theArashi
theArashi
About
- Username
- theArashi
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Comments
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@Peanits said:
It affects all attacks, not just basic attacks.
Will it fix ghost saws of billy?
You know when the animation of chainsaw sprint is ended by the game on "Hit" animation but survivors runs uninjured.
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It's a terrible hex perk regardless.
It shouldn't even have stacks and just have it's current effect while totem is standing and even then it would be less effective then ruin.
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Let's assume DC penalties aren't a thing and you are trying to get enjoyable experience as a survivor.
Killer got looped badly and DC'd in less then a minute = Your game ended and survivor lobbies aren't near instant as the killer ones.
Survivor at the very start got downed quickly, doesn't like that killer/map/offering so he DC'd early on. If he's playing with his friend you now have 2 survivors DC at the game start.
In both cases your experience is terrible and with zero punishment for that it can potencially happen in EVERY GAME.
Would you continue playing if you got games like that 4 times in a row? Would you think a new player that checks out the game would like that and continue supporting the game?
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I wonder how it is that every time I open up the forums there is at least one guy that complains about DC penalty being on.
Usually it is about 1h ban + which is convenient.
If you think other side is hacking, report him and take a break. Just because game showed killer dc'd - doesn't mean he actually did. It might just been you booped from a server, or timeout of some sort appeared.
One way or another, if you think you are innocent: Report that issue in the report defect section which is checked by the devs so that they can fix it.
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PH and Deathslinger are awesome. Interesting power, new twist, decent killer to boot.
What the hell are you on about?
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That's correct.
If they are in swf it takes average rank.
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@SloppyKnockout said:
Dude, it's a video game. If you take it that seriously, the problem is you.
Right, dc'ing players should be permabanned.
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I'd wish there was an automated system to detect that kind of things and reports were only additions to it.
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To balance it out. Just like Zanshin Tactics needs a cooldown to not be overpowered.
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If game is done aka all survivors struggling on the hook you won't be able to struggle anymore.
There are no chances of survivors winning anymore.
Anything else is probably input bug/lag .
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When was the last time you decided to share your good game experience with random people on forums?
I'd say it's only natural that you'd rather want to hold on to the good feeling and go about your day.
Unsurprisingly if you have a terrible experience and you don't have anyone to talk to you discharge that energy by writing angry forum post. I'll probably make you feel better.
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@clem1710 said:
Please stop complaining about that. People have been asking for MM changes for for ages, now it's done. But don't expect it to be perfect the day they release it. Damn
It doesn't take a genius to know that players with less then 50 hours in general don't have any chance against killer with over 1k hours.
Regardless of which killer is used, all will be demolished. They should never be matched together even while calibrating the system.
I actually started to feel bad when I play as red ranked survivor against yellow ranked killer or red ranked killer against bunch of rank 20's.
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It's easier I guess.
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Or better, change one of the useless addons into adding that effect.
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@Onyx_Blue said:
Huntress is at her most fun vs good survivors. Who wants to chase people who never look behind them and don't attempt to outplay and predict your throws?
That depends on what you mean by good survivors.
How about 4 survivors that predrop pallets while others push gens as fast as they can?
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I've been giving them benefit of the doubt but it seems to have been misplaced.
From few games I played so far as killer I seems to be jumping around between bronze league and grand master. So first 3 games against experienced survivors that enjoy immersing themselves and pump up gens or death squads aka fun police and then 3 games again st survivors that reached green ranks first time in their lives and don't know how to play.
I've found no correlation between using killers I had good winrates with and ones I barely play and current MMR.
Old system while far from perfect it sometimes worked in matching up players with similar skill level. This one.. it's #########.
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Ranks never meant anything so stop pointing them out as proof of skill or whatever. All they say is how much people played since last rank reset.
MMR assigns to me either rank 20 newbies or rank 1 swf fun police squads equipped with either small PP builds or full on immersion. It's either complete faceroll or very stressful game.
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You can't force people to play the game. Trying to self unhook is intensional game design, just as all of the perks and all of the tactics people hate like camping, slugging, patrolling, swf and such.
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It's only point now is to prevent people from facecamping with a chainsaw or just reving around the loop waiting for bloodlust to kick in.
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@Wand said:
https://forum.deadbydaylight.com/en/discussion/comment/1491873#Comment_1491873
yeah, the game disconnects me even though my internet is good and I get banned, congratulations Bhvr
There is no way to detect if you got disconnected by some random server issues along the way or you pulling a plug from your router.
People were already doing that to keep the items in the past.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1484127#Comment_1484127
And those hackers tend to get banned fairly quickly.
Hell, just a couple weeks ago, I was watching Hexy, and saw a hacker in his lobby get banned before the game ended - and he hadn't even reported them.
Then limiting influx of bps per hour on a single account would do that.
On that point: It might have been a dev watching the stream and banning him. I've seen Tru3 upload few vids lately that had hackers in them and they didn't get banned straight away.
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I played LF a whole lot before the update and I can 100% guarantee he is stronger now.
His main issue used to be requirement to rub yourself against a survivor to hit a chainsaw. Now you can do it from further away and even mindgame at smaller pallet loops due to his increased speed.
