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johnmwarner

johnmwarner

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johnmwarner
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  • @OmegaXII said:

    If i'm not wrong, i remember they said it's under bug category in last stream..

    and you know how long it takes for killer bugs to be fixed.... nurse bug, sound bug, etc..

    they'll get back to it in 2-3 years

    /s

    @MTK said:

    Find a survivor on a gen completely oblivious, enter shoulder grab animation for it to suddenly cancel and now im stuck in limbo and the survivor is already 15 meters away.

    Even basic animation and latency priority has to prioritize survivors over killers even though killers are the ones making the decision to shoulder grab instead of going for a normal hit LUL

    I’m a big fan of this game, plan on playing a long time, BUT I’m afraid then devs are going to kill it ling before its shelf life is over naturally.

    They make dumb changes, ignore bugs to push out new content, I won’t say anything about cosmetics because it’s a different team that does those. But they need to hire someone new who understands some of this tech stuff a little better then their current team otherwise this game is going to be one of the biggest “what if,” in video game history

  • @Laakeri said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115989#Comment_1115989

    People have beginner friends and I can see why they agree on Ruin nerf, despite the Ruin wasnt a problem for them personally.

    Good points! As killer I still think Ruin is good thr way it is, and as solo surruvor it’s nice to know my teammates aren’t spending the first three minutes of the game totem hunting

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115794#Comment_1115794

    Yet there's so many people complaining from before ruin nerf how killers were too strong and had to high of a killrate :F

    @DelsKibara said:

    Probably not. Because killrates are unreliable. They aren't the best measures for balance (and yes people who follow what I post, I know I said I defended BHVR because they have statistics we don't have, but..), but they do give the devs a good general idea on what to do on account of other factors.

    If a lot of people complain about a certain perk or killer, they'll see if the statistics match, look for more information themselves, and decide on balance changes from there.

    This is just a human behavior, not only regarding DBD or other games, but it pops up in politics and other facets of life too. People are all in favor of statistics that PROVE their point and claim they’re rock solid, but show them a statistic that goes AGAINST their argument and there are a dozen reasons why that doesn’t apply.

    It also happens in sports, rings are a measure of who the greatest player is... until you realize someone has 7 rings for being a benchwarmer.

    And people who quote the Bible for their side but when something goes against their belief then that part of the Bible is outdated somehow

  • @Laakeri said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115884#Comment_1115884

    It wasnt issue for veterans and I would say that majority of people in these forums are above average in skill, but 99% of the survivors are so boosted that they probably cant even tie their shoe laces and as a result it was a good call for devs to nerf Ruin.

    Only thing was that they would have actually had to balance the game at the same time and as a current result is that survivor ques are +10 minutes during peak hours.

    I know it was mostly a beginner problem, but if you’re saying all of the people in the forums are better than average why did so many agree ruin needed nerfed?

    Again, I do think something needed changed and I actually like new ruin just a curious side question.

  • @gibblywibblywoo said:

    Yeah definitively. 4 Seconds speed bonus every check? Ive definitely had game where those seconds have saved me or another player with adrenaline before.

    Once you get good at the timings its fun to count in tour head how much time you've saved. My record was 72 seconds against a pop freddy.

    Had a game yesterday where even two seconds earlier would have given me adrenaline mid chase instead I went down, for Adrenaline and immediately got hit again wasted.

    So actually either two seconds earlier OR two seconds later

  • So many pros at hitting great skill checks... yet somehow Ruin was a problem?!?

    FYI I like the change to ruin, but the complaint was it wasn’t fair or fun and it was too strong... when literally all it did was require was great skill checks that you guys hit without even trying.

    For OP, I generally try for them unless someone else is on the gen with me. Then he’s already moving faster andn I don’t wanna draw the killer to both of us.

  • @BigDickCheney said:

    How was he able to block you for so long? Could you not swing and down him?

    I assume he means the killer blocked him in a corner

  • @mouse0270 said:

    How would you feel with a small stop watch in the top right hand corner of the game that tells you how long the match has been going on for?

    I currently do this via an external tool, because I like to track data for myself. This should be a small feature that would use little to no resources and would provide players with valuable data such as the actual duration of the match instead of one they are guessing.

    I've see a lot of players overestimate or under estimate the time of a match because it felt longer or short to them, even when the match in general was between 8-12 minutes.

