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saintjimmy456

saintjimmy456

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saintjimmy456
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  • @adaw0ng said:

    https://us.v-cdn.net/6030815/uploads/TMPNAEBOI1CJ/f4senkwxgaaeupl.png

    A picture is worth a thousand words.

    P.S.: Not my edit nor pictures + this is a feature already existing on DBD Mobile as well.

    https://us.v-cdn.net/6030815/uploads/1QA633O354KQ/f4sd9awwcaawoje.jpg

    Yeah why not. You are told what perks other survivors are playing in some cases anyway (We'll Make It/Prove Thyself) so why not an option to see all of the perks being played.

    This would save you healing somebody playing Adrenaline if a gen is just about to pop. These kind of things are desparately needed in solo queue as there is no communication (and a lot of the time hardly any team work at all)

    Just to be balanced and to consider the killer, as that is what this game is all about, balance. Perhaps survivors should not be able to see the other survivors' perks before the game starts. If we can all see each others perks in the pre-game lobby perhaps it would give survivors an unfair advantage of co-ordinating what is being played. Just a thought, as the devs are all about balance.

  • "This wouldn’t be a issue if runner mode was itself very oppressive but it isn’t. Runner mode has a decent reach sure but its not that big, the hit box is very small, its quite easy to dodge"

    This is literally the exact opposite of my opinion and experience so much so that I need to break this down.

    Runner mode is not oppressive? It is designed to be oppressive. It is like being chased by Oni. You are meant to run scared and try and get away.

    The tail reach is not that big? Really? It is the most far-reaching weapon in the game that is attached to a killer isn't it?

    The [tail] hit box is very small? Completely disagree. I have seen Xeno miss a tail shot from every angle possible and with a quick movement after the fact, suddenly it is a hit.

    I swear half the people who say Xeno doesn't need adjusting are killers desparate to keep it from being nerfed.

  • It is frustrating when you come across it but thankfully, for me anyway, I rarely come across basement Trappers. Most Trappers probably find this tactic boring and unrewarding and it is just the odd player that has to play this way to get kills.

    Hopefully the anti-camping feature they are planning on introducing will help in these situations.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389898/some-changes-to-reduce-the-aliens-power

    Xeno is actually balanced. I've played as and against Xeno a lot, and from my experience he's perfect. A tier in terms of power for sure, which means he's balanced. He needs 0 changes, no buffs and no nerfs, simple as that.

    All of your comments on other threads are toxic insults towards survivors, so I imagine you are a killer who loves Xeno because it is a powerful killer, and you are pretending to be a player of both roles to make it look like your opinion is objective.

  • It's been 1 day

    It was 3 weeks of killers demanding that Rapid Brutality didn't remove Bloodlust. That wasn't even after 1 day, it was before the chapter was even released.

    People have played against Xeno now and have feedback. If survivors hate something and killers love it, that in itself tells you it is not balanced, which is what the devs want, balance.

  • The only thing I don't like about Xeno is that you can miss a hit with the point of the tail, but if you step to left or to the right right, and the body of the tail during animation touches a survivor, that counts as a hit, even though you missed the direct hit.

    Same for missing a direct hit with the point of the tail over an obstacle or pallet. If you quickly lower the tail and it touches a survivor, that counts as a hit.

    Surely a body shot with the point of the tail should be the only tail attack that registers. Feels like all of the tail is registering as a hitbox.

    Imagine if you missed a shot as Deathslinger and then stepped to the left and the rope touched a survivor and that counted as a hit and you catch them. Doesn't make sense.

    Fix that issue and I have no problem playing against it.

  • @Hex_Maidenless said:

    I desperately want John Carpenter's The Thing. A weird tentacle monster that can transform and disguise itself as one of your team mates ater it hits somebody? God yes. I don't even care if he stinks, it would be fun.

    That is such a good idea. And if you interrupt it transforming it gets stuck as a giant tentacle monster with Claudette's head.

  • Number 3 is the only one I care about being looked at immediately.

    You should have to hit a survivor's body directly, with the point of the tail, for it to count as a hit.

