weirdkid5
weirdkid5
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@Jimsalabim said:
so to add to the discussion: if ghostface is leaning and stalking you from behind an object is it intented that you can not detect him no matter how long you look and how close you are?
There has to be a minimum of 20% of his body exposed to actually reveal him. Just his head and face isn't enough. You need to get an angle on him that allows you to see more of his body.
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@Outland said:
https://forum.deadbydaylight.com/en/discussion/comment/534063#Comment_534063
I'll bust it down for you.
You'll always find the sweaty try hard killers out there. You know the ones where using all those things is necessary in order to survive.
They are not the majority of the population.
When you use all those things to punish a non sweaty Killer, you are teaching that player that they need to sweaty up their game to compete.
The OP was saying that when you face all that crap its hard to stay a "Survivor Rules" fair Killer, and actually enjoy the game.
There are many things in life that are "LEGAL", like smoking, sure you can smoke as much as you like, but whether you notice or not you are impacting your health in a negative way.
Same goes for this game, sure you can run as many toxic perk combo and items you like but you are hurting the general well being of the game. If you want less sweaty try hard Killers then do your part to make the game less intense for your Killers. And they in turn will be able to ease up on the toxic Killer actions.
You seem to forget Survivors are just as capable, in fact moreso, to do toxic gameplay than Killers are.
At this point, I've accepted stuff isn't toxic. I'm not blaming the players. I'm blaming the game. It isn't the fault of the player for using everything to their advantage to win the game, as long as it is within the confines of the rules.
The problem is, the game ends up being super frustrating for both sides because of this. There isn't anything wrong with using what the game gives you.
There IS something wrong when those things are no fun to deal with. This goes for both sides.
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@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/534931#Comment_534931
Again the solution is really simple here, dont play solo survivor, because again, you are actively damaging the experience of 3 other people every time you play. You clearly have no desire to play the game as intended, and thats on you. Its not the other players fault, and its not the devs, its your own personal problem.
Except it is intended for the player to choose to work with their team or not.
Again, this is literally one of the selling points of the game on the Steam Store Page.
It's the SWF players that aren't playing the game as intended. You aren't meant to be given information by other players.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/534901#Comment_534901
https://forum.deadbydaylight.com/en/discussion/comment/534919#Comment_534919
I think these two posts here highlight the problem. Because the game doesn't really detail what constitutes a win, loss, etc., it ends up seeming like it's up to the individual player what the "correct" path to victory or loss is. So to OP, because they have their own parameters set for victory or loss that isn't even really disputed by the game, they are playing in a way that may not necessarily be productive to someone who has different parameters for victory/loss.
Funny enough, I brought this up about a week ago in a thread. It's almost as arbitrary as the devs using "2 die 2 survive" despite the fact you can still pip up while dying. And you can still pip down while surviving.
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@TheBean said:
@weirdkid5 I still work on gens.. but only when there is no one on the hook... I might work on one if I'm on the other side of the map from a hooked person.. but I'd rather go running over there and make the save.
If I'm in a match and gens start popping in the first 2 minutes... I stop. The killer is getting rushed.. I start 99% gens for shits and giggles.
I don't benefit in helping my team escape. There is no incentive in the game to help them get out when all I'm concerned about is blood points.
Survivor to me is about cycling through matches as fast as I can to get more points. Play fast... die fast.... next match.
I have no concern for rank, since that is a pointless grind. The only grind that really seems to matter is the bloodpoints, which even now, that grind is so overbearing that it too is becoming pointless.
I mean yeah, I do that too. That's standard play. If no one is hooked, you do gens.
If the Killer gets rushed it makes sense to slow down the game if you care about bloodpoints and your pip. A fast game doesn't give you either.
I mean, helping your team gives you bloodpoints? Doing cooperative actions also gives bloodpoints. Protection hits give bloodpoints. If you care about BP, being a team player is a great way to get them.
Just because you go through the match fast doesn't mean you are getting more points. A game that lasts 10 minutes, but as a lot happening, will always give 2x or more BP than a game where it ends as quickly as possible. A better game is one that is both high intensity and quick.
Sounds to me like you are just becoming disillusioned with the game in general, which is understandable. This game isn't catered to long time players anymore. It's catered for the quick cash grab because they gotta make that money back off of Killer licenses.
The game needs desperate quality of life changes, but the devs refuse to fix maps faster than 2 a year. That will result in it taking 12+ years to fix all the maps. On top of adding more and more mechanics to the game, without properly fixing what has came before.