    People would use this to monitor DA TIMER I dknt think they want that

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105003#Comment_1105003

    It takes 15 seconds to get one level of bloodlust, and that goes away if you lose chase for more than a second or two or if you break a pallet. As long as you're not just staying one tile and refusing to drop the pallet, bloodlust isn't a problem. Bloodlust is so that you can't run a killer forever without using any pallets. And even if you do get downed by a killer with bloodlust, you've almost certainly wasted a lot of their time. When I get bloodlust, my thought isn't "yes, now I can catch this survivor!" It's "darn, I shouldn't have committed to this survivor."

    Exactly, bloodlust especially the higher levels is so eventually even “bad killers,” can catch people. If A killer uses bloodlust every time to hit you then you have successfully wasted a lot of their time and if your team is competent multiple gens will get done.

  • @apple550 said:

    It has literally been doctor every other game since the changes were made, and he's still not fun to play against. I think players are seeing him as an easy way to win as killer now.

    What exactly do you mean by easy win?

    The reason most players find him unfair is because he changes loop math. You get to a loop against most killers and know immediately you can loop three times, drop pallet and run when he breaks... Doc changes that math because he can freeze you out with his shock and players HATE adapting

  • @cosmicvolts said:

    Make dark sense offer extra bp and more people would use it. We're gonna live forever and Prove thyself rely on teamwork and unless youre in swf you get potatoes in random matches most of the time.

    Just to make sure you understand Prove Yourself doesn’t give “bonus blood points,” like WGLF it just helps you cap Objective easier, similar to how Distressing helps with calling killer Devious up to the 8000 limit... these perks along with Thrill of the Hunt don’t increase your maximum past 32k per game like BBQ and WGLF do

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108670#Comment_1108670

    It does seem to be really good.

    But I have yet to see a video of someone trying it out on the ptb.

    It's times like these that I wish my notebook wasn't a toaster... 😑

    I think Tofu and Scottjund both got some good use out of it Tuesday PTB

  • @aderpymuffin said:

    As a killer main he's a lot of fun to play. I also enjoy playing against him a lot more than other killers. I have a bunch of hardcore survivor main friends (who complain a lot about certain killers.) And even they like him. So I was just wondering what the communities opinion on playing against him is.

    It was fun, some mind games and a little different looping strategy. Also deciding if you should try to break someone’s chain or just run for distance is something to learn

  • @Ghoste said:

    I didn't expect such sweeping changes to the zappy boy!

    Most notably: Range add-ons now only give range with no downside! Reverse skill checks are now base kit! Iri King afflictions don't require you to shock the Survivor to apply the afflictions anymore! And just general add-on QoL changes.

    I feel Doctor just got bumped up a notch on the tier list. Thank you devs!

    I missed Reverse Skill checks being base!!!

    But even knowing about increased range with no time penalty made me go bonkers!

  • @SnakeSound222 said:

    I’m excited for the afflictions working in Tier 1 and no more charge penalty on the shock range add-ons.

    Longer range with no penalty to charge is legit awesome!

  • Heal someone instantly and break yourself could be amazing!

  • @NoShinyPony said:

    6 non-penalized dc's per day is extreme. 1 would be the absolute maximum.

    Also what would the devs do with replies like "family emergency" or "I didn't like how the opponent played"? And what would stop people from lying?

    Six is absurd, 1-2 tops per day if you have more than that many things pop up you shouldn’t be playing games today to be honest

  • @SunderMun said:

    Just remove struggle and wiggle already; they're pointless parts of the game and very annoying.

    Or Let me hold the button instead of tapping

  • The item change isn’t cleverly survivor sided like you say, kind of newuteal honestly. Right now if I bring a purple medkit with double charge addons I can escape and keep all of that, now even if I escape I have to replace 8-9k worth of addons

  • I wish they would remove it from PC too, my keys hate it. Just make it automatic and if you want people to have the option to “quit,” then give them the option to hold space for 3 seconds to die

  • @Kiawi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103772#Comment_1103772

    Yes, there are some strategies that I try to avoid too. I really don't like facecamping at all as a survivor so I don't facecamp as a killer either. But the rulebook also makes fun of the people that call pretty much everything camping or tunneling. For example if you hook someone and see a ton of scratch marks or maybe even a survivor near the hook, you still feel obliged to walk across the map so that you don't risk being called a camper.

    Lol tell me about it, someone tries to block a hook and messes up so you KNOW they are literally just meters away and look for them... CAMPER

    I’ve been accused of tunneling a survivor when two were dead, one was hooked and he was the only one left up lol.

  • @Kiawi said:

    Sure, both sides use strategies to their advantage that the other side considers toxic. But I feel like if it's not bannable or punished then it's valid to use this strategy (genrush, flashlight, slugging, tunneling, even camping is, in principle, allowed and a valid tactic, even if not fun for the other side. But you can try to play optimally in these cases). Otherwise the devs have to implement ways to stop the behaviour or punish it, like they did with DCs.

