bjorksnas
bjorksnas
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@FrostySeal said:
I don't know if it's just me or not but recently I feel like survivor just isn't fun anymore. With survivor it constantly feels like I'm having to deal with something extremely unfun whether it be stupid teammates, killers I hate going up against (Looking right at you Deathslinger), aggravating bugs (Like the most recent pallet bug which makes stunning killers borderline impossible), or people using really unfun strategies (Tunneling, Camping, etc.)
I've always been annoyed by these things but it feels like only in recent times that I've just been avoiding survivor and playing more killer. I still play survivor from time to time but 9.9 times out of 10 I won't have any fun in a match and instead be frustrated or bored. It really sucks because I enjoy looping and the whole team thing on the survivor side, but I just can't seem to get much enjoyment out of it.
Is anyone else just not enjoying survivor as much recently? Or is this just me taking the game too seriously?
Just turn crossplay off for pc, or use their discord swf, it makes for more consistent gameplay
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I think its in the best spot its ever been, a non abusable anti tunnel perk that isn't overpowered at what it does and can still buy enough time to make killers lose games if they tunnel.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2076566#Comment_2076566
If you aim to the right of the window, the survivors can only avoid getting hit by cornering up, because you have considerably more control over a lethal rush than you are pretending. You absolutely have enough of a turning radius and hitbox width to hit the survivor of they try to take the window or fake it to the right. The only way for the survivor to avoid getting hit is to immediately corner up, in which case you hit them anyway with a basic attack because you can bodyblock the window during your cooldown and they can't make distance anywhere.
Perhaps you should put a little more effort into learning what basekit Blight can do instead of relying on an exploit.
Corning up is riskier but more guaranteed to make the blight go into fatigue, but not following a beaten path or being farther ahead of the blight pretty much guarantees safety, you are to ingrained into your ways where being trying to be overly optimal is hurting your potential to outplay the other side that you can't even see all the options available you only saw the window and the rounding and think a j-flick can do both but even if it can, it can't hit anywhere in the middle of the tile at the same time, there is oppertuninty to outplay you just can't see it
best way to outplay a survivor who only sees the options as window or round the tile is to risk a j-flick, best way to outplay a blight who j-flicks is to stray from the beaten path, if you think the blight is going to j-flick start rounding the corner then immediately break away from the wall towards the middle of the tile and the blight will miss, after that you have 3 options at all times to outplay the blight on that tile which is a 33/33/33 to outplay a killer who j-flicks which is pretty good odds which by then will force them to play more basekit only and conservatively with j-flicks unless you become predictable
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2075698#Comment_2075698
You can absolutely adjust your trajectory mid-Lethal Rush lunge. J-flicking doesn't change that or interact with that at all, meaning you can absolutely get survivors without them ever being able to dodge if you position yourself right, as any decent Blight would.
Or to put it another way, if the Blight aims for the wall just to the right of the window, nothing the survivor does ever matters.
As a person with 10k lethal rush hits who discussed it with another person who has 40k lethal rush hits, im going to say the answer of no, other than a small adjustment of 5° or so if you commit to a j-flick theres no turning back from that or converting it into something else and the hitbox of the rush is only large right at the start and only a little bigger at the end so that survivor isn't getting hit if you predict wrong, if blight j-flicks for the window he will only hit the window, if he flicks for the totem/spot where boxes usally spawn next to the window he will hit there instead, not both, and never has it been both, and even then the LT wall tile can still be played by running the top of the T, hitting the top of the L, hitting the locker, then rushing based on where the survivor is in that exact scenario for a guaranteed hit, j-flicks only have the potential to do a risky hit to speed up a chase they are never a guarantee due to counterplay and how skilled you need to be to do it consistently and are usually a risk in any senario they are used in, for riskier but more fun and rewarding gameplay
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@supersonic853 said:
Its an exploit so is stretched. Itll be removed mclean confirmed it. It doesnt make you a better blight since it gives you less counterplay and straight up allows you to completly ignore loops like T and L walls. And if you gloat about doing it and say every other blight is bad because they don't cheat (just like survivors who brag about stretched) whos the one cheating? All there is to it. Take it from probably one of the better blights out there i guess. Stop cheatin.