@Peanits please, you desperately need to try and make the team realize the direction the game is going isn't good for us old fans. We are tired. We want something new, something fresh. A Battlepass is not fresh, a Killer that is so similar to Myers is not fresh. Having to deal with these same loops and same maps for several more years isn't fresh.
The game needs a complete rehauling from the ground up. The game will only benefit from it.
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Dumb
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@TheBean said:
@PunL After 3 years of playing this game... Do you enjoy sitting there and holding the M1 the whole time? Or you enjoy it when the killer finds you and starts chasing you? Do you enjoy evading the killer? Watch them try to find you and fail and move on?.... That is fun.
The game that came out then is not the game it is now. As a solo player, I don't need to help you anymore, other than maybe save you, or heal you. That or run around sabo'ing hooks. That is fun.
There is no pressure to make sure 2 gens are done. I have no reason to worry about them, other than for bloodpoints.
The point of the game is to have fun.
The only time generators hold any value is when you are in a team of SWF.
Again, you're assuming you always find the hatch first, which is not 100%. And the EGC can present a huge problem for the last guy, especially if the Killer decides to bring Rememeber Me, or the gates spawn on the same wall.
You're leaving way too much up to chance, when completing 5 gens almost always results in one's escape.
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@yoyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/534824#Comment_534824
@weirdkid5 There's a very small chance of us playing against eachother so you can watch me play at https://m.twitch.tv/videos/412550558 ( keep in mind this was a 2v2 Sandbag Tournament). My matches start at 2:13:28 and 4:12:00. I had around 1800 hours when these took place. My name is "yo"
You never know, I've faced off against a friend of mine about 3 times in queue.
I'm not saying you can't read a vacuum, I just never noticed it personally but I'm sure that could explain times where I see the Killer decide to turn around after I initiate my vault. I'll check it out when I have some spare time, tournaments are always funny to me in this game lol
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I only play solo, but I still do gens.
I know I get really irritated when I'm being chased for 3 or 4 minutes, but every one is playing like you and no gens are getting done. It's rather annoying.
You're right about only your survival counting, and if you wanna play this way, do it. There is nothing stopping you from doing so. However, I do not like to be in the same game for 10+ minutes. That's the reason I do gens. Besides, you can't guarantee you'll always get the hatch first, nor can you guarantee you'll ways get out via EGC gate opening.
Gen Completion is guaranteed survival when you get a gate open. I'll always go for consistency.
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@DrDeepwound I would hate to see him play a game like MK11, FighterZ, or God forbid, BlazBlue.
I would also like to see his evidence that only 1% of survivors could do this.
Oh wait, he doesn't have any. He asks for proof, but never provides his own.
This discussion is a joke.
@Bongbingbing logic doesn't work in this part of town.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/534833#Comment_534833
As if rank 1 means anything, this just shows you have no clue. Probably playing Blendette and takes the hatch at the end cuz once found you get downed in 10 seconds lol
So, why are so many survivors failing to do that if it doesn't take skill? I saw so many survivors attempting to get a fast vault at cow tree anti clock wise and failed. Probably 1% of survivors successful fast fault this. "No skill" but majority fails. Yeah sure bud.
Yeah, just saying you survive 80% of the time isn't making your claims stronger. Proof or... I would say I have survivalrate of 100%
Nope, I only play Meg, and I can use the brightest clothing in the game if you'd like. And Rank 1 now means more than before, because you actually have to do a substantial amount to even get 1 pip. Are you sure YOU know what you're talking about? I can lead a Killer for 3-5 gens pretty often.
I literally did it on my first try. I've been playing games for 20+ years of my life, you don't think I can't time it properly? I play fighting games XD sorry that most Survivors in this game are doo doo, which is backed up by the devs statistics that say a majority of Survivors are in the low ranks.
Where are your statistics that MOST fail?
And I literally stream every single time I play DbD. I don't ever play without my stream on. So you can easily see my Survival rate.
Back off man.
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Ok so just back to the game from a 4 month break. yes apparently i missed 2 killer releases and a update for a count down timer.
That's Thrilling Tremors from Ghost Face. Check the description in the game.
It says it locks down gens when the Killer picks up a survivor. All gens that aren't being worked on get locked, and the remaining ones are highlighted white.
It's essentially a slightly different BBQ.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/534801#Comment_534801
So basically you are admitting that you have no clue about that, never achieved that skill cap to do those mindgames or fast vaults on different angles but yet you dare to talk about that topic? U mental or something? U know, usually people try to experience something by themselves or at least try to gather information from people with experience befreo talking. But somehow, for you: "I didn't even know this is possible, but I will still talk about that and I don't like it, muuuuuhhhh"
Hilarious.