    But I feel like this "rulebooks" for killers and survivors are just a way to make fun of everything that gets written in the post game chat and demanded from the other side. And both sides are not innocent when it comes to this but from experience I feel like survivors more often have these demands (and that is probably because there are just way more survivors than killers). So, why not have a bit fun with all these comments? I really don't feel attacked even though I am a survivor main (but at the same time, I know the other side and I know how these post game chats sometimes feel). It's not that serious. The most toxic thing about DBD really is the post game chat and these kinds of threads sometimes lighten it up a bit.

    There’s some sort of gentlemen’s code that everyone wishes everyone else would follow, but you can’t get mad if you follow it and someone else follows the “real rules.”

    It would be like a YMCA pickup basketball team with Lebron James, the smart thing would be for them to literally let him have the ball and score every time... but no one else from either side would have fun that way

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103703#Comment_1103703

    Now that you mention it that could happen. It sounds good on paper but it's one more thing for us to spend time breaking. Giving the survivor more time to get to another loop.

    Yup, we won’t know who this really helps/hurts/favors until we see an exact time for breaking, as well as how big of an area it is.

  • You are 100% right, both sides do things that are legal in game but not “fun,” for the other side.

    The real irony is that you will find people that do it AND complain about it depending on their side. For example a stream that complains every time someone uses DS on him how broken it is, and puts it in every build.

    Or someone who complains about camping but then turns around and uses Insidious LF

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101180#Comment_1101180

    A killer buff on first sight, but probably a nerf. Loops will buffed to justify breakable walls. But then you are forced to break them as killer asap. So now, you not only have to deal with breaking pallets but also breaking walls. Yeah, I can't see how this will end up good for killers or survivors.

    They won’t buff loops soon if ever, mapnreworks are done one every three months.

    This is definitely to help killers on infinite loops, but depending on how long the action takes it may not help much. If it takes 10 seconds for example I’m still probably better off just chasing for bloodlust

  • @Vetrathene said:

    But why can't they just fix the loops? Why make a breakable wall? Its something that will take time instead of just removing the problem in the first place.

    Putting a breakable wall in the infinite loops will be quicker than balancing all maps

  • @Broccoli_Jaeger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103157#Comment_1103157

    I don't die very often and even if i do it doesn't matter. I have gathered so many items in 2 years. This change negatively affects the veteran players

    If you don’t die very often then you’ll be just fine. You can still use your medkit, toolbox or flashlight over and over just without extra charges. You escape all the time anyways so you can handle it without that extra I’m sure

  • @thesuicidefox said:

    Agreed.

    The current system is fine IMO. If you use an item completely, poof gone. That's on you. If you don't use it completely and escape you keep it with the add-ons. I don't see a problem with this at all.

    If you escape you keep the item still, just not addons. So we’ll still be able to keep our medkits if we get out but not the bonus speed and charges.

    To be equal all along if you get to keep everything when you escape a killer should get to keep their addons if they manage a 4K or 3k and hatch

  • It's only one map, if it doesn't work they can quickly change that map to not have breakable walls anymore and never implement on others.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101581#Comment_1101581

    You know what would work wonders for this? Making it so you don't have to mash a ######### button for 60 seconds 😁

    Like come on. If bhvr can take the time to add a completely new mechanic to the game like breakable walls then why can't they make a simple QoL change that people have been asking for years?

    Except for the part of the player base that wants to die on second hook, or die on first hook by doing the 3 escape attempts and then not struggling... they don't want that change :-(

  • @kosmi said:

    https://forum.deadbydaylight.com/en/discussion/130612/survivors-will-dc-on-the-new-map-to-avoid-breakable-walls-terrible-idea-bhvr

    And they gonna eat ban right away. Btw do you really think that devs will make killer to kill every single loop with breaking walls? What about this, every loop on the map is ultra safe or infinite and maybe killer will need to brake a wall in order to make every loop normal instead of keep going...

    I would be happy if they just gave the 1-2 trouble loops on certain maps a breakable wall to start with and go from there... that would probably be enough.

    You know the buildings I'm talking about that are near infinite, require at least 3 long loops to catch the survivor and eat up sooo much time. I would rather waste 10 seconds from the get go and just remove that option.

  • @Peanits said:

    You haven't even seen the new map yet, so there's no way to tell what it'll be like to play on. But that aside, DC penalties have you covered. If they choose to DC on it every time it comes up (especially when the chance to get the map is increased), they'll be sitting out for days at a time.

