Karkadann
Karkadann
About
- Username
- Karkadann
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Comments
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Just to give it a try: disable Game Mode
Designed to give games priority and to make them perform faster, as so often that turns to be not true. Microsoft game mode is causing a number of issues, lowering your FPS.... -
Sure. Why not? In the game Remothered it worked too and it was a fine horror game in single player.
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No, cannot see a point here. It may be annoying for you, maybe you are not able to ignore the effects, but that is the whole point of having perks on the game: to have an effect on the gameplay.
You talk about bad players, yet you do not define what bad players are, especially interesting that would be when we think about the variables in a match.
I mean, survivors get rescued in front of my face or run directly into my arms afterwards, then they call it tunneling for whatever simple checkbox reasons they have. Thus, I see no reason to trust your vague statements.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1617296#Comment_1617296
Wait, do you think it's actually difficult to play PH with his current tactic? There's not much skill to it, and it's guaranteed. Either animation-lock into hit, or go fo the easiest m1 of your life. At least survivors would be able to mindgame his alt attack if he couldn't borderline-instantly m1.
Seriously, there's not much skill to just zoning with PH. At least Slinger requires your to be a good shot. PH just gets you without a chance to avoid it and with little to no skill
Then why are you telling people that is hard? Why has there to be a lie somewhere to make a point? Still, where is the problem? Do you need any more indication that the killer is right around you? Or why should there be even a greater cooldown between Pyramid heads attacks?
There is even a video proving you wrong and I can create also one.
https://forum.deadbydaylight.com/en/discussion/comment/1620131/#Comment_1620131
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@MadLordJack said:
Increasing his cancel time would be good. If the survivor dodges, you can still hit them with his power if you're good enough, it's just hard.
Now we take a step back and read this again and take a deep breath.
We are now down to complain that some players were able to outsmart others by doing something that is hard to do? I mean, one could say they are playing good and use their tools smartly, but why bother, I guess.
And because the others cannot always avoid getting hit like killer players are not always able to hit the others, we need to increase even more the restrictions to the killer players that the others get better chances of avoiding their attacks?
Really?
It is an interesting idea to signal even more when an invisible guy gets invisible or maybe where he is currently at, maybe we should keep the red stain visible even when the killer is invisible; we could use that also to signal where a nurse is jumping to or where ranged killers are aiming at.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1178428#Comment_1178428
Your reading comprehension is lacking at best. This was never an argument, it is opinion. Overall census of most posts from one side or the other consider certain things to be overly toxic or frustrating. Winning and losing is not the issue at all. If you are overly frustrated from losing a video game than maybe you should live on a secluded isle. There is a huge difference in losing and not being able to participate, or from a killer side there is the rediculous aspect of having 4 man SWF aggressively harass the killer all game.
The problem is that you can't even acknowledge that some of these things are overly frustrating to the average player and not always aimed at trying to win. Such as the guy that runs Bubba with the name Face Camper and he openly admits he does not play to win, he just wants to upset other players by denying the any BP or ability to play.
Your efforts in this conversation are weak and non inspiring, I'll let you get back to your homework bow.
Trying to be a clown, are we? You deny there be behavior one or the other side could find frustrating? Instead you speculate about what I feel during a match and give me advices built on your baseless assumptions? Moreover, you use terms so blank that they are almost entirely defined by the subjective feelings of every individual. Bravo.
Rude and despicable of you, but - oh, my reviling, tactless fellow - let me educate you: the opinion card is not a trump-it-all card, sure, you can keep saying stuff like "camping on a hook is frustrating, because I like chocolate ice", what is as nonsensical as your "so called opinion" whose denotation probably is only to cover up your intention to fulfill your own wishes, but this behavior is as detrimental for any discussion, you chose as your drop hole for your "so called opinion", as certain behavior in a match.
And not only that, you also acknowledge indirectly to have no interest in somewhat equal chances for a positive outcome for either seide and balance of the match, but are more concerned about "making the game more friendly for beginners" which in itself is a good idea, but your lack of "preventing stuff to be exploitable" and your intrinsic approval of the collateral damage "that one side be the extra in a scene for the other side to enjoy their time" is the flaw here.
In addition your ignorance of already introduced means to punish certain behavior deemed as bad is as much prevailing. What should the developers do? Maybe implementing an AI which does your every bidding without every wish to win now and then? That is what you essentially call for in consequence. So, start talking about the topic or writing sentences with an actual meaning apart from your "so called opinion" you promulgate here between the posts. And while you are at it, try to keep the gutter language out of the forums.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1176954#Comment_1176954
I don't care what they are, they are still very frustrating for players, especially at lower ranks. Farming hurts nobody. Huge difference.
