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azame

azame

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  • @MusicNerd_TC said:

    Here's my favourite spirit change, that would make her more fun to verse, and doesn't kill her at the same time, otz came up with it.

    Remember old Freddy? When you were in the dream transition, you could see glimpses of him. Maybe every 2 seconds, you can see a glimpse of spirit while she is phasing, this would also increase her skill cap, since spirits can do actual skillful techs, like faking their direction. Or you can give her blue scratchmarks when she's phasing, but I like the glimpses more.

    I seen that idea before It was really good. I just would rather her not be a guessing game or the counter being baby blueberrys.

  • @malatruse said:

    People don't want to give up DS for UB, and don't want to run both together since it's considered too sweaty.

    No I run them together every game pretty much it's the main build.

  • @[Deleted User] said:

    You're allowed to tunnel Survivors all you want. People will always be mad about how someone else plays, you can't please everyone. If you feel like you have to then go ahead, it isn't wrong. They'll get salty but hey, it isn't your problem.

    Dont let me find a post about you complaining about survivors gen rushing with that mindset.

  • Because taking a hit and completing a gen isnt the same as being deleted in 2 minutes. You are are different clicky rip

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1620635#Comment_1620635

    Not talking about survivors doing gens. That’s not an issue, that’s their objective.

    See the examples in my post. Survivors taking a hit then finishing the gen in the killers face while they wipe their weapon etc seems pretty hardcore just to get rid of the gen no? Could have run and had a chase.

    I mean why would they take an unnecessary chase instead of finishing a gen.

  • @kingoftheirish1992 said:

    Just stop using him knowing it is a exploit. Ask him if they knew that he is bugged to get the response of it like permanent iron will. Told him it is not intended and exploiting and he shrugged it off with the the line get a life. Did a report on Xbox just because of how brash he was knowing in game reports go nowhere. Hopefully it gets fix soon rather than later.

    Same things like killers playing bugged DS killers. I'm not gonna ask then not to play them just for me. In other words just gonna have to play with it.

  • @Rivyn said:

    You realize the 'I just wanna play with my friends' argument is stupid, right? Nobody cares that people want to play with their friends. What is cared about, however, is how powerful comms are. A simple 'killer over here' and 'gen over there almost complete' can turn a match around, no matter how 'meme builds' are being used. You don't NEED to sweat, that's the problem.

    Coms doesn't make players better loopers and yet you still think the average swf is going to beat a good killer without sweating. What I'd "the killer is chasing me" gonna do for a team that has 2 current slugs. Not much thats 2 off gens and 1 having to go save. My point here is comes can only go so far.

    Also the play with friends argument makes sense because i have interacted with killers on and off the forums who hate on swf and the players who play in it. That's not everyone but it still has validity.

  • @Pipefish said:

    https://forum.deadbydaylight.com/en/discussion/191463/swf-isn-t-as-op-as-everyone-says-it-is-from-a-killer-main

    I love the (from a Killer main) as if that makes your opinion any more valid, it doesn't 😂

    I agree though that SWF isn't as strong as people make it out to be. I'd say it's equivalent to killer getting 5 perks instead of 4

    Powerful but not unbeatable.

    Pretty sure hes just saying that hes a killer main but has a different view than most who claim swf is op/cheating.

  • @ClickyClicky said:

    Everyone knows about the survivors that get off the hook and run immediately to the gen while protected by DS, wanting to take that generator out of the game as fast as possible without wasting time healing.

    I'm getting a lot of survivors recently too that sit on the gen in your face, they take a hit, pop the gen right in your face and they'll take the second hit as a trade just to rush the generator out of the game.

    Is the killer really the bad guy for tunneling survivors in games like these?

    Food for thought.

    Personally when I play survivor I try to be optimal on gens but I also like to try and survivor so my priority after an unhook is to heal in some way. At most I may tap a regressing generator but that's it.

    What are survivors supposed to do when the killer isnt on them and totems are cleansed or being cleansed by another.

    Food for thought.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619969#Comment_1619969

    I mean it seems sketch but so did the character thing at the end. Neither the Camaraderie thing should've been trusted by the admins/casters nor the character thing. The Camaraderie thing at least fell into the rules. The character thing was just #########.

    But yeah. What's done is done. Agony should've won a long time ago and they ended up winning after a bunch of scuff.

    I'm just trying to be impartial, since a lot of these views are coming from someone I usually respect for being logical enough, and this ######### seems a little too on the emotional side.

