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Joao_Bandicoot

Joao_Bandicoot

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Joao_Bandicoot
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  • *hand on glasses.

    Actually is Entity favored

  • This amount of kindness and love is making this forum look bad... Quick someone say "NoEd is fine" or "keys are balanced" so they don't mistake this to reddit or something.

    Jokes aside great post dude continue to stay positive.

  • Seriously guys, why argue about a dumb way of proc BL when you could ask for a proper way of using that perk (like a hill or something). With a hill or a two story building you have some kind of baiting or something but with that tree it was just two scenarios: 1- the Killer don't know and feels cheated on or 2 - the Killer knows and cuts through it then the survivor feels cheated.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692775#Comment_1692775

    Because it meant a killer might have to think about the way they chased on an already very killer sided map.

    Clipping your way into a tree in order to get enough height to proc BL is not the most "obvious" thing I think when chasing someone. I don't care if they put naturally generated hills on that map but that exploit on that tree was dumb.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692602#Comment_1692602

    Exploit? You mean that one sigle spot where you were able to use BL? Like "this map F***S BL" ? I won't call it an exploit

    If that tree was on Coal Tower it still would be an exploit and should be fixed. Ask for a naturally generated hill instead of an exploit on some random tree.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665144#Comment_1665144

    I do remember a line of text front the patch 2.0 that stated that loop size has been reduced to make it more fun for the killer. Is that bias? Filler pallets on autohaven, coldwind, and Macmillan used to be significantly larger yet they were shortened in the name of fun.

    Low skill/newer killers have freddy and when the rank system works they have baby survivors.

    Quote from the Patch Notes itself "Pallet loops in the maps of Macmillan Estate, Autohaven Wreckers and Coldwind Farm themes have been tweaked in order to increase their fun factor"

    Even though it's implied that the Killer's fun is in mind that change was made to better refine the loop mechanic with hitbox changes around loops and acceleration changes made on the same Patch.

    Newer Killers have to buy Freddy and he isn't a free win as is implied that way. If "baby" killers face "baby" survivors why change something around that level of gameplay (low skill and full of mistakes from both sides) yet the Balance team still focus on changes that affect all levels of play for a better experience on "baby" survivors.

    And just because of that last line, "Baby" Survivors have SWF, which isn't behind a paywall, and even without knowing friends to play, there are various Discord servers to play that way.

  • Quick question: has any changes been done because of not being fun to low skill/newer killers ?

    There's a lot of examples of that being a thing for low skill/newer survivors, like Ruin, Old Freddy, Pallet Stuns/Flashlight Saves...

    The argument of quantity is really dumb:

    First the Killers had more nerfs than Survivors (heavily because different killers need different changes and any changes to survivors apply to all of them);

    Secondly Survivors were basically invincible on the start of the game (like 2016/2017) so it makes sense to nerf something like that;

    Although something is nerfed it doesn't mean it is now balanced or it doesn't need another nerf (Spirit was nerfed at least two times and there is still room for changes).

    The one argument that proves without a doubt how biased a team is to a role is the team's justification for changes. If dev/balance team says "We think x need a nerf because [role] isn't having fun and our priority is [role]'s fun" then a bias inevitable.

  • @CashelP14 said:

    I don't think the devs are as bad at balancing as people would think. When they explain the reasons behind some changes it makes a lot of sense. The Ruin change in particular was excellent.

    The problem comes when they actively ignore the community after changing something for the worse (Huntress Lullaby) or don't engage with the community on what they think will improve the balance.

    You are not wrong but picked such a poor example, the Ruin change was understandable but the reasons they said on that Dev Update was just awfully presented.

  • @Johnny_XMan said:

    The two aren't even that similar, but like with everything else... let's throw it into the mix even though it doesn't make sense to do so, because it's DS we're talking about so let's add to the millions of other comparisons that didn't stick maybe this one will.

    First off, You don't have DS after every hook. You also don't get DS for completing an objective.

    I agree that Pop's nerf wasn't warranted, but I am starting to think that people just like to say whatever gets in their head just because they don't like something.

    Is not the similarities between the two perks, it's just that the reasoning is pretty much the same.

  • @IIITweedleIII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481230#Comment_1481230

    So... in essence, if I'm more of the type to just do gens while most my team get hooked and unhooked. Heal themselves. All the while I done 3-4 gens myself. (It happens most often with this mm) that I wont pip up more than they would?? (Mind you I never minded the pip system, until this topic and your comment)

    If you do a bit of all things you pip really easily and consistently. It's not always that you can complete 3 or 4 gens but 1 and a half maybe can be way easier to achieve consistently. Loop the Killer for the whole match also is just as unlikely but just outlast him in a chase for a bit is manageable and enough, same for altruism rescuing/healing one or two is enough.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487740#Comment_1487740

    This is the first I've heard of Borrowed Time not being Terror Radius based. Didn't see it in any patch notes or anything recently. So I'm not sure that's correct.