He's a beast now.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1484069#Comment_1484069
Bloodpoints are server side now. Hackers can be immediately banned. So why does it matter?
Legit though, the cap needs to go, or be raised. It's just a cheap way to manufacture "replay value" by keeping the grind as ridiculous as possible.
I've seen couple content creators show videos of hackers playing the game and they don't appear to have any issue with just "having" all of the best perks which I doubt they just grinded. Also, if bp's are server sided what blocks them from just giving themselved 1 mln bps over and over to level up .
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If only sounds worked all of the time then yes.
However sounds in this game are a dice roll of 20 side dice. If you roll below 3 you get a sound.
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You don't get normal hits with blood any everything.
You hit as if a wall instead.
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"He won't run far away" - At least 16 meters headstarts. Enough to get to loop from any place on any map.
Slowdown from bottles isn't much.
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16) Survivors splitting up on gens and prioritizing finishing gen before trying to save their teammates. I know it's a good play... I also know that 5 minute games aren't fun.
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15?) Someone destroying musical instruments and whatever the ######### else while chasing survivor as a doctor.
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@thrawn3054 said:
Pretty sure nobody said it wasn't a nerf.
Devs did. In the noted they wrote that they are happy about billies performance and decided to rework his addons to make them less impactful.
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Because having access to numbers you can compose them however you want.
For Ruin... we see it in 80% of games so many killers use it even if it mostly gives them 20 seconds.
For DS... we see at least 1 in every game but hey hey hey, let's count it per survivor to show stats appear lower, not that they ever cared about stats in a first place.
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@skarsguts said:
https://forum.deadbydaylight.com/en/discussion/comment/1388793#Comment_1388793
Explain to me how keys are the equivalent to a mori.
For a key to work you need amount of survivors alive + 1 generators to be completed for hatch to spawn. For four survivors to escape by key, all generators need to be completed. At that point they were going to escape through the gates anyways. It's not have a key = instant hatch spawn.
Mori? Hook one person and tunnel them off hook.
You people that think keys are the same as moris are neanderthals.
Ok, I get it, first ignore other side of the game, then insult people to convince people about your point. Got it.
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It sounds exactly like keys... don't you think?
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It was that way in the PTB.
What changes is that survivors don't make any sounds anymore.
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Hold your horses. Hardest one is perform cooperative action for 60 seconds.
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Only western ones.
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You don't have to.
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/1308836#Comment_1308836
Well ya kinda have to get them a lot to level up. Plus that doesnt address the fact that it's a terrible effect and does nothing useful therefore wasting an opportunity for a better addon
You still get to afford way more addons or items then you are able to use in a standard game.
That addon may have a minor effect but so are pretty much all of Demi's addons and then we have silent chainsaw addons for LF.
Best guess is that not all addons can have fun and powerful effects and most of the time these "fun addons" require additional work and you never get enough time to get all of the stuff you want.
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@ClawsOfHell said:
https://forum.deadbydaylight.com/en/discussion/comment/1096741#Comment_1096741
No is not impossible, why everthing about dbd it's impossible? a lot of games have good hitboxs but "dbd can't have because it's impossible it's just latency" even being tons of games with perfect hitboxs systems that suport much more than 5 players at the same time, second how could be impossible to tell the diference between a person pressing esc and click disconnect from a game crash? "Oh you can just press alt+f4" if you try that dbd shows up a message "Leave the game?" and if you use the task manager the same thing appears on the screen so ins't impossible to tell the diference and above all of that there's games where's they can even detect if you got your internet disconnected and reconnect you IN THE SAME MATCH so again, how is impossible to BHVR implement those things? the unique way to avoid all those things and exploit the system it's literraly plug off the ethernet cable or shut down your pc and this in both cases are extremely things to do...
That's a load of bull. Closing the game's process doesn't ask the application about permission so no, you can't tell how the game was closed.
Yes game can crash, so is any other game.
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You know that you can... not go for it in the bloodweb?
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Most of the perks in this game in general need some serious buffs or reworks.
They just flood the pool with useless perks that you will never use anyway and if you do it won't give you anything valuable.
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I guess you could do small test when you play with iri heads only and count the percentage of players that DC. I'd guess that 25-50% is what you should expect.
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I mean, last few rifts aren't even worth grinding for. Cosmetics are either reskins or pretty mediocre ones.
Straight away I ignore trinkets as they are too insignificant and what I have left? Horse mask for a huntress? Nope.
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Play outside of popular SWF hours so late in the evening and then hope to get lucky.
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Shaming the culprit never results in correction of behavior. Think of them as children, would you put your own child for public to laugh at because they did something bad?
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Be happy.
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I think it was Tru3's clip that showed it perfectly.
Here is it:
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In the Monto's vid survivors movement looked really janky as if instantly switchin between 0 degrees to 45 degrees and so on.
I don't know if it's still a thing.
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I don't play this game enough to even reach half way point so I probably wouldn't have reached far but god damn it's not worth it in the slightest.
Only rift that was worth it IMO was the clown outfit as it was just funny/cool looking.
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It's not the bug. It's map design.
Blocked walls aren't randomized but always closed off.
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I don't like that it ignores trapper's traps but other then that it's fine.