killer.
A killer shouldnt have to be extremely easy for a 4k. Same goes for survivors that's why I dont condone pre drop and gen rush.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/1630715#Comment_1630715
You can say that bout clown.. or Hag. or trapper. or any killer that can zone like Slinger
Theres zone arent oppressive though there is a mile of difference also theirs isnt necessary free.