chieften333
chieften333
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- chieften333
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It's the only game of it's small niche that can scratch the slasher itch in my head.
If there were a better game I'm pretty sure everyone would have migrated to it by now.
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All of that plus map balance. If the realms were all balanced we wouldn't need bloodlust.
I'm sure you've heard that some infinites have been created with the absence of bloodlust. This just goes to show how much bloodlust covered for bad map design.
At least now they know what loops are problematic, or they'll just ignore it. Their updates are very hit or miss.
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I mean... okay???
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There was a nancy in one of otz's videos that was using self care. Especially funny considering nancy comes with inner strength.
Ever since then I've seen an uptick in videos and posts about self care. I just find it all pretty [BAD WORD] funny.
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People are really piling on that Nancy
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@[Deleted User] said:
Demogorgon was being called terrible for the longest time but I never felt that way even once.
Yeah I don't think he's terrible, it's just that other killers do what he does better.
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There is a very simple solution you're not seeing.
Just get a better gaming chair.
( if you're internet is that bad why do you still attempt to play when you know it can result in a ban?)
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They're just a first time player of blight man... jesus you need to calm down.
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You saw the Nancy didn't you?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1766654#Comment_1766654
Then, if you put in all that effort to learn them, everyone says "lol playing ez mode broken killer" and trashes on you for playing it?
Just par for the course for killers. I've had survivors say the same thing after getting a 4k with clown.
Best not to let it get to ya very much.
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@M4dBoOmr said:
https://forum.deadbydaylight.com/en/discussion/comment/1766611#Comment_1766611
There was no Christmas Event last year?
Nope, they just gave some survivors sweaters, then told us we should appreciate the gift... still leaves a bad taste in my mouth.
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@[Deleted User] said:
...and honestly now I am terrified to even bother trying again. That was just a nightmare of a time dear god.
People seem to really like him, not saying anything about his balance, just that was not an enjoyable experience at all.
He's kind of like nurse, you have to devote a large amount of time to get good with him. Plus map knowledge really helps you line up the lethal rushes.
Sadly he's suffering from hitbox issues with the environment. Where he'll sometimes just slip off of something he's hitting head on. Also he can't see over basic loops.
Otherwise he's a great killer when you Git Gud with him.
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@RaSavage42 said:
It's an experiment... as a test to see if BL is needed and also to test the reworked maps
To see if the devs have anything else to fix on maps
And to ease console players frustrations on lag spikes
I still remember when they promised those of us on console optimization 2 years ago... still waiting.
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They could also give us the menu back. but with the way they treated christmas last year I doubt it will happen...
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I can sort of see where you're coming from. But if you get to tier 3 bloodlust it's your fault for not abandoning chase.
The issue that no bloodlust does expose however, is bad map balance. A large amount of people are reporting that some loops are highly abusable now. Just to list some, the house of pain, the asylum, the god bus in autohaven, and apparently killer shack with a hook on the corner.
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Found the guy who likes to T-Bag on the exit gate
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@Claudette_Baguette said:
You should NEVER rely on bloodlust, and for new killers this band-aid mechanic is NEGATIVE because they will never learn to properly chase, learn tiles and catch survivors with their own skill. As a killer and survivor main I hope bloodlust will be gone forever soon.
Well survivors shouldn't be exploiting the new infinites by that logic. Like the asylum, the god boss, the house of pain, and killer shack with a hook apparently.
If they keep using them they'll never learn to loop.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/1764661#Comment_1764661
Serious question - what percentage of players do you think know about those loops and will always run them flawlessly?
Not all of them for sure, but every good survivor knows to run those loops even with bloodlust. The good ones are the ones that should really count when considering the balance of the game.
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Well many have actually noted a couple of infinites that are now possible without bloodlust, mainly the asylum, the god bus on autohaven, and apparently killer shack when a hook is on the corner. Not to mention the hell that is the house of pain with a 110% speed killer.
If they stick with removing bloodlust then they will have to do some serious map rebalancing throughout every realm.
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@megdonalds said:
You don't even know what infinites are lmao, they don't exist anymore. Use Bamboozle, easiest fix for window loops. If you are unable to mindgame as killer you shouldn't play it. The crying about bloodlust removal is just the usual forum cringe and pathetic as always.
Nice b8 m8
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1764512#Comment_1764512
If a survivor goes to the house of pain in Badham or Haddonfield my chase strategy is turn around and go do something else lmao
All of this is bad, but it gets even worse when breakable walls come into play. I had a whole thread about that one...
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@Rivyn said:
I was actually going to make a thread similar to this. This killer's issues are pretty plain to see. Heck, PTB players figured them out within hours. How long as the killer been in the devs hands? Few months, at least? How could they not see the problems? All this does it cement my impression that the devs either A) Don't playtest themselves and/or B) really are lower ranked in terms of skill and don't/can't play at the higher end. So, I agree with ya on that.
Remember the match Cote had against the SWF as Hag, and he was decimated? They sure made changes to Hag after that, as well as flashlights. While it was brutal, I honestly feel the devs that balance, or playtest, should hold matches like that regularly.