    At the moment you can miss to the left or the right and shift the Xeno a step either way, and if the body of the tail swipes over a survivor, that counts as a hit. That seems unfair.

    You can purposely miss a tail shot over the top of a survivor when they are behind an object, and then quickly lower the tail, and that counts as a hit. That also seems unfair.

    If you miss with the point of the tail in the initial strike, you should have missed the hit, the end.

  • I'm a survivor and my first thought when Xeno walked past carrying someone and got torched was "Oh they didn't drop," I thought they would. But then if that happened, people would just put a flamethrower near as many hooks as possible, which is dumb and overpowered.

  • @Raconteurminator said:

    Sometimes I like to think what this community would be like without all the pointless Them and Us tribalism.

    If those people weren't here there'd be like twelve people left and it would take 2 hours to get into a game.

  • @Livion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529310#Comment_3529310

    I agree that the hitbox is a bit weird and that needs some looking at but people are straight up asking for a direct nerf in speed (quite huge) and for audio when xeno charges the tail attack

    Yeah and the past few weeks has been nothing but killers complaining that Rapid Brutality removes Bloodlust.

    Complain until the devs listen is the forum motto.

  • The only issue I have is that if you miss a hit with the point of the tail, and then move left or right, if the body of the tail swipes across a survivor, that counts as a hit.

    You can even miss a direct hit above a survivor who is behind a pallet or other object and if you quickly lower the tail, the tail goes through the object, comes into contact with the top of the survivor, and that counts as a hit.

    If you had to make a direct hit to a survivor's body with the point of the tail for it to count, I would have no issue with it at all.

  • @RpTheHotrod said:

    If there is a significant sound cue, then the alien player will need to have a hold option before the attack (winding up the tail). For example, you get an audio cue when huntress or deathslinger is primed to attack, but they can hold that attack and release at the right moment. The alien player currently cannot do that. The moment they hit their attack button, they are committed to the attack and can't adjust their horizontal movement. If there was a significant early warning, the tail wouldn't be a threat. You would hear it, then you simply side step since the killer cannot adjust the attack. Huntress and slinger doesn't have this issue because they can hold their attack after their audio cue warning. If the audio cue for alien gets increased, then the killer needs to be able to hold his tail attack after it is primed.

    The moment they hit their attack button, they are committed to the attack and can't adjust their horizontal movement

    Not true at all. You can miss a direct hit with the point of the tail and then move left or right or up and down to swipe the tail across a survivor and it counts as a hit.

    10 minutes 24 seconds: vertical movement after a miss to turn it into a hit

    11 minutes 53 seconds: horizontal movement after a miss to turn it into a hit

    https://www.youtube.com/watch?v=lKZhsLge1O0

  • @drsoontm said:

    Watching Otz as Xeno, many survivors seem to have very little problem dodging the tail.

    The video he just uploaded where he made almost every tail hit and killed every survivor in both matches?

  • The tail is too powerful in its reach and the fact that it counts as hit after the killer has missed.

    For example, the killer can strike over your head when you are behind an object and then lower the tail and it counts as a hit. So pallets and other obstacles lose much of their use. You can also completely miss a hit and then drag the tail left or right and if it crosses a survivor it counts as a hit.

    I predict that the power of the tail will be reduced in an update and you will be required to make a direct hit to the survivors body with the point of the tail for it to count.

    But first, they need players to buy the killer with the new powerful weapon, take the money, then the tail gets nerfed. Enjoy it while it lasts!


  • @mca240 said:

    Generator rushing, overpowered premades, map imbalance, tunnelling and camping. These are the core problems that make it so games turn unfun and are not won by skill but exploit. It should be your priority to fix these over anything else so this game finally becomes balanced and fair. Surely, after 7 years you must have a timeline?

    Overpowered premades - devs can't stop good players with good co-ordination from playing together. If they removed SWF I imagine half of the survivor player base would stop playing, which would be a disaster for the devs.