    No that's understandable the character thing was weird. But at this point it's over and done so it doesnt matter much anymore.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619915#Comment_1619915

    There's plausible deniability from my PoV, as I believe I've personally encountered that bug on Grim Pantry when I was playing Steve, either for funsies or the adept, I don't remember. I do remember the hook location though. It ended up not mattering in the first place as Agony won the restart, but I have a little trust in it based on personal experience (or personal memory, I suppose). Not 100% though.

    The double Nea thing is harder to defend from a strict rule PoV. At worst it seems sketchy (see the killer, adjust builds (don't know how builds were being vetted, Urban Evasion against PH though, on Nea no less, who was the duplicate...)), at best you can chalk it up to tiredness. And I suppose somewhere in-between you can blame the admins for allegedly not informing Ayrun that the game wasn't over, and that his PH game mattered. Regardless, if they determined it wasn't a bug, they should've been deducted and that would've been a GG.

    All scuff aside, Agony's the better team and seeing them go through that much and win is satisfying. Just not as satisfying as seeing a non-scuffed tournament win.

    What makes it not believable it was a bug was for starters it worked fine for the rest of the game and it happens to bug as soon as they are losing. Its whatever at this point agony won the games are over.

  • Cant say for sure but the Oracle supposedly cheated.

  • @Babyyy_Boyy said:

    They deserved it! Need I say more?

    If what is being said about ayrun definitely. Hes average as a player but cheating to catch a w is a little weird.

  • Yeah he used to be very survivor biased.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619284#Comment_1619284

    I agree. The devs don't seem to in their design though.

    Its cause they are scared to make strong perks for both sides due to all the backlash they get. Its twisted badly.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619272#Comment_1619272

    I guess it would too strong if it was a ptb oni type flick, but you should be able to at least turn 90 degrees on a controller with it. If a survivor is in front of me, I should be able to lunge left or right as well.

    I agree with you on that you can 360 his lunge pretty easily due to restrictions that needs a change. Ptb oni was just wow. Insanely strong.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619223#Comment_1619223

    I wouldn't say that's the majority though. There are lots of new players on the forums. Tbh though, while not quittte meta, spin chill probably does still make the top 7 most used perks. Definitely doesn't need any nerfs though.

    Ik that but the point I'm trying to say is we have to but more perks and make more synergies that way builds have variety

  • @MusicNerd_TC said:

    The meta has changed multiple times already. Self care used to be used in 70% of matches and people actually healed back then. Survivors used to abuse sabo when the game first came out. Mettle of man went from extremely overpowered to a meme perk. People want bad perks buffed, sloppy butcher used to be a ######### perk, as it only applied haemorrhage, but look at it now.

    These are all one perk meta changes not full loadouts. No self care just replace it with iron will practically the same thing. No sano? Just out of unbreakable and DS. No MoM throw on a bottled time. I'd like to see full load out meta changes.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619218#Comment_1619218

    You can do some OK flicks if you use mouse and keyboard, but I play him on console, and he can pretty much only hit in a straight line, which is terrible. If he gets a better flick and keeps his speed, he would be fine, since you can still loop him, and you can always react to what he can do. He can outplay some loops like shack, if he bounces off of trees. Compound 21 should have a large downside though, like decreased speed.

    I guess thats fair I wanna see a flick in action though so I guess I shouldn't make bold claim just yet. But that's the thing with his flick could potential become too strong thats my fear at least. Combine that with his speed at filler pallets I could see not much options to dodge it. You are right about being able to react to it. He actually has a telegraph which is cool. Compund 21 needs a rework definitely.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619210#Comment_1619210

    I'm just saying that I disagree with the statement that people generally aren't accepting of buffs to non meta perks. I think the majority of people are okay with buffs for the vast majority of perks.

    "And besides maybe a small buff to an already trash perk/interaction could change the flow of the game."

    I agree.

    I've seen people want spirnchill to be nerfed despite the fact it's good and not meta.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619008#Comment_1619008

    I think the speed is fine, his power is pretty hard to hit, with lots of counterplay. Compound 21 is ridiculous though, have to agree. I think he should have a flick to his power though.

    That's the thing if he gets a flick the speed has to get toned down. The speed with compound 21 is rediculous. And I've also seen people do some insane turning.