Not to mention how hard they got flamed for saying OoO is fine.
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@ALostPuppy said:
I think there are too many posts in feedback and it's kinda bloating up to the point where ,if the Devs were to actually use this section of the forums for suggestions or feedback to their game, they'd have to dig through a lot of posts to get to the good ones. This obviously isn't the fault of the mods, it's just what happens when there are so many people on one forum. Would be interesting if it were possible to merge a bunch of threads together about one specific killer, or feature that had similar suggestions but that would take forever.
And I think another reason why people don't look at the feedback threads more when they get moved is because it shows up as "closed" in big red letters with 0 replies. Idk if something could be done about that.
Didn't take them forever with the Halloween event.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1764443#Comment_1764443
This is entirely understandable, but the lack of feedback to feedback makes it feel like an absurdly empty gesture of a subforum. Nobody wants token responses to their feedback, but they want radio silence even less than that.
Plus with some of the changes made to the game, it makes it questionable whether or not the devs actually read the feedback.
You can gauge public opinion on a change or decision better in general discussions. Which is funny because feedback seems like the place to go for actual feedback, but that isn't so.
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@The_Bootie_Gorgon said:
I posted in general discussions about plague and vomit and ASMR...
If was moved to off-topic.
I've had other posts moved out from general discussions.
It's not the Mod's fault if we don't post in the correct section.
I normally just post everything in general discussions even though it may need to be posted in another section.
But why would you post it in a section that gets little to no attention?
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@Ryuhi said:
its the wrongthink section now. I've never had anything moved or moderated, yet I have zero "BHVR Read" after multiple years and a lot of topics about feedback. There is zero compulsion to interact with anything there because it is less front facing than something in more populated discussion channels.
You would think a sub forum named as such would require at least every topic to have some form of token argument against the original post, or more amenably an actual discussion regarding provided feedback. It functions more like a junkmail filter now.
I remember I had posted an idea for a christmas event. Most everyone liked it, anyone who didn't only had small suggestions to change it. It had a large amount of attention going.
Then it was moved to feedback, havn't gotten anything from that post since...
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1764426#Comment_1764426
It's not their fault if people rarely use the feedback section.
The mods are just doing their jobs
Seems like they rarely did their job before the "event" then.
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@OniWantsYourMacaroni said:
The mods just do what they are supposed to do:
Moderating this forum
One part of this job is to move threads that were posted in the wrong subforum to the right one.
And from what i see,a LOT of people are posting their threads in the "general discussion" section instead of the feedback subforum.
The mods are definetely not trying to get rid of any criticism towards the devs (as long as people stay respectful and don't just insult them,obviously).
You can't deny the fact that putting a post in feedback is essentially just killing it.
A couple of my posts have been put there and since then, no comments from any one.
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@ItzNobody said:
https://forum.deadbydaylight.com/en/discussion/comment/1764379#Comment_1764379
This Xbox player will remember that.
How in the fresh [BAD WORD] did you use italics?
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@ItzNobody said:
They were never walls to me, more like patched doors. When they announced breakable walls I had in mind Left for Dead when you're playing as an Infected, you could break walls within houses or buildings. These "breakable walls" are implemented for temporary infinite loops unless you break them, which feels more like a chore and gives the survivor free time to make more distance. People say it is like a dropped pallet, you're not wrong because it is just as annoying as one if we DON'T break it.
Definitely feel like breakable walls should be better implemented and need to be more creative and unique, as they are they're just a removable nuisance for killers. They should tweak and change them along the way but it isn't necessarily a priority right now. They have a long lost of things to fix first lol
Like the fabled console optimization.
They said they'd be doing that 2 years ago... still waiting.
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Your post is going to be banished to the feedback section
Other than that, cool suggestions.
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@IronTale said:
Hmmmm. it's almost like breakable walls serve a purpose as a 1 time loop. That becomes unsafe afterwards.
Hmmmmm. it's almost as if you havn't read any of the numerous responses explaining how walls are badly implented.
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You know what needs to be done
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I hope all of the commenters have the blight profile picture
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@Emeal said:
Just ignore them, it really is that simple.
Well it's kind of hard to ignore how stressful killer is. Plus my anger more comes from how unbalanced the gameplay is rather than from the actions survivors do.
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@St_Gawain said:
https://forum.deadbydaylight.com/en/discussion/comment/1763684#Comment_1763684
That was not my intent. Not believing you will ever win is different from not obligating yourself to win. EDIT: Also, you’re only mad because you were the one who told him to drink after every match and I threw shade at you for it.
Plus I'm not even 21 yet
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@TheButcher said:
Don't play Killer. Period. The role is a job. I've been playing Survivor so far today, and been having a great time.
I really shouldn't have to avoid playing a certain side just to avoid stress. But despite complaints about how stressful killer is BHVR has never made a statement about it. So I guess it's never going to be addressed.