What? What are you talking about lol I never played that way because I never found a need to. The way I play wins me games, I can easily get to Rank 1 without ever using a single perk solo queue, can you do the same?
Look, you questioning my skill is a hilarious argument itself. It's an ad hominem, meaning I don't have to take you seriously at all.
For the record, before the update, I went and did this whole, "touch the wall and fast vault" thing. I thought it was pretty stupid. Especially when they said they intended for places to have medium vaults.
It doesn't take skill to touch the wall and fast vault. And doing so in a spot that was meant to be a medium vault is an exploit. You performing that exploit isn't skillful.
However, me having about an 80% survival rate WITHOUT using this dumb little trick shows I have much more skill than most Survivors in all areas of the game. Feel free to watch me play, I don't mind putting my money where my mouth is.
Also not a Killer main XD
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@yoyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/534801#Comment_534801
I read a lot of early vaults because I've seen the survivor enter a somewhat vaccum animation and I met them at the other side of the 4 lane window for example before they even ended the vault. I also never had any moments where the killer saw me vaccuming because I was vaulting as late as possible but I guess I will go for a guaranteed medium vault now since the killer will realise it and double back anyway..
Just sounds like bad Survivors to me, but I don't wanna make a dumb argument like that. I would like to face against you in the queue one day and see how you fair.
And that's pretty much what I would do anyway. Spots where you get guaranteed medium vaults, you can expect the Killer to double back. Now you simply don't vault at all. If he catches up to you, then that is a mistake you are supposed to take for taking the loop in the wrong direction. You'll have to have more awareness about this kind of thing now.
I don't think that's a bad thing.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/534679#Comment_534679
Looping takes skill.
Look,I know you are a low IQ biased killer main,but you're definitely embarrassing yourself here.
And now you've officially gone off the rails. If you even bothered to check my stream you'd see I pretty much exclusively play Survivor. I didn't even get 1000 sacrifices until 2 years after I started playing, that's how little I play Killer.
I think you need to take a step back from the forums, relax, and realize you are stepping over the line
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/534112#Comment_534112
Technically it is as it's about the sides not being be equal, one side being stronger is just one way of them not being equal and also why some games specifically use the term and also why the players jump onto it for this game believing it should be that way.
Balance is extremely hard to get in any game unless both sides are equal and players of equal skill are matched together like the most competative fps/moba/rts games do.
When it comes to any game where it's 1 v many balance becomes so much harder to achieve and why if you look at asymmetrical games there are always complaints about one side being OP.
30% may sound good on paper but who want to play a game where your chances of dying are roughly 1 in 4 games? As I said the games that have treid this haven't done too well and since DBD is the only one to keep any sustainable userbase maybe in part that is due to the 2 die 2 escape vision.
For myself the 2 die 2 escape isnt the issue, the issue is that game balances over all the ranks and all the players can be in any rank no matter their skill level and the whole userbase is plunged into one big statistic and reset each month.
When you see a 2k hour player matched with a 50 hour player then that is more of an issue and why the new objectives we have asked for probably haven't been implemented.
My idea to fix this was that the matchmaking needs to stop using the rank system and use more stats outside of it, the rank system then gets changed to a simple ladder reward system so even if you are on lvl 15 of it you get matched with players around your own skill level rather than where you are artificially sitting due to a number which is exploitable next to your name.
There is no reason a killer who can 4k most games should go agaisnt those who escape less than 25% or for survivors who escape over 80% should verse a killer who averages 1 or 2k max.
This also means they can start to look at balancing seperate matchmaking areas. Say it had 5 tiers like bronze, silver, gold, diamond and platinum. Each one can then be balanced individually for the 2k scenario and once you are in a bracke4 you can't derank out for at least the first 50 games so it can get your actual mmr.
This may have other affects such as longer queue times in some areas which would need looked at, the other aspect is it may become more competative creating even more toxicity.
Right now what they can change is so that swf play where the highest ranked player is situated not the lowest or an average between them.
You've spoken the most sense out of anyone I've seen on these forums in a while. @Janick you should read this post I replied to.
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@yoyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/534788#Comment_534788
I created that scenario myself as an example but I haven't experienced it just yet since I didn't play the PTB or survivor that much since the update. I may be overreacting but I'm sure I will adapt.