    I was considering when BT has already procced.

  • @Widden said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487757#Comment_1487757

    Freddy, huntress and tier 1 and 3 myers are all different too. Pig's lunge is not normal.

    Myers changes the lunge (my bad, I'd forgotten his) because it's part of his power, but other than that the others do the same. As I have said before some may look different because of heights, example: Freddy is really short therefore his lunge seems like it travels more and Plague is really tall and her lunge seems shorter because of that. Both reach the same with different animations, if you don't believe me watch any Q&A stream because most of the time people ask that.

  • @Widden said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487738#Comment_1487738

    Her normal lunge is really good against 360 and pallet hits. Ambush attack is impossible to 360

    Every Killer's lunge is identical, some may look different because of heights and stuff but all of them do exactly the same.

  • Hers Ambush Attack is completely counterable because of the audio warning (just run away from the loop).

    Borrowed was changed to not be tied to TR so I don't know what you talking about here.

    Traps are RNG but even with the worst set up (add-ons and bad luck) the Survivor has plenty of time to remove the trap (already tested, if you want I can search the vid).

    She being a M1 Killer for the most part is precisely why she is so weak.

  • I mean, I was hoping this is bait for my own sanity. If you genuinely hate Pig I can't say anything other than do your best and try different things.

  • Commenting just to be notified on this bait.

  • This thing will never be implemented, if me trying to come up with a explanation is stupid for you than have the cruel truth: Never going to happen.

  • You can't interact with (almost) nothing when in dying state because, well the whole dying thing you know. It wouldn't make sense with the other things you can't do when downed.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260214#Comment_1260214

    ^ this.

    Like, people speak about coordination. Something like "He is chasing me, do Gens"... When I play Solo and I am not getting chased, I am on a Gen. I dont need a SWF-Mate to tell me that.

    People should stop using SWF as their excuse when they lose. Being in an SWF does not make someone a good player all of the sudden. And if 4 skilled players are in an SWF the result would have probably not been different when they would have been Solo.

    Just curious, what is your thoughts on the Solo x SWF disparity ?

  • Just to be technical here, this is mofe of a Survivors change (that affects Huntress) than an actual Huntress change (like the Lullaby one).

  • I actually recorded that instance but lost the file, one day a very weird bug occurred when I was repairing, when I hit a great the progress bar went from 20~30% to almost 99% for a second and then revert back to 25~35%. In the same trial I was experiencing various bugs like the wiggle bar and prompt wouldn't appear and I couldn't recover when downed.

  • @Aven_Fallen said:

    To be fair, you started the Chat. And they most likely did not know that you were a low Rank. The low Rank should btw not be the reason why they were in your Lobby, most likely the AWESOME (this is sarcasm) changes to Rank Reset and SWF-Matchmaking causes this to happen. There are not many low Rank Survivors and since at some point you will get a game, it is one of those.

    They probably waited quite long as well.

    I thought the change was "game will look for a killer on the same rank as the top rank of swf instead of close to the average of ranks on the swf" to me that change was designed to ensure this kind of matches didn't occurred.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1256734#Comment_1256734

    Some people (Like me) are bored of the usual perks in the game.

    Which is why we use these textures. I know it kills the quality in the screenshots, but it works much more ingame.

    I understand using textures but that one just make the saturation super high, maybe you would like more the recent texture I saw noob3 using that changes the art on the perks to cats/memes.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255656#Comment_1255656

    Not disputing what you're saying but.

    "Killer isn't laughably easy. You need to post video proof of you getting multiple 4Ks in a row at Red Ranks."

    That's just a weak argument. Here, I can prove it right now. I don't keep recordings, but I keep a crapton of screenshots.

    https://us.v-cdn.net/6030815/uploads/239/GAFBPHC010EV.png

    https://us.v-cdn.net/6030815/uploads/284/DMIQGDUHJOPC.png

    https://us.v-cdn.net/6030815/uploads/637/R7ZVW8G4F1OG.png

    https://us.v-cdn.net/6030815/uploads/204/RKKJTOAUUQV0.png

    https://us.v-cdn.net/6030815/uploads/558/LODYUR64O2MC.png

    https://us.v-cdn.net/6030815/uploads/247/8I16KZWNSUN4.png

    I've been playing nothing but Killer nonstop, so while I did take breaks every now and then, these are all 4ks back to back in Rank 1. Sometimes I'm not even running the most effective perks on the killer.

