dspaceman20
dspaceman20
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@WeenieDog said:
or that dogs, cats, and cows are ultimately the same thing because they all walk on four legs and are domesticated.
@Yamaoka said:
Seems like this 2018 meme is still relevant afterall !
As for the topic I don't see how these two things can be compared. It's like saying there's no difference between a car and a plane because both things take you from point A to point B.
@OniWantsYourMacaroni said:
This has to be the weirdest opinion i've read in a long time.
Like the others already explained.
Tunneling is a strategy,used to quickly remove a survivor from the game.
360s is just a very very unreliable trick that is mostly used in a last ditch effort to maybe waste a little bit more of the killers time
It's in no way comparable to each other
@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1968248#Comment_1968248
Because all you've done is pick one tiny aspect that they share and decided that this means they're the same.
@TheWarNung said:
Nah.
Tunneling is a tactic, not a strategy.
Spinning the killer isn't even that. It's a gimmick.
The difference is that a tactic can be relied upon to succeed if used intelligently. A gimmick will succeed one time at best against a competent opponent.
@GoodBoyKaru said:
Spinning the killer is something that takes skill to perform and doesn't work vs experienced killers. It's a last-ditch effort to avoid going down and against good players who are used to it, will work once.
Tunneling is a strategy that can be, and usually is, utilised from the get-go, often with malicious intentions (before anyone tries to @ me going 'oh no it's to win' I've had so many killers tell me they tunneled me just to ruin my day, so no it's not). The survivor themselves cannot counter this except just by running the killer for as long as they possibly can, to buy their team as much time as is possible.
Spinning is a gimmick.
Tunneling is a strategy.
They are in no way comparable.
I know this is an opinion, but your opinion is wrong.
@[Deleted User] said:
360's are just stupid imo. It's cheesing a crappy outdated animation system to get free hits, especially nasty on console.
The game looks so dumb now everytime I'm behind a survivor they do this huuuuuge swing around and backwards. I have to swing my mouse a fair bit to hit them.
Am I hitting them? yes but it just looks so stupid all because some people want to be just like their toxic hero they saw do some KEWL stuff in a youtube video.
Sorry everyone ignore what I wrote and all my replies
My argument was built off a flawed premise and came to a bad and incorrect conclusion. Again sorry.
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@OniWantsYourMacaroni said:
This has to be the weirdest opinion i've read in a long time.
Like the others already explained.
Tunneling is a strategy,used to quickly remove a survivor from the game.
360s is just a very very unreliable trick that is mostly used in a last ditch effort to maybe waste a little bit more of the killers time
It's in no way comparable to each other
I know it seems like a weird opinion to have but this is just the logic I came to.
As I stated above the same reason you say 360 is not a strategy can be applied to why tunneling is not a strategy.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1968248#Comment_1968248
I literally already explained this.
Oh right
The chase mechanic, objective speaking, does further the objective. Sure their is a chance that a person can run the killer for a long time and not get gens done but what about the cases in which it does get the objectives done. As I said before just because a strategy does not work all the time that doesn't mean it's not a strategy.
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@Terro said:
They're not the same at all. You might have a point with gen rushing and tunneling but 360ing? They don't quite match up well enough.
But why aren't they the same? Why aren't both strategies?
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@Mr_K said:
360 is just a survivor twilling in a circle. It only works on killers with bad eye–hand coordination.
Seriously though, it's not ######### hard.
I disagree if that were the case every survivor would be able to do it right away right out of the gate. When I was trying to do it I had problems and it never worked but over time I practiced and I was able to 360 good killers even.
Also just because it works sometimes doesn't automatically mean it's not a strategy. Tunneling can fail, camping can fail but just because they can fail doesn't mean they aren't strategies and the same logic can be applied to 360s.
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@beached said:
I know this may be random, but how long have you been playing DBD? I have NEVER heard somebody actually genuinely upset about 360’s like everyone else has said any killer with more than 100 hours under their belt expects a spin when a survivor is out of position and about to go down. I don’t want to be rude I’m just saying, especially with the new animations it’s not super easy to 360 a killer.
I have been playing for a while. I don't think I'm upset about 360s and sure it may not work all the time (like other strategies) it still has a chance to work making it as such.
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@GoodBoyKaru said:
Spinning the killer is something that takes skill to perform and doesn't work vs experienced killers. It's a last-ditch effort to avoid going down and against good players who are used to it, will work once.
Tunneling is a strategy that can be, and usually is, utilised from the get-go, often with malicious intentions (before anyone tries to @ me going 'oh no it's to win' I've had so many killers tell me they tunneled me just to ruin my day, so no it's not). The survivor themselves cannot counter this except just by running the killer for as long as they possibly can, to buy their team as much time as is possible.
Spinning is a gimmick.
Tunneling is a strategy.
They are in no way comparable.
I know this is an opinion, but your opinion is wrong.