I can't say I've ever had a situation where a Killer "reads my vacuum."
Like I said, I've never had issues mindgaming the shack, and I've never used vaulting in this manner. I always assumed you couldn't fast vault if you touched the wall anyway.
But people blast me for thinking realistically lol
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/534789#Comment_534789
But Im not talking about getting hit through a window (?)
You just post for increasing the post count,don't you?
"The killer can hit you after you're 2/3 feet away from the window you just medium vaulted through."
This is literally in your OP. What exactly in the world are you talking about then?
Stop with the sarcastic nonsense. It isn't cute.
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@AshleyWB said:
My main complaint comes when you aim directly at him and it doesn't break him, plus he's definitely stalked me through a couple of walls I've noticed.
There has to be at least 20% of his body exposed to actually reveal him. If just his face is peeking around the corner, you aren't going to reveal him.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/534767#Comment_534767
So,now you're saying that its not latency.
Wow,the hypocrisy is real here.
Getting hit through a window is 100% intended.
Getting hit 3 feet away is latency.
Sorry you can't make that distinction.
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@yoyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/534757#Comment_534757
I mean, yeah, we are probably over reacting to the vault changes since, I at least, can change my routing to play safe without the need to get a fast vault, I've been hit a lot of times because I went fot a fast vault and I got a medium one instead. The thing that I dislike the most is that the killer can be behind me at the killer shack and I have to press space early enough to get a fast vault and enter the vaccum, and ofc he will see the vaccum and double back to the other side of the window and I'm just watching him doing that, incapable of doing anything about it.
Also, it CAN create infinites but at the already very broken windows that should be fixed in particular and not change such a big mechanic.
You don't have to get sucked into the vacuum, you just need to time it so you don't hit the wall when you press space. This will be akin to hitting a 2 frame in a fighting game or something, difficult, but not impossible. This promotes more skill since you have to time it at a more precise timing, otherwise you get punished with a medium vault. I've honestly never really had problems with the scenario you're presenting but that's just me.
This change overall is a good one because it won't affect windows you can normally fast vault at, while at the same time eliminating the ones that were unintended.
If it turns out some windows that are meant to be fast vaulted get affected, then I will agree that window in particular should be addressed. But we are going to need more than a month to make that conclusion, since there is a a lot of possible human error when it comes to these windows.
Like the case of the streamer someone posted recently, he still could have gotten fast vaults. Imo he purposefully is blowing the problem out of proportion because he doesn't want to SLIGHTLY adapt his gameplay. Just hit space like .05 seconds sooner than when you hit the wall. I don't find that very difficult to adjust.
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@RoKrueger said:
Maybe you are right and it is not latency. Learn to do better fast vaults then ;-)
Idk man. I don't think people actually can reach through windows with their arms.
Games shouldn't be realistic, right?
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@yoyoyo said:
As you said that "getting a fast vault from a spot you were meant to get a medium vault doesn't have a counter", imo there shouldn't be windows that can't be fast vaulted ( not taking in consideration the obviously broken windows of the most main buildings that I don't understand why they are still staying the same after so long). Think about the "4 lanes" maze tile that is already somewhat weak against a decent killer and you can't fast vault the window of the 2 possible spawns from the side opossed to the pallet, before, the survivor could have been rewarded if got a fast vault or outplayed if the killer was expecting that. That had a big impact on shack as well when played at very high levels. Imagine that good killers couldn't mindgame me at shack, which made it a very good loop for me, but it was still possible by very good killers and this takes us to 2 of the very big problems of the game: The matchmaking/ ranking system. I got well over 2k hours and I get matched with killers under 1k, obviously I'll destroy them, but when I get matched with killers of my hours, things somewhat balance out. This made out wayy longer than I wanted, nobody is forced to read my entire opinion, sorry about that.
I disagree. Having all windows that can be fast vaulted create potential infinite situations. They intended for windows to work how they currently do back when they made the angle change, and even further when they made certain loops longer in certain directions.
Take Rancid Abbatoir for example. If you get the side window, there was potential for that to actually become a true infinite until they made changes to the loop in that direction.
Some loops are meant to be powerful when approached at a particular direction, while getting put in the OPPOSITE direction will cause the Killer to gain more ground, and part of these was forced medium vaults. Getting fast vaults in these spots doesn't really take any skill, you just touch the window and hit space. I'm not really seeing the huge gap in skill this is going to cause. Again, this is basically an exploit. These windows were supposed to always give medium vaults to give the Killer the advantage if they are looped in that direction.
