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crowbarman

crowbarman

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crowbarman
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  • @simbanono said:

    Game is for people above 18+ if you cant handle bullying you need to stop playing the game.

    Bullying is never appropriate regardless of age.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/227209/noob-seeking-advice-post-game-bullying-messages

    So... number one, grow a thicker skin.

    Number two, if you can’t, then set your messaging options on the PS4 to only allow messages from friends.

    Don't make excuses for the toxic survivor community.

    I have never seen this in another game. When I play survivor and get tunneled or camped, I move on.

    I must have 500 such threads only for this game. Since I play more than Dbd on Xbox, I can't just turn off chat.

  • Show me killer-side footage of hits from 6m out. It doesn't exist, because killers are seeing the same issues. I literally walked up to a pile of survivors healing and swung yesterday and had it miss!

    The patch is broken for everyone. Full stop.

  • Just had 4 gens left and a 3k plus DC and gatekeeper says Silver. No wonder I am stuck at rank 4.

  • I have run this about 30 games with Devour for fun and have to agree - the combo only works in the lower ranks. You either spend your time guarding the totems too much which reduces early hooks or you lose them.

  • @dinomazing said:

    honestly, they should just skip this month's rank reset until this is fixed. we're getting kicked back further than the reset would do to us anyway. and killers can just enjoy being able to grind for higher rank longer.

    Not sure what this means.. Killer is messed up too.

  • @TheClownIsKing said:

    I’m annoyed that Undying is bugged. It transfers Devour tokens, but not Lullaby or Third Seal tokens.

    That's because those perks don't use tokens. This token transfer business only works with Devour and nothing else by design! It's just meant to distract from the nerf.

  • @Kellie said:

    Learn how to run tiles better, or just don't chase a survivor for 30 seconds. That's all I can really tell you.

    I said I did it on purpose for the recording btw, but thanks.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/226681/why-cant-i-catch-up-with-double-bloodlust

    You're on XBox. You think you're doing well but I'm pretty sure you're just making sloppy turns while navigating the tiles.

    You said you have a recording people looked at and told you exactly what's wrong. If you can't accept that that's your inadequacy.

    Sorry.

    Infinites don't exist. They were patched out ages ago. There are some bugs which cause "infinites" -- like the current God Bus. But you are basically just thinking you're doing it right but you're really doing it wrong.

    Thanks for the fairly jerkish response. I never said I was doing it perfect, I was wondering why a 115 killer plus double/triple bloodlust wouldn't catch up in this scenario.

    Seems like if a perfectly ran survivor runs a circle you likewise have to follow despite the speed boosts. That's good to know.

    I appreciate everyone else's feedback - thx!

  • @Terro said:

    I think you already got your answer. You're making the turns incorrectly and sometimes rubbing the corners. Double blood lust won't save you if the survivor gains distance thanks to inefficiency.

    So is this just a console limitation then? I'm pretty good otherwise - Rank 1, but..I mean, give me a break, it's impossible to be perfect with a controller in this kind of loop. Sounds like you are saying that console players really are just screwed.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1939310#Comment_1939310

    You were definitely taking those turns too wide but for the difference to be that huge? Something wasn't right. Double Blood lust should've been more than enough to catch up. Hell Bloodlust 1 should've been enough.

    That's what I thought too. I was taking them a little wide to avoid bumping into it which has been accused. Even at the end I was triple? bloodlust. Just ridiculous and I've seen it before in other games. This was a bunch of rank 1 SWF btw.

  • @GrimReaperJr1232 said:

    This is the type of thing I would need to see footage of to say. It could range from hackers to you bumping into too many objects.

    Sorry, my link is the last line of my post - a little unclear.

  • Good observation CornHub.

    I think the "token transfer" really only applies to Devour - the only hex perk that I know of that uses tokens is Thrill of the Hunt and the transfer is irrelevant. So this whole "balance" with the nerf was pretty deceiving since it really only benefits devour.

  • I have to agree with the previous points - if I am going to tunnel, a hook counter isn't going to prevent me from doing so.

    On the other hand, if I am not actively paying attention, then seeing a survivor at 2 hooks veruss another at 0 may steer me to to the one with 0. This has already occured in a few matches where I hooked someone and said "oops" - particulary when they are wearing the same clothing.

    The devs made a guess and it was wrong.

  • The pouncing mechanism should be adjusted - a small reduction in the amount of time to crush would be fair. A survivor shouldnt be able to vault a pallet and take 5 steps and still get off the crush, for example. It's just too devastating when it happens.

  • @darkshadows8326 said:

    You aren't suppose to keep the tokens if it gets cleansed and saved by hex undying.