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I made a thread suggesting a christmas event. I'm too lazy to type out the whole thing here so if you want to see it you'll have to go through my post history but everyone seemed to love the idea of the event.
Sadly it got moved to feedback, where all posts go to die. So it kind of died when it was starting to get a large amount of attention.
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@GodDamn_Angela said:
Good Killers know how to hide the red stain so, like, 🤷♀️
While yes, that is true. It also takes away line of sight, which deprives you of information.
Hiding the stain is an attempted read on the survivor. I've had my fair share pallets slapped on my head while trying to hide my stain.
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@DeathBeam said:
Just facecamp the first survivor when you hook them, it takes the edge off of you.
That's not really the advice I'm looking for.
I'm looking for advice on how to get in the right mindset to not get tilted.
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@Ryuhi said:
I just want to reiterate the frame of this conversation: You think that a situation where the killer automatically loses unless they take that loss to try to prevent future losses at the same position is perfectly ok, in a game where the lose/lose scenario is on 1 who has to outplay 4. Throw any other bias or whataboutism out the window and re-evaluate your position.
I'm honestly not bothering with them anymore. No matter how many times we explain how much time is wasted breaking the walls, they will always tell us to break the walls.
No point in arguing with a brick wall.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761615#Comment_1761615
There's only one or two on some maps which you are "required to break" to stop a potential infinite. Seriously half the time you will spawn near main anyways and the other half just go and kick it as you're patrolling the gen at main. Big deal.
You keep missing the point.
The killers time is extremely valuable, with the majority of it being spent in chases. I've already explained how detrimental it is to break those, both in and out of a chase.
While a killer goes out of his way to break those walls survivors will be cranking out gens. This means that effectively, breaking them is a waste of time no matter what.
And don't try to straw man my argument into noob stomping. This has nothing to do with new players.
As for your killers the majority of them can be looped to death around an unbroken wall. The only one who can't is nurse, mainly because she's an exception to most things in the game.
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*Sweats nervously* al- all the pallet?
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761604#Comment_1761604
Then there's also the abundance of killers who don't even need to break most of the inifinite walls as well. The point is it's not hard to just get the walls out of the way at the start, it really isnt that time consuming.
Abundance of killers? Tell me how the majority of killers don't need to break the walls, which you even admit are infinites.
Which leads me to my next point, the walls require you to go out of your way to break them. If you do them while patrolling, that's 2.5 seconds, plus whatever time it took you to get there spent not patrolling generators. Which means all 4 survivors will most likely be on gens. That means 4 gens will have progress, and you can only go after one survivor.
If you break it in a chase, that will allow the survivors to get more distance on you. Which will allow them to get to another loop, which they can then string together with multiple other loops. This is without taking into account how balanced the loops are.
Do you see how much time it wastes to get it broken? And how the majority of the time it'll be a detriment to spend time breaking them?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1761631#Comment_1761631
Current Ormond is actually a fair map. Everyone is usually not on their bellies before a gen is popped.
Hoo boy, I don't know how to tell ya this bud... but most everyone agrees that Ormond heavily favors survivors. Even fog whisperers agree that it is heavily skewed towards survivors.
From personal experience the map sucks to play on even as a high mobility killer. There are too many safe pallets.
At least with it's rework it'll be PROPERLY balanced. But then again they're adding absolutely pointless breakable walls to it.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1761631#Comment_1761631
Actually learning tiles???? I thought only killers had to do that!
Apparently not
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@Sluzzy said:
You realize bloodlust was added when actual true infinites existed? Maps have been totally nerfed into the ground and I am glad they are finally thinking about deleting it. Now hoping their next agenda is fixing the deadzones!
If you run into a dead zone that's on you, not the game.
Besides, if you fill every deadzone with a loop current map balance would feel much worse than Ormand currently is.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1761602#Comment_1761602
Not only that, but the chainsaws have a rev time, which slows down the killer to boot. Even of those two, the only one that can be more optimal is billy, assuming he can get enough of a line to get a bit of sprint in before breaking the door.... and even then, the telegraph can be seen from space at that point.
Yeah, for all five of them it's more of a convenience thing. If you're mid power might as well break it while you're at it.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1761230#Comment_1761230
3 seconds is enough for survivors to do all five gens?
Also remember alot of killers either have a rlly fast method of breaking walls or don't even need to break them at all.
You mean the 4 killers who have an alternate method of breaking walls?
The only ones who don't have the same breaking time are the two who use chainsaws. Demogorgon and blight still take 2.5 seconds to break the wall.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1761230#Comment_1761230
Good grief. 2 seconds each time. And a killer shouldn’t intentionally break them all before doing anything else. Just they ones they come across or the ones come across mid chase.
You are continually ignoring the things people point out.
If you break it mid-chase you're just letting the survivors get more distance on you. Distance they'll use to get to a loop that'll connect to another loop.
If you go out of your way just to break a wall you're wasting tons of time that could be used to patrol gens. Gens that can be done in a very short amount of time if that many people are working on it, or toolboxes are being used.