    Generator rushing - they just nerfed Brand New Part and Prove Thyself to slow down generator work. And as above, devs can't stop good co-ordination, multiple survivors with perks and toolboxes and add-ons might still work together to get a gen done quickly, devs can't stop this, and they can't slow it down to a point where it takes a solo survivor with none of the above 3 minutes to do a gen, otherwise nobody would ever do them, bceause solo gen work is very boring.

    Map imbalance - is pretty vague, they have just made changes to some maps to improve them.

    Camping - they are doing something about aren't they with the anti-face-camping feature.

    Tunnelling - possibly some kind of survivor bloodlust, where the game can recognise that the other three survivors have not been chased during a certain timeframe or something, and it gives the tunnelled survivor a bit of extra speed.

  • The mental loops that these players must have to jump through to convince themselves that this is what winning at a game means.

  • @Dipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525116#Comment_3525116

    Not really, it's easy to quit 6 times if you just quit even once per day because of a bad round. Now imagine if it happens again. Then just because of internet I am banned for 48 hours, while my real DCs were only banned for 6h. That means that I get penalized 42 more hours than should be

    I don't see any argument against my point. Quit less, get less timeouts, however you look at it or whatever the reason for the final disconnect. End of discussion.

  • The majority of games I get, I am the most experienced survivor, sometimes there is one other good player and then usually two newbies, matched with an average killer. Obviously sometimes it sways slightly one way or the other, but overall, this is my experience. Which seems fair on everybody involved.

  • A lot of Survivors aren't playing against Sadako correctly.

    That's my experience lately.

  • I guess it is just the risk you run if you consistently quit games. You might be unlucky enough that an actual connection issue disrupts the next game, and that's the one that triggers the long time out. Lesson: don't quit so much.

  • Again, it is pot luck. I've played about 20 games this weekend. Only in two games did the killer tunnel the first survivor relentlessly. You must just be going through a bad streak for tunnelling, hopefully it improves.

  • @ratcoffee said:

    what if keys showed your aura to other survivors within a certain range. like, basekit, without needing to use charges.

    That would be interesting, like a reverse Bond.

  • @Seraphor said:

    Maps and Keys should be top priority.

    Toolboxes could be adjusted, but they're not in an awful place. BNP's did just get reworked, whether that actually works out as a buff or a nerf I'm still not sure.

    Otz discussed this, and he said with the new BNP just erasing some of the repairs needed, the re-work might have actually made BNP stronger, because the killer can't counter that at all.

  • I have said this before in similar thread, but asking for re-works of perks before they have even been released is overkill.

  • I used to include that too but since it got nerfed I find it easier to just heal somebody quickly using We'll Make It and get them to heal me back if I need it.

  • Well hopefully it was just a bit of bad luck, and according to the stats, you shouldn't see it again for a long time!

  • Maps and keys especially could definitely do with a rework. I haven't taken either into a game for well over a year now, and if I have, it is probably because I had to find totems for a challenge. 100% of the time I bring a torch or toolbox.

    Why not incorporate the gen progress update into maps? So an add-on, or basic feature, that will show generators and their progress. So if there is a gen close to completion, you can see that using the map aura and head to it. And if you are playing the add-on that lets other survivors see what the map is showing, they can see the gen progress too.

    The key lost most of its use after the hatch update. Maybe as standard, a key gives a 50% speed boost opening chests? Minor, but it is a bit of an extra incentive to bring it. It is a key and a locked chest after all.

  • I must have seen killers use this perk in maybe two games in the past year. Are you really seeing it used that regularly that it is a big enough issue that the perk must be removed from the game?

    Can you not just crawl into open space and wiggle so they can find you?

    EDIT: I looked at killer perk usage and Knock Out has a pick rate of 0.67%. So hardly any killers use it.

    https://nightlight.gg/

  • "Maybe a competitive mode for swf and casual mode for solo players."

    I'd love a competitive queue and a casual queue, but would it work? Good killers who do not care about true competition and just want wins would abuse the casual queue to destroy teams.