I mean if all you can do is parrot someone elses opinion rather than have your own I don't really know if thats an opinion I can respect, you basically just regurgitated what was in the video. Also he forgot the locker exists in all LT wall tiles that would have made it much more consistent for people who don't want to risk J-flicks.
And yes I said risk J-flicks because its not a guarantee like he says, and im not going to take it from scott who as much as I love his content, he doesn't fully understand J-flicks, scott plays blight but his points about j-flicking tells me that he lacks complete understanding of them before he formed an opinion on them, they are not a guarantee they are a risk if you j-flicked for the window thats all you could do you couldn't branch off to try and hit the window fake if you wanted to it doesn't cover all his options, it just widens his answers to situations.
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@immoraldemise said:
People mistake tapping a gen to stop regression the same as repairing a gen.
Make it so you have to work on the gen for a few(and i mean a few) seconds before DS gets deactivated. It should also start the cooldown after another survivor is hooked.
Nah, kicking the gen takes like 2.5 seconds and you want someone to be able to tap one while invincible to remove the little payoff the killer gets by doing so. Should stay the way it currently is
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That just sounds even more abusable then old ds, and for that reason im out
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Nah, I think it should disable whenever you heal including yourself, that way the only way to be healed with is to have a teammate do it for you
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Im assuming its something to do with the flicker of controls at the bottom of the screen, when you press a button on both at the same time the controls keeps flickering between the two and the game takes a frame or two of all its processing power to switch between control schemes, and you are inputing switching controls schemes in a constant stream.
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@TumbleElf said:
https://forum.deadbydaylight.com/en/discussion/comment/2052301#Comment_2052301
What about pay to win killers? What If some killers had powers the other killer didn’t have?
the passives could be the equivalent of killer powers perhaps
So you are saying if there is pay to win you want the devs to double down on it, no thanks
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2071673#Comment_2071673
People want Deathslinger to have counterplay that isn't predropping pallets and holding W, especially since that tactic doesn't even work against a good Slinger. It certainly never worked against me back when I could actually aim.
Killers shouldn't always be able to get a quick, guaranteed hit. That's just not fair and it's just not healthy. All it encourages is genrushing. Survivors need to have something to do in a chase that isn't wildly guess and hope the killer screws up. With Blight, the only place that exists is in short loops, because he is forced to play them as a basic killer. And the survivor is forced to play them because if they run, they get hit extremely quickly. Suddenly the chase becomes interactive instead of one-sided.
Except his exploit completely removes that and, at best, replaces it with a killer-sided guess.
And so what we can't have another strong killer with a power that has killer sided guesses that reward skillful play, we literally have nurse a shining example of it so we can't have anything close to it anymore?
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@HuDawg said:
Oh well they should ban tunneling and camping killers! Oh wait thats not a good idea so looping shouldn't be a bannable offense
Thats a good april fools joke necro a thread 366 days after date so it looks like a thread from yesterday but its a thread yesterday one year ago
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2070138#Comment_2070138
Yes, we actually can. Unintended features are implemented as features all the time. Game design is not as plain, boring, and black and white as you're making it out to be. The best ######### ever added to a game can be unintentional because it's fun and adds something new that wasn't there before.
We're human beings, not robots. We don't have to see something as "This is exploit. We must fix. Beep boop beep bop." If something that isn't intended but is working just fine with the intentional game mechanics and people are enjoying it, then it shouldn't just be removed; It should be embraced or left alone so more people can understand it and use it.
The worst part about this situation, the ACTUAL unfair part about all of it, is that people are crying out for it to be removed because it's busted and breaks Blight have never gone against it, have never used it, and have never developed or seen any actual counterplay to it which very well exists (watch 1v1/1v4 scrims against top tier Blight players. It's VERY, VERY counterable).
All this is is a bunch of parroting. Truly a shame.
Some fun examples of things to support your argument of features being implemented
combos in fighting games
rocket jumping in quake, which is also seen in games like tf2 and other movement shooters
nuke happy ghandi in civilization
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@MadLordJack said:
Because Nurse, Deathslinger, Pyramid Head and Spirit exist. I don't want yet another ridiculous killer who has no real counterplay. That's just the most unhealthy thing I can possibly think of. If someone wants to play a killer with no counters, go play one of those and stop pretending a guess is counterplay. Or keep pretending, what do I care, just leave Blight alone and let the Devs fix this stupid exploit.