    Killer can certainly be stressful and you certainly have to sweat sometimes, but don't make an argument like that mate. It's not going to get this discussion anywhere.

    Why people use some textures like the one here? I understand people changing Perks textures for funny things and all but that is just gross, I couldn't even see which perk was half the times.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255656#Comment_1255656

    Record multiple videos? Just play survivor and see how many times a killer gets at minimum a 3k.. More often than not, they're getting a 4k and you end up dying. Unless you're a god tier SWF, there's at least a 70% chance of a killer getting a 4K in todays game.

    Driving is so easy, just go by a road and see how many people can drive... Me? I don't need to show how I drive, you just need to trust that I can do anything they are doing.

  • @Orionbash said:

    Survivors, after being tunneled/camped/mori'd on the way to red ranks, honed their skills to become better. Killers on the other hand had the games handed to them to red ranks and then refused to get better. But the reward to survivors is to nerf them.

    No matter what you say though more nerfs will come. Just watch. Moris will be a minor tweek because killers gotta be spoonfed 4ks and keys will be nerfed into oblivion.

    If Survivors "honed their skills" in the way to red ranks, why most people here agree that red rank Survivors can be just as potato and boosted as a rank 15 Survivor?

    It's safe to say that both you and OP don't play enough Killer games to know what you are talking about.

  • Nothing you say will change the AFK player, if he wants to be AFK he can (can≠should). No matter how much you complain the outcome will be the same he will still continue to "farm" that way until the reports finally ban him.

  • Simple things like "Need Help!" or "Killer on me" would be nice but telling perks could be troublesome, how many perks would need to be informed ?

    How to implement so many of them without taking too long to choose that people waste time, or implement too little that you can't talk properly.

    I get that being able to say "I'll rescue him I have BT/We'll make it" or "Don't worry I have DS" but that could cause some troubles with that idea.

  • I'm not judging too much the numbers in question because it could be some exaggeration. Just waiting for some kind of response from him.

  • Just don't forget that even a little push to communication between survivors is demanding some big buffs to Killers.

  • I imagine that some text wheel with common things to communicate are a better route. It doesn't suffer from multiple languages lobbys (most of EU) because the text is seen in the language your game is set. Could be a faster way to communicate than typing, but not too fast to the point of talking. With one ability to mute certain players if a spam starts occuring.

  • I have a crazy idea, hear me out what if noed was removed from the game ? Scratch that it already can be removed, apparently by doing some weird bone things, idk strange right ?

  • @KingFrost said:

    DS doesn't really reward low skill survivors. If you're a low skill survivor, you buy yourself like 5 seconds max. And it can only be used once per survivor, and takes up a perk slot. Low skill survivors will rarely get away because of DS. Low skill killers however can get extra kills from NoED much easier. People love to compare DS and NoED, but DS is way less powerful. Which is why NoED can be cleansed.

    You mean the 5 seconds on the stun or that the survivor will miss the skill check and it will buy 5 seconds because of the Killer taking second thoughts about picking up the survivor ? If even a lower skilled than the killer matched against him (very clearly stated several times on my comment) the chase starts again and I bet you that a functional keyboard or controller are enough to last more than 5 seconds on chase.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245547#Comment_1245547

    Who says I don’t think DS needs changes?

    Using whataboutism to ignore a problem doesn’t fix anything.

    Did see anything like that on my comment, it was literally just me goofing around and comparing YOUR points about noed and giving MY spin to DS, never did I say you agreed or disagreed with me.

  • @ChiTenshi said:

    The biggest issues with the Perk are:

    a) It has no warning. Only until someone is downed do you get a notification that everyone is suddenly exposed.

    b) You can cleanse totems but can still be penalised for your team missing totems. Solo Survivors know this pain very well.

    c) It rewards a Killer who is less skilled than the Survivors they were matched against. The Survivors could doing very well but are penalised because 1 totem was left standing at the end of the match.

    d) It’s overkill on Killers who are more skilled than the Survivors they were matched against. The Killer could be doing very well and now has an overkill option for the last 1 or 2 Survivors on death-hook. If 1 Survivor remains, they have almost no chance of escaping. If 2 Survivors remain, only 1 is likely to escape but that’s very dependent on whether the Survivors were separate and near Exit Gates.

    e) In every match, Survivors have to cleanse dull totems. It doesn’t matter whether NOED is in-game or not, they are not cleansing for other reasons unless they get a notification that Retribution, Thrill of the Hunt or Hag is in-game. And even then, the Survivors primary reason is because of 1 heavily influential Perk potentially being in-game.