    I would like to be matched with survivors that have similar prestige levels. Prestige does not necessarily translate into skill, but it does mean that they have been playing longer. It is the inexperienced survivors that tend to mess up solo queue games.

  • I play solo queue survivor exclusively, and it really is a mixed bag. Just played four or five games in a row, we won three, lost two. And by win I mean: 3+ escapes, loss: all of us died or one got hatch. Over the years I'd say I've had 60% wins, 40% losses.

    It is impossible to get consistency in survivor solo queue, I will definitely agree with that, but that is the nature of the queue.

    Also, I tend to play "team" perks. Prove Thyself, We'll Make It, Bond and Lithe is my standard build. Because I know I will need to do a bit of carrying most of the time if we have any chance of winning. I would choose different perks in SWF. If you are a good player, maybe try and adapt your play style to support the fact that you will be carrying a lot of the time, and that should affect what perks/ items you choose.

  • Don't take it personally, I'm sure Behaviour would love to have a safe space for people to discuss mental health, the issue is probably trolls. If a troll encourages somebody to do something or posts certain imagery, it will probably be Behaviour taking the blame if the content affects you or others. There's a big crackdown at the moment on social media relating to this kind of thing, so it might just be safer not to have sensitive discussions open at all, which is a shame obviously.

  • I mean, why would you come to the conclusion that DBD "can't compete" with TCM, when you end your thread by saying that you haven't even played it, because it isn't out yet.

    You might be excited for it (I am a little bit, it looks fun) but to already be predicting the future of DBD bcause you watched some TCM gameplay on YouTube... seems very short-sighted.


  • @RE91 said:

    I have seen unfair amount of these kind of killers now.. Very sad and not so good for the DBD community.

    Camping killers:

    • Drastically slow down hook timer if killer is in presence (If killer is Next to hook X amount of time in X meters from the hook)
    • Maybe even slow down killer movement and attack speed in the area because the one who comes to save you gets downed and the cycle continues.
    • When exit gates are powered, the hook timer is normal

    Tunneling has been very common now too, so maybe in case of tunneling the hook timer would be even greater if 4 survivors are alive and you are getting downed right after getting unhooked if no one else has been hooked before you?

    I have 2k hours in the game and I feel like I am many times matched with killers who have around 300h playtime, who obviously are too focused on getting a kill right on the start.

    I have had very good, hard and fair killers who do not camp or tunnel, and the matches are more than enjoyable, this is a case when I don't mind dying or losing as a team because it feels more of a win.

    PS. Remove Skull merchant, or nerf the drones -1 active drone each gen activated or only 1-2 drone can be active at the same time

    "Remove Skull merchant"

    So many topics lately are "I don't like something, remove it from the game"

    It's never going to happen. Remove an entire character from the game? That's even more hopeful than people demanding perks or Bloodlust be removed.

  • I hardly ever see survivor boons anymore. I saw a healing boon today and thought for a second "what's that?" it has been so long.

    NOED I see in like 20% of games, much more common.

    NOED is definitely the most useful of the totem uses. It only appears at the end of the game, there is no clue that it is active until you get hit (unless you luckily see it right away). And yes it can be destroyed, but sometimes it spawns near an exit gate/ near a hooked survivor, which makes the endgame very tricky. It is the only really useful use of a totem.

  • @Ebonbane2000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514019#Comment_3514019

    Killers get rewarded for sucking WITHOUT having to use perks..

    Bloodlust - rewarding for sucking at chase (in addition to naturally being faster)

    Auto window blocking - helping stop looping

    stunning when jumping off anything (even porches) - more help ending chase

    Loud moaning (like they aren't being hunted by a killer) - why search when the devs point out survivors for you.

    I think BHVR should stop rewarding both sides for being bad in chase. Remove bloodlust, remove MFT, and only have momentarily activatable speed (kinda like in TCM) abilities that can be used strategically and require skill.

    "I think BHVR should stop rewarding both sides for being bad in chase. Remove bloodlust, remove MFT"

    Bloodlust has been a killer feature for 6+ years they're not going remove it because one person is happy to trade Made for This for it.