Blight has more counterplay then all of them j-flick or not, if you think differently you obviously don't play blight or killer enough in general while complaining on a thread for people who play blight to suggest why j-flicking should be removed or why it should be endorsed.
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@GrimReaperJr1232 said:
Turning corners is meant to be part of the counterplay to Blight. J-Flicks remove that.
Blight was given a turn restriction for a reason. J-Flicks are just the result of bypassing that built in restriction. I do not consider that fair.
Can you counter it? Sure. If it became a feature, I'm sure people could adjust. I don't see that happening, the devs don't like it, so I think it should go.
Yea but as counterplay running in a circle has been in the game since the beginning with killers like trapper, its boring and having a hard to use mechanic that increases the skill ceiling that can both circumvent it while also having its own counterplay is much more fun design than another killer you just go around in a circle with.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2069221#Comment_2069221
- What counterplay? Assuming that every Blight player is gonna exploit his lunge is counterplay? So it's another 50/50 but this time the 50/50 is "is the Blight cheating or not"? Awesome.
- No it doesn't, he's still a high-tier killer without this stupid lunge, and if you think he isn't you and everyone else who thinks like this are relying on this exploit too much.
- These killers are already played enough that the removal of an exploit isn't going to change the amount of Pyramid Heads and Spirits, and Blight is already not played often.
If you aren't worried about the playerbase of a killer then why bother with arguing against them getting a mechanic that makes their gameplay more fun and interactive
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@Uistreel said:
Because it's an exploit? It's not a super serious one that I'm going to bother complaining about every day, it's not like a 360 turn with Oni or anything (although you can still 180 with Oni's lunge the exact same way as Blight can), but it's still an exploit, all other exploits get patched out, why shouldn't this one.
Exploits can become and be accepted as game mechanics, its happened in the past where exploits and unintended mechanics become game mechanics.
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@Gyungahungi said:
https://forum.deadbydaylight.com/en/discussion/comment/2070032#Comment_2070032
Wow it "adds another layer". Cool beans. It should still be removed though. Exploits are exploits. Exploits should be fixed. Simple as that. We can't start cherry picking which of them we should keep and which we should fix.
Exploits and unintentional design becoming mechanics due to them being fun is actually a pretty common in game design
Rocket jumping in quake
Combos in fighting games
Ghandi becoming nuke happy in Civilization
Just because a mechanic can start out as unintended or an exploit doesn't mean it can't be accepted or added in a more complete state.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2068988#Comment_2068988
That's not counterplay, he just missed. The survivor didn't predict or account for the flick, the Blight just messed up.
People need to stop equating mistakes to counterplay.
That was the only example I had on hand there are plenty more examples with more active counterplay to j-flicks, and while its not spirit levels of no counterplay its closer to huntress hatchet levels of counterplay where you can bait it out or juke them, dead hard through them, go around objects in weird ways but its way more interesting than he will be without it.
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@Leachy_Jr said:
The logic behind wanting the j flick gone makes literally no sense to me.
- Has counterplay, makes playing blight and playing against him more skillful.
- Buffs blight to the top 5, without it this makes him a mid tier killer.
- If the j flick was removed more people would play spirit, nurse, twins and pyramid which are infinitely more unfun than blight.
What's the issue if it does nothing but benefit the game.
I don't know what the point of removing an accidental mechanic from a high skill killer that made their skill ceiling higher instead of just accepting it. If they decide its a feature the skill ceiling suddenly jumps higher, if they decide its not more people just play nurse and spirit
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Can't, console achievements can only be changed if they are actually impossible to achieve, so for the fairness of all platforms everyone gets to suffer
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2068988#Comment_2068988
That didn't really look like counterplay but rather like him being lucky there
Thats just the only example I have on hand there are others of more conscious counterplay that was the only one I just knew offhand
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refresh the post
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https://www.twitch.tv/videos/970017655?t=02h27m33s@OniWantsYourMacaroni said:
I would love to talk about that but unfortunately Blight is like the worst thing ever on console and i almost never face Blight (never experienced a j flicking blight).
So i'm not too sure about the counterplay part.
example of j-flicking having counterplay at 2h27m33s since you can't embed the video with a timestamp for some reason
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2068804#Comment_2068804
You can counterplay it, just make not a 180, but a 360 juke.