  • @Blueberry said:

    Mentioning Sabo is kind of a poor example. Sabo is a perk that is unhealthy for the game if it's strong, which is why many people are hesitant when it comes to buffs for it.

    That vast majority are alright with buffs to 90% of the other perks. You picked one of the few exceptions there are.

    I'm not saying to buff sabo I'm using it as an example of people not accepting any buffs. And besides maybe a small buff to an already trash perk/interaction could change the flow of the game.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1619027#Comment_1619027

    Basically yes, I hate the pretense that counterplay vs some killers exists while against others it doesn't. All killers have some amount of counterplay since nobody can play their killer perfectly and never make a bad prediction or badly judge/use their power.

    I can see the frustrations with zoning and from my point of view I'd be fine with adding M2 CD on release on both DS and PH but it wouldn't change anything about how you play against them. You still need to predict when & where they'll use their power, the people who get frustrated with getting hit by their powers will still get hit by them as long as they get out of position to give them time to shoot.

    Adding a cooldown to cancelling would mean that you can actually commit to dodging without it being as punishing. Now you can dodge at keypoints like doorways and not be hit by the m1.

  • @ZandoFox said:

    So, hits are handled on the Killer's machine rather than the server. (Hit validation beta aside.) However, grabs/interrupts seem to be handled on server side. Any killer player can tell you how often you go for a gen grab, only for your game to freeze for a moment while the survivor runs away. You lose precious time and don't even get a M1 hit. This makes going for grabs very risky since there's a good chance you'll get nothing out of it.

    If the grab animation begins on the killer's machine, the grab should be valid.

    The current state of grabs is frustrating and I think this would fix it.

    I've been grabbing consistently.

  • @Kebek said:

    I'm always baffled when I see people make claims that some killers are uncounterable while other supposedly can be countered. The way I see it, if proper conditions are met, not a single killer power has a realiable counterplay that survivor can use to evade it as long as killer plays perfectly (which is impossible to do consistently thus counterplay always relies on mistakes from other side + many other factors).

    So to put it relatively short, I find it that survivors don't have control to evade any killer power that is perfectly used by the killer. Luckily for them, consitency at which killer powers can be used varies a lot, some powers are useful only under specific conditions making them rarely used others are far more consistent making them useable far more often resulting in survivors beiing more exposed to their effect which leads to them realising that they don't have as much control as they thought and are actually depending on killer's mistakes.

    Don't take this the wrong way, I agree that some counterplay exists for killer powers, just that it's actually much less survivors countering them rather then those powers just beiing inconsistent or reliable on perfect gameplay from the killer.

    Let me describe what I mean. Feel free to just read a killer you want to talk about.

    -Trapper - as long as his traps are placed at perfect spots where they force you to either step in them or leave the loop resulting in him catching up and hitting you. 

    Basically, you rely on that trapper doesn't have time to set up and that you'll be lucky enough to not step into his traps which often but you presonally can't do much about his traps in chase.

    -Wraith - his power isn't chase based which makes it's use really unreliable forcing you to use it to catch people out of position.

    This creates the idea that wraith is easily countered, just loop him, yes ofc but if he catches you off guard (main purpose of his power) you really can't do anything at that point. You rely on wraith not finding you while you're vulnerable and if he doesn't you can't do anything.

    -Hillybilly - God tier curves from a billy who uses his power perfectly will catch up to you in almost all tiles in the game. Once he has distance to do them you're forced to pre-throw the pallet or get downed, not even talking about close distance chainsaws.

    -Nurse - As long as she does her blinks perfectly to the last position she saw you, you'll never be able to juke her, especially at close distances. This is the killer that you can do the least in the whole game as long as she plays perfectly.

    -Shape - If he catches you off guard he's twice as deadly as wraith. Same conditions apply as wraith, you can loop him yes but his power isn't build around chasing so you're countering basic chase mechanics of the killer, not his power.

    -Hag - Perfect trap placement just as trapper has no real chase counterplay. You rely on her not having time to set up or misplace her traps. Once you're in chase, you eihter step in the traps and get hit or you're lucky and don't. 

    -Doctor - If the doctor knows perect timing and distances for his shocks you can't vault or use windows until he's close enough to hit you. Basically another killer that has uncounterable chase power which relies on long match times to catch & kill everyone before gens are done.

    -Huntress - Perfect example of killer you can counterplay right ? In my opinion no, you rely on her not having enough time for a hatchet throw, once she has it you eihter get hit or play a prediction mindgame (guessing as many like to call it) if she'll pull her hatchet, throw or bluff.