    If both sides get something that rewards them for "being bad in chases" why wouldn't they just keep them both in.

  • @whickedchainsaw said:

    Why do perks such as Resilience and Made For This exist and basically rewards you when you're injured? You should not be rewarded for making a mistake in the game. It's surreal that these perks exist in the first place! M1 killers continues to struggle against these perks. The pick rate for Nurse, Blight and Wesker are getting higher and higher but BHVR doesn't address these issues thus we're stuck in this boring Hold Shift+W meta.


    So no perks at all related to being injured, and take out any killer perk that "reward the mistakes" of gens being done or exit gates being powered. Half of the perks in the game removed then, that's fun and varied. Why stop there, remove the medkits too, they "reward mistakes". Remove gen pings, why reward the killer with information when they made the "mistake" of letting a gen be done. And you can forget about having Bloodlust. Why should the killer have a speed boost when a chase has gone on for a long time? The killer's "mistake" is that they didn't catch the survivor at normal speed, so no reward!

    Also, being injured might not be the result of a "mistake", it could be a protection hit.

    It is a terrible idea to remove these perks. I hate the "get good" attitude survivors have, but you need to learn to adapt to these perks, and make a build that counters them. Behaviour are not going to remove everything you do not like.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513969#Comment_3513969

    Do you notice any disparity between survivor and killer “comeback perks?” All of those killer perks you listed are awful/borderline unusable. That’s not true of the survivor perks.


    NOED is "unusable"? If it is true please tell killers to stop using it immediately, as they clearly haven't got the message.


    @whickedchainsaw said:

    Why do perks such as Resilience and Made For This exist and basically rewards you when you're injured? You should not be rewarded for making a mistake in the game. It's surreal that these perks exist in the first place! M1 killers continues to struggle against these perks. The pick rate for Nurse, Blight and Wesker are getting higher and higher but BHVR doesn't address these issues thus we're stuck in this boring Hold Shift+W meta.


    So no perks at all related to being injured, and take out any killer perk that "rewards the mistakes" of gens being done or exit gates being powered. Half of the perks in the game removed then, that's fun and varied. Why stop there, remove the medkits too, they "reward mistakes". Remove gen pings, why reward the killer with information when they made the "mistake" of letting a gen be done. And you can forget about having Bloodlust. Why should the killer have a speed boost when a chase has gone on for a long time? The killer's "mistake" is that they didn't catch the survivor at normal speed, so no reward!

    It is a terrible idea to remove these perks. I hate the "get good" attitude survivors have, but you need to learn to adapt to these perks, and make a build that counters them. Behaviour are not going to remove everything you do not like.

  • Maybe the YouTube content creator is suffering from karma, for making me look at a cutaway reference for every word he said.

  • To be honest I will use it if the game is going badly. My reasoning being that we are all likely to die at some point so why drag it out. I'd rather die now on the hook and get into a new game. It is very painful playing with bad survivors, and from experience you can tend to see where the game is going. So if it feels very likely nobody is going to escape, why drag it out.

    I've tried to keep my point brief because some of these raging essay replies are too cringe.

  • If you are already OK at looping and escaping chases, the 3% haste from Made For This will give you that extra bit of room to stay ahead of the killer when injured. If you aren't good at looping or escaping chases it might not be enough of a boost to help you get away, and the perk won't be a benefit to you.

    Any Means Necessary, I hardly see anybody use to be honest. If you want something pallet related, Windows of Opportunity I'd say is much more useful, and just having a look, it is currently the most used survivor perk.

    https://nightlight.gg/perks

  • @JawsIsTheNextKiller said:

    The addition of Nicolas Cage was amazing. But we were lucky. I don't have a problem with Nicki Minaj, but I think we are very lucky we got somebody as iconic as Cage and Call of Duty had to settle for Minaj.

    But I'm sure many of us just really dislike certain celebrities and would hate to see them in the game. Some celebrities might be great for the game financially but wouldn't fit. And if one of the celebrities turns out to be a bad person? This would leave the game in a very unconfortable spot as they couldn't take out characters people have spent money on.