    I have high hopes the map will be fun to play on, I just won't wanna go hard on the survivors if it ends up 3-1 early due to someone being salty about not having crazy loops.

  • @Rivyn said:

    Then they get hit with the DC penalty. I see nothing wrong here.

    @Boss said:

    Doesn't the new map usually get made more frequent when it's released/remade?

    If they'll always DC from it, they'll get punished pretty hard for it.

    Good points, I can't wait for the list of complaints that "I shouldn't be punished because NEWMAP is unfair"

  • @AAAAA said:

    Hopefully this will be the fix to the god loops on Coldwind Farm and MacMillan Estate that have driven me insane

    It won't fix them immediately, who knows how long til they implement it in all maps, @Peanits do you have any idea of a time frame? WIll it only be when a map is reworked?

  • @[Deleted User] said:

    I feel like breaking through walls can be an elegant solution to helping curb some of the map RNG that makes some map set ups incredibly ridiculous, like having a shack and a jungle gym right next to each other.

    However, map design, the sizes of maps, and the general match speed is still a problem. I don't think changing toolboxes will fix the general match speed. Survivors can still do all 5 generators in 4 minutes even without perks or toolboxes, and in a match that can go that fast, breaking through walls is going to do very, very little.

    At the very least, it might make some of the absolute god windows on some maps like Iron Works, Groaning Storehouse, or Rancid Abbatoir, Disturbed Ward, etc, not be so ridiculous anymore, which I'm all for.

    The infinite loops are what I feel like walls will fix, but I have stated a few times in other threads I hope it gets added to all maps pretty quickly. Otherwise survivors will just DC getting the new map to avoid that mechanic.

  • It is a TERRIBLE idea to put it only on the new map, survivors will just DC immediately since that affects their looping

  • @Boss said:

    Don't we get the PTB this week?

    You should have numbers then.

    What makes you think that, they never give numbers for addons we have to wait for Wiki to update it and hope it's right.

  • Where is the petition @not_Queen I'll sign it

  • I think you have to be hit within 10 meters of an injured player or something like that

  • @PapiQuentin_ said:

    No level 3 is coming out today. Check the in game news

    Woot woot you are the best!!! Haven’t logged in since Friday this is a happy surprise

  • @QuitBitching30 said:

    People on the forums are toxic in themselves. All over exaggerate and lie about being red ranks. For me the only toxicity I get is face camping. Besides that all killers and survivors are generally pretty good for me. Killers give hatch, survivors will risk end game to save me.

    To sum up don't listen the the people hear. Most complain and blame others before themselves.

    BTW for those wondering I usually sit around purple ranks.

    The lies and exaggeration are so ridiculous, everyone is a rank 1 who’s been playing since alpha so their opinion has more weight

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097570#Comment_1097570

    Identity V leaves you standing there as a husk. The thing BHVR said they'd do with DBD "soon".

    Getting the hatch is also pretty moot in Identity V. If the Hunter eliminates 3 survivors, even if the fourth gets the hatch, they still win. Only reason to get the hatch is to maybe lose a little less rank in ranked matches or maybe get a few more points, but DCing and being AFK for 2 minutes will do more damage than the hatch will give you.

    If they leave the survivor standing there, AFK, whole they reconnect that would work. If the killer finds you too bad. Although they may wanna make struggle automatic at that point because if you get second hooked you would die if afk

  • @Talmeer said:

    Well... It has also always something to do with what a person sees as toxic.

    I saw a guy up there writing about infinite loops - is nothing I see as toxic. The only thing that gets me to a very high chance is body blocking if I carry a victim to the hook, or by the hook itself - but for that I have MadGrit on every of my killers equipped.

    Flashlight spam can get me also if I am in a bad mood before because of rl stuff, or so... But the rest I don't see even as toxic. Doesn't mean that infinite loops as example make me happy as killer, but the devs have build them in and we better have them, before survivors flood the forums again with nerf threads.

    The infinite loops aren’t “toxic,” I mean as a survivor/killer player I understand that they are the smartest place to run. It is annoying when someone clicks and immediately runs to that building over and over thinking they’re a great looper somehow.

    If you keep your cool and focus on the others in weaker spots these players aren’t a problem at all, if anything they annoy me more when they’re on my team because they almost never actually do gens

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/130282/how-am-i-sooo-lucky-to-not-get-toxic-killers-survivors

    No, no, no. Lmao. Misconception. It’s happening to 90% of players on probably 10% of their games.

    Example:

    Team gen-rushes, so game lasts say, 5 minutes. Killers response in forums, “toxic gen rush”.