    Either way, if she's played perfectly you'll always get hit no matter what, either you're in her LOS without blockers for 3s to fully charge perfectly thrown hatchet or you're in loop where she'll eventually have enough time to hit you with hatchet no matter if you bluff or not since she'll have enough time to pull, throw and connect.

    -Cannibal - A killer that forces you to pre-throw pallet or get instadowned. Only thing you can do is chain tiles which isn't you countering the killer but map spawning tiles favorably for you. Once he has enough distance, you're going down, again you slow this down with pallets but the less you have of them the more you increase the amout of consistency at which his power can be used. 

    Race for running our of resources isn't really you doing something to counterplay a killer imao.

    -Nightmare - His snares force you to be less greedy with looping but overall, you're forced to step in them. You'll eventually go to dream world and then you have no way to evade them. Again, you use pallets to counter basic chase mechanics but the power you have to take and you can't reliably counter anything about it.

    -Pig - Her powers is very clunky (not a pig main so maybe it's better then I think, can't really say) but if she forces you to bad position where she has enough distance on you, you're again playing prediction mindgame if she charges and if you should leave the tile before it happens. If she guesses your move she'll hit you, if not you get away. Still, if we consider that SOMEHOW, the killer never makes mistakes, she'll hit you in both scenarios.

    -Clown - Gas makes you go slow, you either have distance to another tile or you don't. If clown knows perfect distance to kite you around the loop through the gas he'll hit you or you'll pre-throw pallets until you're out. Still, you're eating his power and can't evade it.

    -Spirit - Perfectly played spirit is just as unbeatable as nurse. You rely on her not knowing where you'll stand once she leaves her phase. Even if you removed all notifications she gets during it (sounds, scratch marks, everything) and made her glow while she phases, if spirit playes PERFECTLY, she'll always predict where you'll be and you can do nothing about it.

    I know, it's ridiculous to assume that you as spirit can always know where survivor will be when you literally can't see or hear them, nothing and you're right. It is ridiculous, just as ridiculous as assuming that you have no impact on killer's prediction where you'll be and that you have no impact on the chase, in other words that "killer just missed their power".

    -Legion - No real chase power but people still hate him since you can't evade him injuring you and forces you to "hold M1 more" with mending. As some would say, his power has no counterplay in terms of evading it as an individual if he uses it well.

    -Plague - Her vomit is same as huntress, once she has distance on you, you can't dodge it if she uses it perfectly. Main difference is that she's faster and her vomit has much shorter wind up, so it's even harder to evade. It's mainly limited by it having a duration and activation requirement which lowers it's consistency so nobody talks about how uncounterable it is.

    -Ghostface - Same as wraith but less notifications thus making him more consistent to catch you off guard. You just need to hope he'll play bad to let you spot him before it's too late.

    -Demogorgon - His shred takes 1s to activate and doesn't have any real drawback to zone with it. Suprisingly enough, nobody complains about this. Why is that, imao it's because demos are rarely played (even rarer to see good ones at shredding) and shred requires you to perfectly know distances to catch up with it in loops. Basically simmiliar to huntress or LF, if he has distance to hit you with shred, you can't dodge it if demo uses it perfectly. You either pre-throw pallets or get hit.

    -Oni - Once he has blood fury, you're chances you somehow evade his perfectly aimed dashes is basically 0. Even pallets or windows can't stop Oni who mastered distances in tiles and can flick & predict perfectly. 

    -Deathslinger - Most complained killer together with PH in matters of counterplay. Many think that he would have counterplay (or be fair/fun whatever) if he had windup and M2 cancel cooldown which couldn't be further from truth. Only thing that will do is limit his consistency for using his power. You'll still be unable to dodge his perfectly aimed shot if he gains enough distance to shoot you realiably.

    He's in this similliar to spirit or nurse, once he has distance to use his power on you, you can't do anything if plays PERFECTLY and is in perfect spots to use it, just like most other powers can't be evaded once you're in their reach. 

    -Executioner - Same case as deathslinger, perfectly aimed shots can't be evaded except no walls/obstacles can save you once you're in his reach. Ofc this perfectly aimed shots mean that PH somehow perfectly knows where you'll be dodging which is the inconsistent part about his power.