Survivors already have extra breathing room during a loop because their hitbox is smaller. Adding a fast vault with that created situations where Survivors could get near infinites in directions they weren't meant to get. This is because it could break the chase for a moment, which causes the window blockers not to register, since they only accumulate during a chase.
These maze tiles sometimes have two windows, when used in conjunction, even if you get medium vaults, can delay even a good Killer for a decent amount of time. This is one of the main strategies I use. There is nothing stopping players from still getting fast vaults, they just need to press space sooner when checking behind themselves.
And in the cases of places you weren't meant to get them, now it works properly. If it had a counter play I would agree with you, but it doesn't. Hours don't really mean anything imo. I have less than 1k hours, but I've played the same way ever since Day 1. I've never had to adapt my playstyle to changes of the game due to the nature in which I play.
This allows me to defeat Killers with many more hours than I do because I play very non traditionally, and can catch a lot of veteran Killer players off guard. This is why these changes aren't really bad to me, because it doesn't affect how I play. I could see if you were used to how it was before, but you need to realize how it was before wasn't meant to be how it is. This actually requires Survivors to use MORE skill. You will have to develop strategies that are unorthodox that do not rely on janky mechanics to work in your favor.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/534705#Comment_534705
I guess my hearing is attuned to having the music (plus i don't listen to it as loud a angry pug)
I could see playing it very low would be fine, but I think ultimately I like to engage myself fully within a game, including in game music. To each his own.
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@yoyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/534708#Comment_534708
I somehow deleted the comment I think when I meant to edit a typo and I posted it again. Sorry about that lol
I didn't even think you could delete comments. Wat.
Anyway, I'd like to know your response.
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Oh man, I have to hit the spacebar slightly sooner.
SURVIVORS NERFED
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@yoyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/534679#Comment_534679
Big spins and moonwalk were unintentional as well but they decided to leave them since they raise the skill cap and reward good survivors for pulling them off.
And you are somewhat right, looping debris/barrels on maps like autohaven takes no skill, but that definitely changes at jungle gyms( especially TL walls) and certain dropped pallets, where imo it takes a lot of skill to play correctly and outplay your oponent's mindgames.
Nani?
How did my reply get put ABOVE your comment when you made yours first? Lol
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/534654#Comment_534654
I play killer and myers isn't my cup of tea. wraith, freddy, and now ghost those are my mains (billy is my swf main)
That's not what I'm asking lol
I'm asking if you can hear Myers breathing over your music while playing Survivor.
Breathing is a very subtle thing, and I question your ability to hear it over music. And if you play Killer, how are you able to hear Survivor breathing over the music?
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@yoyoyo said:
https://forum.deadbydaylight.com/en/discussion/comment/534679#Comment_534679
Big spins and moonwalks were unintentional as well but they decided to leave them since they raise the skillcap and reward good survivors for succesfully pulling them off
And you are somewhat right, looping debris on maps like autohaven where you can see eachother takes no skill, but that definitely changes at high wall loops and jungle gyms ( especially TL walls) or certain dropped pallets, where imo it takes skill to play them correctly and outplaying our opponent's mindgames.
I can do this normally still no problem, mostly because I always "swing out" when I get to the window so that I always get a fast vault.
I also am fast enough with my hands that I can look behind me, and turn back straight to gauge my distance properly from the window. I've never waited until the last moment to vault anyway, I've always done it at the moment it's available. This is a habit I kept from the "vacuum" days.
And 360s have a counter to them, which is why they kept them in. Getting a fast vault from a spot you were meant to get a medium vault doesn't have a counter, the Killer can't do anything about that, and the Survivor gains more distance than the devs intended.
It isn't the same ordeal.
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What part of "it was unintentional" do you guys not get?
If you touch the wall, you get the medium vault. It shouldn't be hard to press space slightly sooner. And the areas that you weren't supposed to be able to fast vault got fixed.
It doesn't matter if no one asked for it. They realized they made a mistake and fixed it.
Time to actually use some skill, cause looping takes none.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/534646#Comment_534646
No,its not.
I can do that as a killer too.
Yeah, because of latency? Also people can reach through windows. The first person view doesn't always represent the hitbox
Do you not know how P2P works? The Killer is Host, so he's always closer to you than he actually appears on the Survivor side.
For him, he's always closer. Ping represents how long it takes for survivor actions to register on the host side. So when you see 120ms, you actually vault 120ms LATER for the Killer.
This is why it looks like he can hit you 3 feet away from the window. It's latency.