    Killer slugs, facecamps, tunnels. survivors response in forums, “toxic killer”

    The odds of this happening more than maybe 2-3x in a row are slim. I’m red rank survivor/killer and I don’t even encounter toxicity that much tbh. It’s just negative games stay on your mind longer than positive games.

    Even when I face “gen rushers,” as a killer I think 4 out of 5 teams just give me a ggwp in chat... only rare teams does anyone insult me with EZ GET GUD or anything similar

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097963#Comment_1097963

    Obviously it’s toxic and not fun, I did it because I wanted to see if people would dc knowing a penalty system is coming soon

    yeah if anything people will DC more now because they know a penalty comes sometime... but even after the penalties people still DC left and right on pc

  • @hex_genrush said:

    https://youtu.be/eANtpNJOyXE

    i posted this earlier with different context and a different title but a comment I saw said something like this is what it’s like without a dc penalty, this is on Xbox so there’s no penalty

    geee I thought people only DC if someone slugs and let’s them all bleed out for 4+ minutes??? You mean those people are just using they as an excuse... GASP

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/130142/show-dcs-instead-of-rank-in-lobby

    Wait. Did you just justify DCing with a “super toxic killer.” You do realize that all rage quits are because of “super toxic killers” or translated as “I couldn’t bully this killer and they downed me so I’ll DC.”

    And 2 DCs in a DAY is acceptable? How about we show how many DCs they have in a month and if it’s anything above 2 it’s a problem.

    I’m sorry, no I wasn’t trying to justify it at all... by super toxic I literally mean someone like blocking you in a corner so you have to quit. No killer build, addon, perk, is a reason to DC

    Also I’d be open to a month as the time frame, maybe rank reset day resets the count as well?

  • @ALostPuppy said:

    I started using it on Billy and Nurse and now I can't stop. These killers are unplayable for me without shadowborn now so I'm forever stuck playing these killers with 3 perks. Now if only we could get some actual options such as an FOV slider in this game...just a thought...would make playing killer a lot more fun and enjoyable...

    Have you tried stretching resolution? I never have but it would open up a slot again

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096900#Comment_1096900

    I also forgot to mention that Identity V will take off more or less points depending on when you disconnect from a match.

    There's a larger penalty for disconnecting at the start of a match than there is for disconnecting many minutes later, probably near the end of one.

    Identity V also lets you rejoin a match you disconnected from if it's still ongoing and you're not dead -- which why DBD can't do this when a mobile game can is a question worth asking. So if the game does crash, you can open the game up again and generally be back inside of the match within a minute.

    I don’t know exactly how Identity V works, but someone else mentioned it and it’s open to abuse.

    One scenario, your team is getting crushed by the killer, two on hooks and him chasing someone else. Oops there goes the plug but I’ll be right back within a minute, that’s a minute the killer can’t find you or kill you, unless it leaves you in game standing there? Is that how identify does it?

    Now hop back in when you guess your team is about to die on hook, if you’re right you have a chance at hatch that you wouldn’t have had. Kinda like a super locker

  • @forthelulz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096677#Comment_1096677

    Most graphic cards default fan curve allows the card to get quite hot before it starts to turns the fan much higher than 20-25% so that it stays quiet. I have a 1060 myself and since I use headphones I use Nvidia Inspector to set my fan @ 100% because I don't like how hot it lets it get before it cranks up the fan nor do I like the idea of it going up and down so close to near throttling temp & I'd rather just have it full blast and nowhere near throttling temps plus it doesn't seem that loud at all to me even without headphones.

    When I got this game I had an 8:5 (1680x1050) monitor and when I got a new monitor that was 16:9 (1920x1080) I hated the way it looked and felt so I ended up switching my resolution back to 8:5 and I've tried 3:2 (1620x1080) which I found I like better than 8:5 as well as I've tried 4:3 (1440x1080) which I also like although skill checks are noticeably smaller and some of the menu but I found that the skill checks while smaller felt easier to hit.

    Each of those resolutions (8:5 / 3:2 / 4:3) in that order, have less pixels so they are easier on your system than 1920x1080.

    1920x1080 Startup:

    https://us.v-cdn.net/6030815/uploads/116/5CFTEAAPGI3L.jpg

    1440x1080 Startup:

    https://us.v-cdn.net/6030815/uploads/079/GPORTOS9421P.jpg

    1920x1080:

    https://us.v-cdn.net/6030815/uploads/843/D6VPE6OBZ82V.jpg

    1440x1080:

    https://us.v-cdn.net/6030815/uploads/200/FCJ02TRKNMW9.jpg

    Wow thanks, looks like quite an increase in area for the second one

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