I don't think I agree. Tunneling is a strategy that doesn't work 100% of the time if it's possible. The killer can lose the survivors while Tunneling meaning they faild at using the strategy. Tunneling if you think about it is also used a lot as a last ditch effort as well.
My point is that your reasons for tunneling being a strategy can be applied to to the same reason why 360 is a strategy and vice versa.
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@TheWarNung said:
Nah.
Tunneling is a tactic, not a strategy.
Spinning the killer isn't even that. It's a gimmick.
The difference is that a tactic can be relied upon to succeed if used intelligently. A gimmick will succeed one time at best against a competent opponent.
I would disagree and say that they can be used intelligently. It takes a lot if practice to do a 360 and can work multiple time.
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@Fantasy said:
Apples and oranges.
Why do you say that?
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@TheWarNung said:
Nah.
Tunneling is a tactic, not a strategy.
Spinning the killer isn't even that. It's a gimmick.
The difference is that a tactic can be relied upon to succeed if used intelligently. A gimmick will succeed one time at best against a competent opponent.
Tactic and strategy means the same thing.
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Isn't 360 a strategy to help survivors?
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As I have said before I think tunneling is fine to a certain extent. It's a strategy. The reason why survivor hate it I think is because it's the intention behind the strategy. Sometimes killers can tunnel a person for very petty reasons just to be toxic. I have been tunneled because I was playing claudette. Sure tunneling is fine but if your doing it just to be toxic then that's not ok.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1967814#Comment_1967814
Literally all you have to do is wait a second before hitting them.
It really isn't that hard. I have tried to 360 good killers but failed because they waited.
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@Phasmamain said:
What about getting 2 autodidact skill checks and getting someone from slugged to healthy in like 8 seconds!
I love that feeling.
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I made a killer DC when I used tenacity and flip flop. He slugged me and pick me up later and it let me escape.
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@NomiNomad said:
I'm expecting an Original chapter, the main reason being the Fifth year anniversary is the chapter cycle after this next one. They normally save the big, licensed chapters for the anniversary events. And I don't know how likely it is to get two licensed chapters in a row.
I prefer the original chapters, honestly. They're more creative most of the time, both in lore and aesthetic.
I'm with you 100%. I prefer original chapters because they are really creative with the characters and story which adds a lot to the overall story behind the realm. Especially considering they are making stories that connect to each other.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1965764#Comment_1965764
I mean, is it generalizing when 95% of the cases, this happens?
Thats like not generalizing humans with 2 legs because the average human has less than 2 legs. Yet 95% of the cases, humans will have 2 legs.
It's a generalization because the claim is coming from a biased standpoint. Where are you getting this figure of 95%?
It seems like you pulled this number out of thin air to justify your biased views
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You shouldn't generalize all claudette mains. It's unreasonable.
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Ok that's nice. They came through. Although now that I know it possible it could happen again.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1965572#Comment_1965572
I’d be ok to a buff to the distance and invincibility frames if it could only be used once.
I guess that would be OK but I'm a bit hesitant to make it one use. I say a max of 3 uses is fine.
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@TheClownIsKing said:
It just shouldn’t be an exhaustion perk. Like DS or Unbreakable, Dead Hard should only be allowed to be used once. That’s it.
I don't think that would be good. I agree with limiting the number of uses but 1 use is too much. To have that you would have to buff it in some way.
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I think they should play him more as well. He is fun and interesting to play against. And I don't agree with others with the roar. I think it fits him well and make him more scary.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1964933#Comment_1964933
Usually they tease the upcoming map reworks a few weeks in advance of the ptb. So far we haven't seen anything.
If the teaser for the next chapter is this friday, I actually wouldn't say it's unreasonable that a new map is coming with it.
I'm pretty sure the teaser wouldn't be Friday it would be Tuesday. Hasn't it always been that?
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I'm putting my bets on original due to the fact they're not making new maps
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1964772#Comment_1964772
There were almost no complaints about old Ruin. Meanwhile, Killers complain about basically every Survivor Perk - even those who are weak (mainly before they are hitting live).
And to be honest, old Ruin was effortless Slowdown. Not really anything that should exist in the game.
Based on the number of post you have, I can assume you were on before ruin got nerfed right?
Was there really barely any post about ruin?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1964781#Comment_1964781
Yup, it was almost universally hated by survivor mains because they didn’t like skill checks.
Can you show a post talking about ruin before it was nerfed?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1960099#Comment_1960099
It’s almost like how scrub survivors clamored for old Ruin to be changed, then demanded a pop nerf, then cried about undying and got that nerfed. Yup, it’s definitely just killers.
Ok I wasn't on the forum when ruin was talked about getting nerfed so I don't know but we're people really complaining about ruin?
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@Phasmamain said:
I’ve had an idea for solidarity where it reduces the pain grunts of the survivors your healing and also goes at a 70% conversion rate
I think I agree with reducing grunts of pain for survivors healing but I feel the conversion rate should be 100% and make it have a short cooldown. Like 15 20 seconds.