    -Blight - For now (since he's new) I'll say that you can't really dodge a blight who perfectly aligned his rushes once you're out of position which will happen against this killer quite often as long as he plays blight perfectly.

    TL:DR - Perfectly used killer power can't be reliably countered once it's in perfect spot or in perfect distance for it to be used by a killer that doesn't miss it. Survivors depend on ALL KILLERS to misuse their powers, not just a specifit few.

    Ok so perfectly played powers cant be countered but no one is gonna play perfectly is that your point you are trying to portray?

    The problem is with killers like ph,ds,spirit you only have to be good to make the survivor guess what you will do.

    An equally skilled ph vs a survivor the PH will win becuase of his zoning. Same goes to DS he can insta shoot or make you dodge.l and gain distance.

  • @Countdown_to_ban said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618540#Comment_1618540

    That change wasn’t a nerf at all, so I can see why it’s preferred.

    Old DS only worked on the obsession, which meant SWF couldn’t coordinate it as easily, it had a way harder skill check that was affected by perks, and the stun could be reduced by enduring, which was almost meta when this perk was introduced.

    while stuns in general got reduced (an indirect nerf to DS), Enduring got double nerfed because it was made less impactful AND was made not to effect DS.

    DS is like, the perfect illustration, the writing on the wall that informs the decision making process of the dev team. They don’t always get it wrong, but the trend is they tend to softball nerfs to one side rather than the other. I bet it’s because in solo and un-coordinated teams some perks are too effective when accounting for several different skill levels. But the thing is, most of the community has been playing for years now. I doubt new blood is flushing in at a very significant degree. Because one side relies on teammates, though, the side that tends to need more slack in term of coordinated effort is obviously the survivor side as in any given game you might have a single survivor cause solos and bad/mixed SWF to lose. So things are needed to cater to the general audience.

    but the problem can be considered a power creep of skill. Eventually anyone who’s played for any significant time will improve to the point they hold their own in chases or are very good at playing immersive. More teams get coordinated and friends are made cross platform, folks learn from videos, etc. and eventually that thing you feared on the power role side becomes ineffective, and thus now you have to fundamentally change huge areas of the game to service players who cannot keep up on the side where they rely on themselves, because those minor mistakes all of a sudden mean a hell of a lot more now that survivors are more aware on how to capitalize on it (or have communication).

    What can the devs do in there position? They must cater to the money. I can’t think of a more successful asymmetrical live service game that exists, DBD did what games like Gigantic, Overwatch, and It’s predecessor in the very genre, Evolve, were all unable to. And that’s that is due to catering to the majority. I don’t even

    bother asking for balance anymore, because there will never truly be a satisfying level of it by the games very nature. I just get excited playing the new killers for a month or so, then move on to the next flavor of the month game until something else exciting happens, but expecting a fair, balanced, and less stressful experience as killer at this point? That’s asking way too much for a company that wants to maintain a profit.

    The change was a nerf now I have to be hooked to use DS.

  • Blight is pretty fun to verse maybe rework compound 21 and nerf the speed just a bit.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618584#Comment_1618584

    complained about genrushing, while playin a low tier killer

    If the killer isxlow tier run corrupt to buy time. As much as it sucks to say multiple slowdowns is understandable. Also extremely sketch to say 4 gens in 2 minutes is a problem you caused.

  • @Kumnut768 said:

    @azame can you explain this to the brainlets, im going to bed

    What is going on brief me real quick.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1617674#Comment_1617674

    Ok are you intentionally being naive now?

    Bamboozle works when a survivor is looping the same window over and over again. If the survivor runs towards a new window in a chase theres is no way to apply Bamboozle to it, which often forces the killer to go around which allows the survivor to reach a nearby pallet. Bamboozle does not counter Dead Hard for distance.

    Spirit fury doesnt either. If the survivor dead hards for distance then they’re able to drop the pallet early enough to avoid the pallet stun which avoids spirit fury

    Sprint burst is still one of the most powerful survivor perks. Sure it has a downside but the 40 second cooldown is not much, its easy to sprint burst around the map and still have it ready by the time the killer comes. Still a minor inconvenience for a perk that completely negates stealth killers entire power.

    BT they yank survivors off hooks when you’ve only taken 5 steps away from the hook. They dont even give you the chance to get away from the hook. You try to slug not for the sake of tunneling but just to gain pressure, but nope borrowed time. Again survivors are using it offensively doing the unhook before you even have chance to get away.