If anything, it making playing as and against blight even more skillful.
Without that flick, blight's lunge become hilariously easy to dodge.
I remember playing on the ptb with blights attack being laughably bad at maneuvering, I would never want to go back to anything close to that
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@tactic said:
Why should we endorse an unfair feature that takes away a big part of a character’s counterplay, that needs a specific setup to accomplish meaning it isn’t available to most players?
I’m a killer main but defending j-flick as a balanced feature is a new level of bias - Blight is already good enough
If the counterplay to his counterplay had no counterplay I would think it is an unfair feature, however as j-flicks have counterplay im going to disagree with the fact that it takes away a big part of his counterplay, as it only converts a big part of his hard counterplay into 50/50s where both sides have the oppertunity to outplay each other
Blight is fun because he isn't simple, J-flicking will remove most of the movement on his rush attacks and dull him down, its like the oni update that made him only have a 30° demon strike, it just dumbs down a fun mechanic
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@Zozzy said:
Some people play both sides.
...I don't understand this reasoning / line of thought, could you explain it better other than people play both sides
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Once mettle of mans effect triggers it enters and you heal to full it enters an "active state" until you go into the dying state you aura is revealed to the killer when outside of the radius. after that the perk deactivates again
Its like a cycle
it starts deactivated, gets primed with hits, is ready to be used then after a hit is ignored and you heal it becomes "active" until you enter the dying state, at this point you can use the perk again if you get 3 more protection hits
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Just report them for the messages but there isn't much about anything else, nothing except the holding the game hostage "which is not likely to not actually ever be the case" everything is playing by the games rules but not everyone are that kind so don't lump everyone together based on a few individuals
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No, loot boxes bad, buying the skins you want directly good
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2065483#Comment_2065483
Because a blight rushing down the side of shack and lunging from the corner, across the front and then hitting me inside without needing to bounce again is not trivializing my movements /s
Can I have a visual guide the text just isn't doing it for me
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@DaggerFraggerPat said:
https://forum.deadbydaylight.com/en/discussion/comment/2066378#Comment_2066378
How do I avoid the killer? just second guess myself? no disrespect
Ways to avoid a killer
Stealth, just be where they aren't or be not where they think you are this can be done by, using knowledge of where the killer is to not be around them such as information like perks such as alert, object of obsession + something like off the record, Bond, Empathy, Comms with swf, Kindred when they hook a survivor, as well as perks like spine chill, and premonition to hide when they are headed your way / around you to prepare to hide around them
Chase, if you are good enough at chase they just don't especially certain killers being absolutely hammered by certain tiles 110 killers by house of pain for example, literal infinite or most killers vs a long Haddonfield fence
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You ran directly into the killers direction for 8 seconds with sprint burst, thats 38 meters distance closer to the killer who I assume was headed in the same direction for 35 meters and saw you, 70 meter starting distance isn't bad but you just ran directly into them
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I think the perk should have only 1 scaling factor so the perk looks like either
speed increased by 3/4/5% and lunge distance decreased by 40% or speed increased by 5% and lunge distance decreased by 60/50/40%
that would make it much less reliant on perk tier
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@Mandy said:
I'm checking on this, it definitely didn't feel right when I played him last night - something was off. Will update more when I have it confirmed as a bug or not.
My guess is the uncloaking movement speed has a multiplier that affects post uncloak speed boost, the speed boost still works normally on pallet breaks with the serpent addon for as if it were pre-4.6.0 update uncloak speed boost, so my theory is thats where the problem lies in the speed boost multiplier being based of its new lower uncloaked movement speed value
I think this might be the case because old uncloak speed boost was about 6.9 m/s or around 3.5 times his uncloaking movement speed, so it might take the new value of 1.6m/s and use the old multiplier of 3.5 to only reach 5.52 m/s instead of his old 6.9 m/s speed
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Honestly im hoping the speed is just a bug due to base uncloaking speed having been a multiplier for his speed boost which will be adressed in a hotfix or two, because if not then wraith is in the same sad state he has been in for a long time if not worse because post uncloak speed was very much needed, and the reason I think its a bug is becasue breaking pallets with the serpent gives the normal speed boost that pre 4.6.0 patch did
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2065927#Comment_2065927
McLean said not to get used to it, which implies that it'll be changed
It implies it will but its not set in stone, because knowing bhvr something that's going to change will happen between now and the heat death of the universe. And anytime between now and then they could always change their minds.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2065558#Comment_2065558
I found this comment while looking around. I'll check for more when I'm out of work.