    This is wrong. The nerf specifically traded off the ability to keep the tokens.

  • This is correct - it provides next to no value. If anything, since it doesn't let me track how many hooks per survivor, I am just as likely to toss them back up on a hook early the 3rd time if I'm not paying attention. So what does it accomplish? Everyone can tell how the game is going already.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1934566#Comment_1934566

    its been soooo easy to cleanse totems. every game, we cleanse rundying or devourdying so fast its not even funny lol.

    there was a reason it was so strong before.

    This was predictable, and as indicated above - totems still end up in wide open fields or right next to a gen in the middle of a map. Devs want us killers to dedicate 2 perk slots to something that can disappear in 20 seconds?

  • Better to run flip flop and unbreakable.

  • This is the second post about this tonight

  • Haven't seen this yet but wouldn't be a surprise.

  • I guess in the green and purple ranked killers you see it more often, but not in red. Still, totems are mostly worthless. You don't need a buff.

  • Yes it was much easier before to look in the bottom left. Just a dumb change all around.

  • Why do you need a counter? Dull totems are worthless now except for the rare instance of Noed, and you still have middle of the field spawns to boot. Too easy as it is.

  • Thanks for that.. I found it. Easy fix but ugh!

  • The UI looks huge as well.. Like 2x the size of it prior. It feels like the entire display is now UI instead of the game.

  • Now you don't even have to touch dull totems since undying never uses them. No excuses. Huge undying nerf.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1927387#Comment_1927387

    Option 2 is the scenario I do have a problem with. Because believe it or not, it IS strong to waste the killer's time doing this at the start of the match ( more like halfway into the match but this is arguing semantics).

    Is it?

    You're not getting away FOR FREE, you give the killer one hook state for free, you are literally ONE STEP CLOSER to death if you unhook yourself with Deliverance in front of the killer, and unless you do it during EGC when the doors are open (and hats off if you manage to pull this off since you have to be NEVER HOOKED until endgame) the only one who benefits from that is the killer, who just skipped your first hook in like what, 10 seconds?

    P.S. If you're going to link a 7 hours long stream without giving a timestamp to check, noone in their right mind is going to watch it

    The problem scenario is hooks near the exit gate during endgame collapse. I have had multiple times where the survivor either gets themselves off of hook or a teammate pulls them off knowing they have DS and they simply have 60 seconds to crawl out..and I can just watch.

  • I have advocated for DS not activating during endgame collapse for this very reason. It encourages hook swapping at the very end, and combined with BT can ensure that all the survivors get away. There is no tunneling during end game so everyone should be fine with it.

    Or, deactivate when you are the last survivor in the match.

  • Any potential lag issues with window/vault hits are more than balanced by the fact that you can rarely grab survivors.

    I have wandered up to a survivor on gen stood there for a full second and went for the quick attack only to either freeze or actually hit them instead of grabbing. That's a HUGE swing in the game - instead of a hook it's a chase. The lag definitely benefits survivors over the killer.

  • So many toxic messages from survivors who are unhooking literally seconds after I place their friend on the hook. Or I turn around and I see them hiding behind a tree. They expect the killer to just leave and ignore everone. It's really quite amazing.

    If you unhook in front of me 2-3 times at the beginning of a match, I just stop leaving the hook cos I figure you'll keep doing it.

  • @Weeznit said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924354#Comment_1924354

    It really isn't. I meant that I get spanked to death by killers because I go twinsies with someone else. I'm a good player who thinks about the killer. I don't bully killers, you child.

    Going "twinsies" is usually a SWF tactic. Whether or not you are just messing around/having fun, it's not clear to a killer that's the case. Regardless, getting spanked isn't toxic in itself.

  • @Weeznit said:

    Whenever I play with a friend and we do something like both playing Ash or something, we get beaten by these killers. It's like the rage that killers usually display when you taunt or bring a key, but we never do that stuff. If you know why this is, could you explain? Also, console players have no soul as killer. Just trust me.

    This is a perfect example of survivor entitlement.

    You get 'beaten' so it's toxic? I bet when you make it through a whole match with your team without getting hooked once you give yourself a pat on the back. Did you stop to care about killer fun?

    Give me a break. Getting killed quickly by the killer is not toxicity.

  • Funny comments from the crowd in this thread.

    As a Killer it is common that you hook someone, go chase/do something else, then come back 30 seconds later and find the same survivor. It could even be 2 minutes later - it just depends when your team unhooks you, which starts the "clock". So I can hook someone, literally hook a 2nd, kick a few gens, and then find the 1st survivor again and get bit by DS. Sometimes so much time passes I just forget. It's stupid, and at least this nerf fixes it a little.