    Unbreakable/DS sure you can get them to use it but it still allows the rest to sit on gens if they’re in a swf and it still has no counter.....which is the entire complaint people are throwing at Pyramidhead, Spirit and Deathslinger -no counter. Which goes to show if theres little to no counterplay on the survivor side you get excuses but if its on the killer side lets call for nerf after nerf after nerf.

    Play Pyramidhead against good players. They know how to juke. Watch Hexys tournament from yesterday. Good players can avoid his hits and make him misplay. Can they do it all game? No because Pyramidhead has some input in chases. But the fact is survivors arent meant to stay unhooked permanently, they’re meant to buy other survivors as much time as they can. Lasting an extra 20 seconds in a chase buys your team an extra 20 seconds on gens. All this time adds up and yes the gens do get done.

    Thats why people dont like spirit/pyramidhead because those killers have a chance to get a hit in chases. People are spoiled by the old killers, Trapper, Wraith, Bubba etc these killers had pretty much no input in chases. They relied almost entirely on survivors to make mistakes in order to get the hit so yes a survivor could loop these killers for a full 5 gens. This is why people consider them underpowered.

    Its a 4 vs 1 yet the 4 control the chases.

    You have bamboozle to zone a survivor which in most cases is a hit. If you ar eloping shack you wait to bamboozle. If survivors see a window is bamboozled they will leave unless another tile is close by the deadhead is meaningless.

    Lunge as soon as they dead hard to force spiri fury. That's what I used to do when I ran that perk.

    Sprint burst is powerful but how would you change if? It's the least of your problems and not really a problem to start with. Gen speeds and map my friend. Sprint helps at the start of the chase nothing else all you have to do is zone a survivor if you see a survivor on gens I say the best would be to move left and right and narrow their escapes if you get what I mean.

    BT uses it to get quick farms them respect it then you get a free slug or try to ignore them if they body block. What's wrong with playing offensively? Its pressuring you as killer and not to mention a smart strategy.

    UB/DS always slug you delete unbreakable early and it's still pressure. It has about as much counter to spirit,ph, ds. I mean killers have been getting buffed while survivors catch nerfs after nerds for a good year to 2 years. So I mean what can you truly say they want to *look at* one killer and it's a fit for what?

    tournament not everyone is a tourny player so I'm gonna ignore this. Even then PH can still force lose lose situations. Another thing is survivors have no input versus a good PH , spirit , ds.

    They control the chase they never made the killer misplay the killer missed theirselves. I never said of implied survivors are supposed to be healthy permanently. Yeah you can buy 20 seconds if you get lucky and give your team time but that isnt fun.

    People dont like ph, ds ,spirit because your input means nothing. Old killers were designed better. Bubba is extremely strong in chase now. Trapper and wraith need buffs to be more chase oriented but they could still use their powers to beat survivors without them making mistakes. Anyways I'm dragging this on and dont want to type 4v1 or not survivors should have their input matter.

    Also didnt you used to be a survivor biased person cool to see you defend killers but what changed during your ban?

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602016#Comment_1602016

    One night I was in a 4 man swf and discord was acting up. We actually played the game as intended. It was more enjoyable.

    That's subjective and swf was always intended.

  • @xerav said:

    Wait you cant be nice ... its against the law

    Guess I just broke it.

  • @MrLimonka said:

    Post this to the bug section, then..

    Alright.

  • @OmegaXII said:

    I have been asking this for a long time whether it's intended or bug.. but no one seem to care about it

    It makes killer hard to know if survivors are looking back or not, which is important in mindgames.

    Exactly and as a survivor you could mindgame this. And I thought it looked cool.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1617235#Comment_1617235

    Too late now I'm already used to the way it is currently lol I'd be pissed if it changed again in a hot fix

    Nah man this one is sooo weird

  • @Kikki said:

    https://forum.deadbydaylight.com/en/discussion/191275/hey-killer-mains

    Wait a minute....WHAT ? I didn't expect that by the Title

    Had to get your attention somehow

  • Dead hard for distance window or pallet is countered by bamboozle and spirit fury. It's an x perk argument both both are perks so fair game.

    Sprint burst is 3 seconds per 40 seconds and is limited to you not running between those 40 seconds. What more do you want to so about the perk that's 3 limits right there.

    Bt is literally dont tunnel/camp. DS is slug regardless of unbreakable because you gain pressure and have the opportunity to make them waste it.