"They've said they're not enabling the use of MnK on console because it actually requires a U.I. overhaul.
I believe they might eventually work on that but have said this is not a pressing issue as it requires a lot of work to begin with."
Ah a UI overhaul, they sure were happy to poor a lot of time and effort into that to only go halfway on it, I mean they showed they have the tools to do it. I think they should just go for it.
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@Omputin said:
Since when has changing mouse sensitivity been considered an exploit?
Its not but people think it is for some reason.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2065558#Comment_2065558
It took them 3 years (April 2020) just to double controller senstivity options.
And let me tell you that just increasing controller senstivity another time isn't the way
Current 100% sensitivity is already a lot to handle.To the point that i'm only able to play a certain number of games with Nurse or Blight before my thumbs are starting to hurt.
I can't imagine how awful it would if they would add an even higher sensitivity option that you're forced to play with in order to have fun with Blight
then add keyboard and mouse support for major consoles
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@Breque said:
https://forum.deadbydaylight.com/en/discussion/comment/2065746#Comment_2065746
so lets just like, get rid of both?
I'll settle for that, no double standards is a fair standard for me
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@Breque said:
https://forum.deadbydaylight.com/en/discussion/comment/2065734#Comment_2065734
Pls tell me, where do i sayed that stretched isnt an explot
Just giving an example of an accepted exploit as a counter argument for X is an exploit so it shouldn't be accepted
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2065633#Comment_2065633
He says in the comments right below the video to change dpi to 4000.
Derp.
Pretty sure he said that as a basic of playing it, is that he plays it at 4000 dpi, and answering a question that said example without dpi switching for flicking this does fit the bill. 4000 base sensitivity with no dpi switch does answer the question of an example with no dpi switch button.
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@Breque said:
https://forum.deadbydaylight.com/en/discussion/comment/2065483#Comment_2065483
It isnt an mechanic....
is an exploit......................
and exploits can't be accepted as game mechanics?
Just look at survivors and their stretched res and tell me why that isn't considered an exploit.
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@MadLordJack said:
Guess what? IT HAS NO COUNTERPLAY.
You can't just BS and pretend like that. At best, following your petty little guidelines, it's a 50/50. That's not counterplay.
a 50/50 isn't counterplay? now I know you are just a troll, yes a 50/50 where survivor and killer have equal oppertunity to outplay each other is counterplay, examples of some 50/50 counterplays, faking a window vs huntress to get her to miss a hatchet, dodging a close range chainsaw with movement, LT wall tiles are a great example because its a constant stream of 50/50s between survivors and killers
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2065590#Comment_2065590
Uhhh... can you record yourself J-flicking without switching DPI?
2nd video of someone j-flicking this time with only 1600 dpi
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@th3 said:
There's a reason why there is already a limit on his turn rate. :/
follow the fun
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2065590#Comment_2065590
Uhhh... can you record yourself J-flicking without switching DPI?
https://www.youtube.com/watch?v=xhuezROd7us&ab_channel=DrFruityLoops
heres an entire video of somebody doing stuff like J-flicking consistantly with blight with no dpi switching
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2065590#Comment_2065590
Uhhh... can you record yourself J-flicking without switching DPI?
I don't have recording software or a dpi switch but let me find a clip of someone else out there managing it
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2065550#Comment_2065550
again:
as long as the devs havent clearly stated it to be okay to use them / added them as an official game mechanic, you are exploiting the games bad design.
whether you like it or not, exploit abuse is not allowed by this games rules and could potentially get you banned. no matter whether that exploit is significant or not, an exploit is an exploit.
please stop trying to justify exploit abuse.
Im not saying you should use it, im saying it should be accepted as a mechanic due to having seen exposure to it is beneficial to the game in multiple regards and that it would be in the best interest of the devs to accept it as it would make for a good high skill mechanic even if the existence of it started as unintentional.
State one place in this that I openly stated I use it and instead of just claiming that it should be an intended mechanic and added to the game