  • @MrsGhostface said:

    Seems like people say stats aren’t reliable whenever they are proven wrong.

    We aren't saying its unreliable.

    If there was a bug where a Killer could insta-win and it only happened 1% of the time, would it be okay to leave it in the game? The stats say its not a big deal!

  • @Tsulan said:

    Well let's see if they also rework the totem spawn spots. Because right now, totems are spawning next to gens and are everything but hidden.

    This. If they really made sure hex totems were more randomized and hidden then it would be one thing. But all you have to do is stand near a gen and listen to find it. Or sometimes you spawn right in front of it at the start and it's gone in 30 seconds.

  • Yes, Killers like myself will just learn to compensate for the lack of map pressure with Ruin going forward by changing our behavior.

    I will tunnel you out more often in certain cases, slug (as mentioned above), or whatever it takes to compensate. Some killers really do need Ruin to operate (like Twins) - going to Pop/Oppression don't function under Victor, so you just are really going to make it tough.

    As I've said elsewhere - expect killers to play a little more with Hex token perks at first, before they all get avoided altogether due to th Undying nerf around aura reading. Goodbye totems!

  • @Chatkovski said:

    Yes, this is the reality.

    • The keys require game progress, both for the survivors and the killers. The hatch spawn is based on the number of generators repaired, but also on the number of survivors already killed. There is a form of compromise here.
    • The killers have everything to defend themselves against keys. They can camp, tunnel, use certain perks, and even know that a key is brought into the lobby!
    • The problem only concerns a minority of players: the big group of SWF with communication. Additionally, the item is quite rare due to the number of items in Survivor Bloodwebs.

    About the Moris?

    • A condition of use that is too simple, being able to eliminate a survivor too early in the game, considerably unbalancing the game, and even worse with the use of certain killers and addons...
    • Inevitable, except by refusing to play or being an excellent survivor never getting caught by the killer ... I remember the killers justified the Moris by the existence of the instaheals, which no longer exist except with use of a perk of sacrifice, and good coordination. Again mostly used by a minority: communicating SWFs.
    • It's naturally available and easily usable by any killer. And spawning more easily in Bloodwebs.

    Yes, keys and moris were/are absolutely not equal. And the statistics confirm it.

    Well, of course what you wrote is mostly wrong.

    I have had a number of matches where a survivor finds a key in a chest, plants it somewhere, and then later in the game grabs it when they can't close the deal and 2-3 survivors remain. You may not even know the key is in the game, unless you suggest killers start patrolling chests.

    The issue is the spawn and handoff capabilitty of keys that allow groups of survivors to escape at the point they feel they can't win, and unlike what you wrote, there is often no way to counter unless you see it in the lobby or mid-game.

    --

    The stats are also equally misleading - keys are often not used because the person dies, but they also aren't used because the team just wins. The issue isn't the frequency of their activation but the RANDOMNESS of when it occurs - you find one in a chest - BOOM, doesn't matter that you did the wrong gens etc, just radio your friends and go meet in the shack in 30 seconds. Winner!

  • @Ivaldi said:

    With the nerf to DS if anything it just promotes tunneling or aggressive survivor gameplay even more.

    Lets paint a picture:

    Survivor gets unhooked by an injured teammate and they decide to try and heal near the hook and the killer comes right back; now DS is gone.

    Survivor gets unhooked and tries to use their medkit to self-heal and the killer comes right back; now DS is gone.

    Killer hooks another survivor and then hooks you.. You deliverance off the hook and try and go for the save. You get the unhook but the killer immediately shows up 2 seconds later and downs you; now DS is gone.

    Survivor gets unhooked and tries to run away; killer runs back to hook.. They're still being tunneled.

    Now if i'm a confident looper or an aggressive survivor why would I risk losing DS in those 60 seconds by doing an objective when I can get better value out of it by abusing it?

    This all sounds good to me. The first bullet point won't result in DS being lost, but if you go unhook someone else you deserve to have DS gone. Same for self medkit.

    Stop healing yourself under the hook or treating DS like it's a card to dance around and ignore the killer for 60 seconds and you'll be fine.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917176#Comment_1917176

    This would not really a problem, at least not for the Killer. A Survivor not doing anything to be invulnerable is basically the same as a dead Survivor.

    It would enable more of what we have today - you have DS, just go for that hook or other aggressive action knowing if you get hit that they can't ever pick you up until your team comes. More survivors running at Killers - yay!

  • I can't believe an undying/totem question didn't make it in today.