    I was goofing around and tried to took your points and make it into DS points and actually matches almost perfectly:

    a) It has little warning. Only giving information of one obsession and not even the only way an obsession is on the match.

    b) You can slug the guy but still be penalized by Unbreakable or other Survivor helping them.

    c) It rewards Survivors that are less skilled as the Killer they are matched against. The Killer could be performing very well and be punished by downing people too quickly.

    d) It's overkill on Survivors who are more skilled than the Killer they were matched against. The Survivors could be doing very well and now have 60 seconds of immunity for each DS on the team on top of their pressure on gens. If one exit gate is opened the DS user is basically guaranteed to escape.

    e) in every match Killers have to play around DS on all Survivors even though the presence isn't guarantee and the only reason to do that is because of DS.

    I found it funny that so much similarities are found on this two perks but only one of them has 100% guarantee counter of cleansing totems (slugging or "not tunneling" aren't 100% methods and don't takes the perk out of the trial).

  • What I do to gain more points on ranking is M2 a bit to infect and then M1 (I know completely negating the free injure state from broken) and always puke on objects, that 25~50 points accumulate quickly if you are puking on 6~10 lockers/gens/windows/pallets whenever you are traveling from gen to gen.

    It makes your games hard as hell because you basically play a M1 killer with downsides but the kill ratio doesn't matter that much as you explained with Legion.

  • Pay a close attention to the end of every patch notes, it's called Bug fixes and occupies more than half of the notes itself, of course there is work to do and newer things to be fixed come everyday but negate the work put on this game is mean and unjustified.

  • @ClickyClicky said:

    I quit playing survivor entirely. Every game was the same, killer proxy camps and tunnels one out as the rest just throw all caution to the wind and try to farm points. If by some miracle you get the gens done in time then here’s NOED, sorry kid no escape for you.

    You work your ass off just to lose to someone who put in zero effort. This was happening at red ranks too btw

    The ranks are watered down so now red ranks feels like green ranks used to. Also survivors just want their pips and points. The game rather than becoming about escaping is this soulless grind for pips....not that it matters because the games dont get any better at red ranks anymore. Seems like all the good survivors left years ago or only swf now.

    Losing is fine but when you have to sweat your ass off while the killer is garbage at chases but only needs to sit around the hook to win it just becomes depressing and pointless. Why put in so much work for nothing? Sure blame it on the survivors if you want but that doesn’t change the outcome.

    Not to mention the killers were really becoming less fun. Legion and Ghostface were awful, new Freddy, Doctor and Deathslinger are pretty bad too. Demo was fun and Oni was alright but the rest this year have ranged from mediocre to absolutely awful to play against as survivor.

    Not to mention its just the most tryhard garbage everytime. All the meta perks, NOED, strongest add ons and an ebony on the top tier killers. Thats pretty much red ranks, no skill required.

    Seriously if you aren’t playing 4 man swf the game isnt worth playing as survivor. Even then I occasionally did play swf sometimes but my friends got pretty bored when most games become “oh he’s camping, everyone else just rush the gens, no fun this game”.

    For your own mental health I would greatly suggest you to stop playing this game for at least some weeks, you make the call for how long but it really feels like you aren't enjoying the game anymore.

    Your lack of empathy towards the other side also makes the game less attractive to you, "just to lose to someone with zero effort" and "Not to mention is the most tryhard everytime" on the same comment feels like you are considering that people playing killer takes zero effort (which obviously isn't the case) and they are putting too much effort (could be the case but is inconsistent with previous statement).

  • @Aven_Fallen said:

    Yeah, I dont know what exactly they were thinking. The thing is, they said they will look at the Deadzones in a future Update. But this is just stupid, sorry to say it like this. Either there is a full, complete Update or no Update. But releasing an Update with a lot of Deadzones and then, some time in the future (nobody knows when), there will be something done about the Deadzones.

    I mean, I am totally fine with removing a Loop from the Thompsons House (2 Pallets there is still really good), also it is fine to change the Structures next to it (those where possible to spawn two Jungle Gyms or a Jungle Gym and a Long Wall). But replacing this with "nothing" is not good. At least T/L-Walls should have been placed there, those are probably the Tiles which are most fair.

    Let's compare this with the same complaints Killers made when the Ruin was nerfed.

    The update was poorly implemented/not complete and at a bad time.

    A future update is expected to compensate for it.