  • @OldHunterLight said:

    From the discussions I've had with you, I would never say that you are an entitled survivor main, in fact I agree with a lot of things you say.

    And just because you have a different opinion doesn't mean that you are wrong or right, that is the point of a discussion.

    Some people would say otherwise none the less thank you.

  • @MusicNerd_TC said:

    Hi azame, I might disagree with your opinions on deathslinger, but I really enjoy your discussions and how positive you are on the forums. I'm very happy you joined :D.

    I appreciate it. Glad we can look past out opinions and be cool.

  • @GoodLookinCookin said:

    I used to love dbd and I think I can vouch for everyone when I say it is a good game...but since problems with the game wont stop or they make more problems it feels like a mess. Not letting players know when updates, changes, or content is being released is a big disappointment since the game needs those dates for anticipation. The game is in a "good" place right now but nowhere near great, the endless sea of bugs, balance complaints, and just general droughts of game changing content really kills the experience.

    Nowadays though my view on dbd has changed to a more pessimistic approach, not because I hate the game or the devs but because I am constantly let down with every update. I find myself asking questions like "When are the base three killers getting their mori's updated?" because I heard they said they were updating them like 6 months ago. The devs bring content that people enjoy but not need and are very slow at doing so.

    I wish dbd would stay a game I would enjoy to play a lot but I think im going to wait till next year to see what has changed.

    Thanks for reading my TedTalk, Peace.

    Yeah I dont blame you I was head over heels for this game 2-3 years ago now it's just kinda "oh they ######### up again nothing out of the ordinary."

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1617081#Comment_1617081

    dead hard for distance, sprint burst, adrenaline. Hell even Head On.

    Could bring up DS, Unbreakable, Borrowed time but they don't actually bug me as much.

    Lol these all have limits/ some what counter.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616517#Comment_1616517

    The travel time, from the same Wiki page, is a whopping .033 seconds. That means the entire attack takes 300ms.

    Let's assume ping of 55ms for both the killer and survivor, which is quite a bit better than I ever get. Now per Wikipedia (link) the average reaction time for a college-age individual to a simple visual stimulus is 190ms. That's not very representative of DBD since there are a lot of things fighting for your attention in addition to the POTD trail, but let's assume we're a god and 190ms is our in-game reaction time. Just from ping and reaction time, we're already at 300ms. That means that by the time you can even start to move out of the way you're already taking a hit, even with decent ping and good reaction time.

    Exactly people say you can see it but by the time you see it is is hitting you. You actually have to dodge before he even lights it up.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1617184#Comment_1617184

    That's fair. It is annoying, as flashlights are the only reason i play survivor, but with a litte effort I got the new angles down.

    I guess all they need to do is actually make it like before they broke it the first time.

  • You mean fixed liked 1-2 weeks later like the cake situation.

  • @Nos37 said:

    I finally got a blind!

    It took a pallet and 2 health states, but I barely got it.

    Went to suicide on hook to secure my blind for the challenge (5 blinds), but no... I managed to escape the hook and got a Disconnection from Host soon after!

    Hope the devs remove blind challenges from future Archives until they fix blinding

    Just revert it back to the last patch and call it a day. That one took like a day to get used to. And it wasn't that bad.

  • @Nos37 said:

    Is it just me, or was the flashlight beam distance nerfed too??

    Maybe it's just because I'm seeing the beam from this new angle, but I feel like the killer has to be breathing on me before I'm close enough for the beam to reach them and start shrinking

    Yeah it has been nerfed they killed my item.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616321#Comment_1616321

    i still dont get why they changed em in the first place

    Neither do I, I got used to last patches flashlight it worked just fine but then this patch killed em.

  • @TragicSolitude said:

    I have an easier time aiming the flashlight and getting blinds, now. Before when I had those Tome challenges, it took me sooooo many tries to actually get a blind off. But after the latest update, when I did the newest Tome blind challenge, it was like no effort at all. Aiming seems so much easier. I do wish the survivor's head wouldn't block the perspective, but even still the middle of the screen is a lot more intuitive than the weird arbitrary to-the-right aim it had before.

    That's great for you. The directly in the center isnt how they were at the start though and that's a fact. That's why it's so weird to me. Also on console due to the movement bug you like teleport when moving with your flashlight.

  • @Kumnut768 said:

    i havent been playin survivor but a load a people been missing them on me

    They are really bad I wish they reverted last patches flashlight.

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