    The fact that totems are becoming irrelevant is a big problem - being able to skip them entirely as a Survivor, without having to worry about Undying activating it, is a huge reduction in objectives. Now you will only cleanse if it glows, except for the rare occurances when someone brings NOED which just doesn't happen in red ranks. So red rank = ignore totems.

  • @Aven_Fallen said:

    Keys are much weaker than Moris were. This is not something new.

    Never saw a Mori that let me kill 3 survivors instantly with 1 gen remaining. I seem to remember having to catch them, down them, and hook them at least once. Maybe I am misremembering and there was an instant "Kill all" button that I forgot to push.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913300#Comment_1913300

    I have been messaged really awful things by killers before, just yesterday a killer called me a f**.

    And if face camping isnt toxic, teabagging isnt either.

    Teabagging and camping are completely different. One simulates a sexual act and is often used in the exit gates to signify how much the killer sucks. The other is just a poor technique but is not an "insult". Not sure how you compare the two. Even flashlights and other SWF behavior isn't toxic. Toxicity is when the gameplay elevates to insulting behavior - like when the SWF team surrounds you flashing their lights repeatedly because they think its funny and are essentially just taunting.

    I have 100 messages from survivors over the past 6 months, and 0 from killers, and I do play a fair amount of survivor as well. Not sure what you are doing. Were you in a team that was SWF/excessive flashlight blind/prevented a single hook? Then maybe I could see it. Either way there's no evidence that it's a problem like survivor toxicity.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912982#Comment_1912982

    Omg Thanks for enlightening me I totally thought the killer was supposed to help the survivors escape!

    Seriously though if you're sweating your balls off to the point of camping the basement, you're taking this game way too seriously. Yeah survivors are often dicks and Thats stupid too. If you have to play like a dirty cheap ass to win as killer, you're probably not very good at it, too many killers play like every team they face is a gen rushing or bully squad. Most people just want to play the game not compete in the E special olympics.

    Camping basement is not sweaty. If anything it's designed to be camped. Completely OK.

  • @Pulsar said:

    People are always upset when they lose. There was this great Reddit post a while back on r/deadbydaylight and it talked about the psychology of the game.

    In a nutshell, the reason people get so upset is because losing in this game is very humiliating because it feels good for the other side to humiliate each other. It's generally worse for Killer because Survivors usually have 3 others to back them up, but Killers have no one.

    That being said, there are toxic POS on either side. I'd suggest turning off the chat, but I personally enjoy seeing people get so worked up over nothing. It's kinda funny.

    Still never have been toxic messaged after a game by a killer. I could imagine if you tbag or do other behavior during a game.

    Killer can't be toxic. And no, Face camping or tunneling is not toxic.

  • The only killer that can facecamp is an instadown.

    For all the others, borrowed time and hook trading will almost always get you off. It takes a lot of practice by the killer to facecamp and not let them get away.

    If one of you gets hit, run away and let the other unhook. If he doesn't swing then gather around and use one to body block while the others get the unhook. You have to be ready to unhook during killer cool down in any case. Not hard. Now if they are cannibal et al, well.. Good luck with that. I usually just kill myself.

  • @xXCAM3R0NXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912778#Comment_1912778

    I don't know if your ranting at the quoter or me or even both lol.

    But it was dead dawg saloon for one, the basement is quite easily accessible.

    The blight was rank 1 and was good, he had 3 gens left when I got unhooked, which I guess yeah tunnel me out the game, but it's not like he was at a disadvantage, everyone was on death hook when I got unhooked.

    And I'm not complaining as such, I'm just saying have heart dear blight, I've already been treated badly enough by my team don't add the cherry on top.

    Probably more the quoter.

    You have understand that at Rank 1, its just one depip to Rank 2. You either have to not care sometimes about a depip or keep going hard to make sure you get at least two kills a match to keep it. So many toxic players too that depending on how the last match went I may be determined to just show no mercy. Yeah he probably could have backed off but sometimes these games swing and suddenly all 4 of you are out the door.

  • I have determined its better to take every perk less you go through 10 blood webs with the same offer :(

  • @Healthore77992 said:

    So what he should do? Let you go for free?

    The number of games where I've hooked someone, chased someone else or done another activity, came back and randomly bumped into the SAME survivor I just hooked for another down/hook/kill - and got accused of major camping. For the most part most survivors are just dumb - they don't move far from the spot they were hooked, and the expectation is that you - the Killer - will just ignore them for some unknown period of time before hooking again.

    Lately I have enjoyed waiting out Borrowed Time - survivors love to run at you to take the forced hit, and instead I just count to 15 and follow them. If you are going to abuse the mechanic then I'll just sit next to you if you let me. By the time they realize what's happening it's too late. They are so confused when I don't swing...

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