    If you replace 'deadzones' with ruin it really feels like the same thing happening again. The only thing missing was a Dev update clearly biased but that's an improvement at least.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237926#Comment_1237926

    Farming and failing plays are playstyles, not data skews. Moris may skew the data, but there are also keys and pre-nerf toolboxes. Please make actual good points if you want to add to the echo chamber.

    Let me explain better for your understanding imagine the following situation a random Killer of your choosing is losing a trial with 4 gens done and only 3 hooks on different people, but then people get too obsessed with one person on the hook and basically feed themselves to the Killer's arms, does that mean that Killer is strong ? Because the data only shows 4k match without any context.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237849#Comment_1237849

    please before you spout nonsense have something to show for that. " gee ill be smart and post a high % value at random oK GOrGe" just isn't going to cut it.

    There was a Dev post with stats of kill rates and some of them had about 70% kill rate. But that data includes matches with moris, some people doing suicidal attempts to save everybody (and failing horribly) and some people probably farming. People like this guy properly forget about this things when talking about the stats and only state that killers are OP and survivors are being nerfed to the ground.

  • This game isn't called Loop by Daylight for a reason.

  • @ConvenientQuestions see what I mean? Fresh account, name corresponding to title and blindly rage against something. You're not the only one and I don't have any hate towards you personally I'm just tired of this same threads all the time.

  • @Captaincrazy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236819#Comment_1236819

    Instead of always playing killer try playing a survivor and see what we are talking about. Not complaining but play both sides of the game.

    Instead of always playing survivor try playing a killer and see what we are talking about. Not complaining but play both sides of the game.

    You also look to be only focusing on one side of the game and not addressing the problems of the other, many people already said here that Killers don't like this latency issues because many hits and stuns don't feel right for them either. I know you're gonna defend yourself by saying "I play both sides and see that this game is killer-sided" or something along those lines but at least try to sound like you play both sides by acknowledging problems from both sides.

  • @Aztreonam78 said:

    I've saw a post where man said that Ghost Face by stalking is able to go inside a hooked Survivor.

    While stalking, the Killer loses its collision completely as long as he is stalking. When the Killer stops doing it - he retains the collision. I've tried this and yeah, when inside a hooked Survivor, the Killer's collision prevents the hooked Survivor totally from being rescued. Nothing may help is such situation.

    Devs, will you ban people for doing that? Strangely, this is as strong as facecamping leatherface, but on any Killer.

    (First of all that's a joke don't take it seriously)

    Killers should call it Hook Tech² and say it takes skillful gameplay and shouldn't br fixed because it takes fun and skill away from the game.

  • @ClickyClicky said:

    It affects survivors so I assume its a low priority issue

    Yeah, like the DS bug which took a WHOLE 2 days. Imagine if it affected killers like the no sound on ground bug, wait that still exists, maybe the first hit can't lunge one since dedicated servers been implemented.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222014#Comment_1222014

    It's not a latency issue, sometimes it can be, but the game prefers killer perspective, so actions taken by killers will always have priority unfortunately.

    That's why you can often get hit through pallets despite stunning, get hit after vaulting and literally running away from said vault and etc. It's a disgusting exploit and I think it's dumb that it's in the game because one of the few counterplays to a killer chasing you isn't essentially safe.

    The game is inconsistent in this regard, because either you can hit through windows or you can't. If you hit at a window, it will give you the animation of when you hit an object, indicating that you should be only able to hit a survivor when they're actually on the vault or before the vaulted, but the game breaks that 'wall mechanic' if you're on the other side for some reason.

    they need to make it consistent, where either hitting through vaults is legitimate and doesn't behave the same way as hitting a wall or it isnt.

    Sorry but your point is wrong, the game isn't inconsistent on that part and many Dev streams have confirmed that a window/little fence/etc. let killers hit the other side but it needs to be close. The latency affects what is "close" to the servers and decides that way if it was a hit or not. It certainly have a delay which creates these strange hits/stuns and this is what it should be fixed.

  • The offering goes back to the selection spot but it certainly is there, if it happened to not give you the offering back is probably a bug and should be reported accordingly.

  • You mean during the screen with offerings and stuff ? Because that already was changed to cancel the match and retrieve any items/offerings consumed.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234912#Comment_1234912

    That's how the real world works. People don't have time to accommodate for you in absurd circumstances. If t-bagging REALLY sets you off, you should probably go to a therapist. It will do more for you than hoping BHVR implements a t-bag nerf or something stupid like that.

    Maybe you could read the post right above you made by, you guessed me ;)

    I don't want a "nerf" to t-bag but I'm completely favored towards a better community experience and seeing t-bags, clicky clickys, mori spammers (although that one is being addressed already) or anything like that doesn't contributes to the hope for that better community.

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