    "I'm sure many of us just really dislike certain celebrities and would hate to see them in the game"

    I just wouldn't buy them or play as them, and hate is quite strong for somebody you don't know irl.

    "And if one of the celebrities turns out to be a bad person? This would leave the game in a very unconfortable spot as they couldn't take out characters people have spent money on."

    So no more voice actors or motion captures ever again in the video game industry just incase one day one celebrity who appeared in a game does something wrong, OK.

    Odd topic with some weird takes. If anything, Nic Cage as a playable real person, not Nic Cage playing a character, is exciting, original and fun, and if the revenue is anything like the hype he has brought, they definitely will look to do it again. As somebody else mentioned, Keanu Reeves would be a fantastic addition. Rob Zombie would be cool to play as.

    If they added a female actor, possibly Sigourney Weaver, Emma Roberts or Toni Collette would be interested. It's a very interesting concept, actual actor as playable character, and I hope they don't stop doing it because of all your "just in case" scenarios.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/384720/survivor-sided-patch-notes

    Survivors are literally cooking? What are they cooking? I found an interesting recipe for deep-fried poached eggs from a British restaurant yesterday, and I'm thinking of trying it out.

    I'm usually more into cooking Vietnamese, French, Japanese, Italian stuff - English food tastes way too bland 90% of the time - but this cookbook might change my opinion somewhat.

    Literally cooking.

    One Claudette omelette please, Dwightly cooked on both sides.

  • Let's be realistic about the bots. They are just meant to lessen the blow of a survivor disconnecting, they are never going to be advanced AI that can double jump a pallet and get a torch save.

    They are, at best, better than having a missing survivor.

    So cut them some slack, it is their first day on the job.

  • Sometimes taunts are strategic, not toxic, to let you in on one of my survivor secrets.

    As a survivor, I taunt at the first pallet drop to test the water. If I get an enraged killer who wants to chase me for the rest of the match whilst the other three survivors do the gens and escape (this happens from time to time) then I'm happy to oblige. A win for me is three or more survivors escaping, even if I die in the process. And by the end of the game I've got my one or two pips.

    But mostly, they're probably just being toxic, so hook those suckas and let them complain in the post-game chat!

  • I couldn't be bothered with the survivor queues tonight. You were getting five minute queues? It was 20-30 minutes where I am, so instead I just played three or four killer games, to try and spot some Nic Cage perks.

    EVERY SINGLE GAME, I was not trying, I got some downs but NO hooks. And each game there was constant teabagging, flashing survivors, even when I was just trying to farm and be friendly!

    I would never ever play killer, EVER. Survivors are so toxic, I am not surprised that killers tunnel. I hate it, like you do, but try and play a few killer games in a row, it is miserable, it is no wonder they take it out on the first survivor they come across.

    Toxic survivors cause tunnelling killers causes toxic suvivors and round and round it goes in a vicious circle. Both are to blame.

  • Didn't Prove Thyself AND Brand New Part lose some of their power, in the same update? Killers have been complaining about that for ages.

  • I just waited for almost 30 minutes (UK) in the survivor queue, with cross-play on. Somebody said it is because everybody is trying out Nic Cage and there are less killers.

    The problem was, because it took so long, one of the other survivors was AFK and was killed immediately, ruining the game, and now I have to queue again.

  • I play solo queue survivor pretty much exclusively and one game the team will be co-ordinated and experienced, the next five games they are either brand new and/or terrible at the game. It is just pot luck.

  • "whether it be you going into the menu and deciding to quit or you completely lagging out due to connection errors maybe your power shut off maybe a pet or younger sibling pulled your plug."

    I will not pretend that I have the statistics for this, but I would bet a large sum of money that players choosing to quit is 95% or above of DC reasons, 5% is internet/system issues. A pet pulling a plug out is 0%.

    Seeing as you used it as an example I imagine it must be a real issue for you, so if you have a pet that is consistently pulling a power cord out to disconnect you from games, I suggest you video it and put it on TikTok as it would get lots of views and likes.

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