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@HavelmomDaS1 said:
Inb4 someone says "it's latency"
No its not latency. This issue was never a thing till a certain update (around 2.1.0-ish) so it's 100% the gamecode
This isn't latency, cause it if was, the Killer would always get the grab off because he's host.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/534645#Comment_534645
I haven't had a problem hearing the sound cues
So you're telling me you can hear Myers breathing over Linkin Park?
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If only medium vaults weren't bugged as hell. The killer can hit you after you're 2/3 feet away from the window you just medium vaulted through.
That's latency.
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Can't say I do.
In fact, I don't really play music at all when I play games, aside from any in-game soundtracks.
I often use sound cues and other audio cues to enhance my gameplay, and I feel playing music would distract me from that.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/534598#Comment_534598
Watch the op's video especially the last 5 seconds. The survivor runs straight at the killer shack window and still gets the medium vault.
Yeah, it's because he's touching the wall before he actually vaults.
They may it pretty clear if you TOUCH the wall you get a medium vault. He just needs to hit spacebar sooner. It isn't hard.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/533419#Comment_533419
Well unfortunately that's 2 maps getting reworked A YEAR. At that rate the problem is essentially never getting fixed.
This is my biggest issue.
This is why they should prioritize maps over anything else @Peanits
There are so many maps, it will take nearly 10 years to rework them all with this roadmap, unless when you guys rework a map, you rework ALL the maps associated with that tile set.
If not, just start making DbD2 so that the game can be restructured from the ground up.
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@BBQnDemogorgon said:
@weirdkid5 🦀 $11 🦀
Free if you buy Bonds with GP. Who buys their subscription with real money?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/534533#Comment_534533
The main purpose is so that you don’t get on a basement hook every time.
Hooks are fine.
Flashbacks to old Iron Grip
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@Peanits said:
I'm not sure where the detection range bit is coming from, but that is not changing. The detection area is something completely different. This is the part of the screen that Ghost Face needs to be within for the reveal to begin (after the buffer, of course). This is being increased by about 8% (4% in either direction). It won't make him easier to reveal, but it will make it a little easier to keep him within that zone while being chased.
Why would I buy such a weak Killer at the high ranks? That's a question BHVR should be pondering.
Do they realize, Nurse, the strongest Killer, was free? Why would I buy any other Killer? Seriously?
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@Peanits you should seriously consider giving this to the team. These are some great ideas that don't really break the game honestly
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@Mochan said:
Despite what all the killer mains are telling you. The game isnt survivor-sided, it's killer-sided.
You know you're wrong when you have forum Survivor mains telling you the game is Survivor sided.
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@Pike_Trickfoot said:
I've been deceived by sounds for a while now on ps4. Things cutting in and out or just being too loud in comparison. It is especially bad when the heartbeat comes from the right when the killer is actually to my left. Or the heartbeat just cuts out completely when i'm 4 meters away and they don't have M&A or anything to lower it (even then there should be something). Only consistent things I can hear is breathing/footsteps.
The heartbeat isn't supposed to designate which direction the Killer is approaching. That is only for Huntress lullaby.
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@sweaty_ace said:
https://forum.deadbydaylight.com/en/discussion/comment/532786#Comment_532786
Here the thing the killers can also add and offering that counters that and ive tested this aswell the hooks dont even get seperated well slightly but the can still make it then in 13 seconds or more.
Well sabo would be a good choice then if you really dislike hooks.
You really aren't supposed to actually be able to wiggle off 95% of the time. It exists solely so the Killer has to do something with you, you are supposed to get hooked when you go down.
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He lunges vertically, while every other killer swings their weapon horizontally. He’s harder to hit survivors with I feel.
All standard speed Killers have the same lunge hitbox. It's just visual.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/534510#Comment_534510
I would love too.
Play Old School Runescape then
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B.. b.. but.. no one ever runs OoO!
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@miaasma said:
okay there's literally nothing to discuss with someone who ironically says that shack is an infinite
That's cool. End the discussion because you don't know what you're talking about.
Works for me.
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Too late
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/534461#Comment_534461
@Orion Source on that please. I've studied some behavioural science and this doesn't resonate with what I have read.
I don't have research but I can provide you a great example:
Several Asian countries will chop your hand off if you steal. This doesn't stop people from stealing, as there are criminals who are missing both hands.
Punishment doesn't really deter anyone. That's one of the reasons America is slowly getting rid of the death penalty, because there isn't evidence to suggest it actually does anything.
All it does it possibly kill innocent people.