To OP I would like premonition and no one left behind to be reworked cause honesty these perks are forgettable.
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I deal with it constantly
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@Mysterynovus said:
That's a good idea! Can't wait to not see it happen! :D
They will put on the "list" they keep mentioning in qna's
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I would say to lower the lunge range but make it increase it when the killer hooks a survivor. Increase every 5 meters.
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@Jarol said:
If it's a licensed one, I have 5 possible candidates.
Nemesis or Mr.X/Pinhead/Chucky/Candyman or Alien.
If it is original, I would like to see a pirate or magician, a robot or alien or a medieval knight as a killer.
How would chucky even work? He is way too short to be able too hook also it wouldn't look good in game.
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I don't know but I would live another original chapter. I find them better then licensed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1961639#Comment_1961639
I think it would be better for killer, and less overly punishing for survivors, if after the notification noise from interacting with a chest/picking up an item it revealed your aura for like 4 seconds; but yes I feel even if the perk worked how it was supposed to it would only be an okay niche perk.
Your right your idea I better and less punishing.
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I feel horders should get a buff and not make it basically a survivor perk. I feel even if it reduced the rarity of items in the chest it will still be lack luster.
Hoarders
You protect what little you have and are perceptive to those rummaging through your stockpiles.
When a survivor gains a item from a chest their location will be revealed ever 30/25/20 seconds if they are holding the item or if the item they haves have charges.
Considerably decrease the chances of getting an item of a high rarity.
How is this idea?
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I have a different way of nerfing it. But before I tell if you play killer how often do you go into a chase with the same survivor?
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I would just change it by limiting the number of times you can use it and put it on a token system. This makes it less oppressive in a chase as it lets the survivors think on when it would be best to use it and make it more skill based.
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@tt_ivi_99 said:
NOED has been complained for years now and nothing significant has been changed about it. Dont worry, DH will stay as it is right now.
You do have a point
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@DjangoTheGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1958592#Comment_1958592
This isn't true but is actually perfect because it co signs two of my points lol.
You are literally saying im right, if the killer gets an easy 4k its because YOU suck
You didnt think of that because you were too busy trying to cut me down which my other reply to you breaks down the psychology of.
Crazy right? Almost as crazy as nightmare on elm street 3. Best one im telling you. ######### sick man
I think what your saying is a bit flawed. If a killer gets a 4k it doesn't automatically mean that the survivors stuck. There are a bunch of different factors in DBD that helps contribute to the killer or survivors winning. Stuff like map RNG, the perks the killer and survivors are running, the players playsyle, the type of killer ect.
Also consider this sanario. If a killer who is really bad goes against a really great survivor and wins because the survivor didn't care about winning and threw the game does that mean the killer is better? No it doesn't. What about if the really good survivor gets killed by his teammate? Does that mean the survivor is bad? No it doesn't.
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Really I haven't noticed when playing survivor.
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I feel they should do what mobile do and separate the perks into different categories. Perks that help you be sneaky is in one category and exhaustion perks in another.
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I think they should change the perk system to what they have from mobile. They separate the different perks into category pages.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1956729#Comment_1956729
https://forum.deadbydaylight.com/en/discussion/comment/1956728#Comment_1956728
It's not how much distance you get, it's when the distance is used.
Dead hard is used exclusively to remove a mistake the survivors made. Don't have enough space to a pallet? DH.
As I literally put in the post in all caps bold:
Dead harding for distance has no counter and can extend chases even when the survivor makes mistakes.
I'm not denying what your saying. They said that dead hard has little requirement then other exhaustion perks which i disagreed with.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1956722#Comment_1956722
lithe- requires setup and effort
Sprint burst forces you to walk or lose it and not have it when needed (unless cheating ofc)
dead hard- on demand distance when you want it combined with i frames.
there is a huge difference.
With dead hard its a short distance compared to most other exhaustion perks and you have to be injured in order to use it. I think that makes up the difference.
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@NerfBoilOver said:
I feel like if anything it should be the opposite as in no more avoiding hits
Do you mean take away the invincibility part and just make it for distance?
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I think it would be bad for the perk but if there was an experiment that showed otherwise I might reconsider.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1955875#Comment_1955875
hmm undying comes to mind when i see these comments.
What do you mean?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1955875#Comment_1955875
It won't be getting nerfed.
Wait im confused. If its normally not a problem why complain about it? I know you said because of the tome but.....
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1955875#Comment_1955875
It won't be getting nerfed.
Why not? Decisive Strike is getting nerfed so why not Dead Hard.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1955854#Comment_1955854
People are just mad because they are trying to do nurse challenges and literally everyone is metagaming hard and taking dead hard; which is a super hard counter to nurse.
You'll probably see a lot of these threads on and off until the tome ends or there are no nurse challenges for folks to do.
With the amount of complaints it seems like dead hard is the next thing to get nerfed.