Those "tactics" cause more frustration than any farming. So my comment is that Peanits explanation holds no water. As for your childish response about whining, you may want to take a look around as I'm known to play killer and advocate for changes to help equalize SWF. The difference is I'm a mature person who realizes this is a game and toxic tactics are not healthy in any game.
Kids these days, they don't know how to discuss things, nor have any sense of sportsmanship.
You do realize that we have two sides of a medal, right? Somehow people have to win and it will frustrate the one or the other, some will find this and that cheap. Especially amusing when it comes to such fiction like "camping" and "tunneling", whose alleged definitions are not only nonsensical, they are also as diverse as there are heads.
So, where in your response was your argument again?
I can discern so far out of your writing that you want a single player mode or a code of conduct that players would have to adhere to a certain pattern you favor most.
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Oh really? To call for a nerf of the Spirit is a thing now? Has she got a buff recently? Or what changed that people demand a nerf of her over one of Billy? (I would not agree with both)
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@JAWS_BDSM said:
https://forum.deadbydaylight.com/en/discussion/comment/517672#Comment_517672
If he is from scary movie, then why he doesn`t have ahegao mask in cosmetics? and he should have some voice responces. "Turn around" "Don t look at me" "Do you see me now?" "WAZAAAAAP". You get the point..
This ... is actually quite good! Let him scream "WHAAZUUUP" at every successful hit. That would make this concept and the reality more consistent.
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You guys got it all wrong.
It is not directly from the franchise Scream, it was from Scary Movie.
Now, let us give him something dope ...
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At least for me, I found another game well more interesting, it is the other one from the other developer team.
And sure, in Dead by Daylight I also started to play survivor to see how life is on the sunny side of life.
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Oh yes, that one time a survivor jumped over a pallet and started to t-bag just to get downed by a hatch.
Sometimes some people are trying hard. But I do not think that a screenshot will ever prove how they behaved in game.
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@Tydie said:
https://forum.deadbydaylight.com/en/discussion/comment/459328#Comment_459328
the survivors stuck in the basement could not leave to end the game so it sort of is keeping the game hostage.
This will be solved in the upcoming patch.
And yes, the developers could reduce the hotboxes of the killers; would be amazing to see how this fares in loops and how people scream then.
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Want to talk about the skill required to play survivors? All it takes is experience to estimate when to move and where, but you have just one gameplay to learn.
This discussion would of course be nonsense like I deem this thread since you are suggesting that killers should be cumbersome to play, ignoring everything else of the match as if we were talking about a one versus one match where one side should be hard to play but strong and the other side should be normal to play but weak.
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Bye.
Wrong place in the forum.
Blackmailing by threatening to leave is, well, a pitiful argument.
Here what doctor says:
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This is strongly advised as it gets abused at times for a ridiculous duration and for the slightest reasons.BACKSTABBER said:
The funny thing is that this is already implemented on the DbD-inspired game on phone and it works. There it reveals the survivor as crows circle around the head of a survivor who did not interact with the pendents of generators for a certain duration.Justicar said:There's an easy solution for this. Just treat it like they did killer hook proximity. If you go two minutes without doing anything (totems, gens, unhooks, chests, etc), you start to slowly lose lightbringer emblem points. It requires a stream of work to prevent it or stop - you can't just tap a gen, you'll need to work on it for at least 15-20 seconds, do a full totem, do a full chest, etc.
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Well, the perk part of the game ruins every serious attempt at balancing the game anyway.
One has to account for too many variables and combinations.
And the statement that they do not want to create killers as strong as possible, viable at higher ranks against try-hards, also seem to be an excuse when they do not do a thorough job. -
It is not much information. His point is that the game gets harder with less players on the survivor side.alivebydeadight said:can you sum it up for me, im too lazy to actually read it
He does not like it, it is too severe for him.
Now, to give it seemingly some meaning he incorporates some mathematics to calculate percentages. That way, he does not have to phrase it, preventing it from appearing as either obvious or whiny. -
I disagree, simply because your statements are not true.
Until now, I never saw anything on the killer side without a counter. I regularly see people trying to do the stuff people taught them (probably with videos on YouTube) and many fail at that.
Should you have played all your hours beneath a rock, as it seems, I can tell you now that many complained about the endless chases across the map without enough time for the killer to win.
And at the moment I find people who still try to pull off such chases, but fail miserably because they have now limitations which they seem to ignore. Something killers had to heed from the start.
Winning does not equal to everyone survives and everyone who gets the feeling that they get constantly killed should start to rethink their strategies and keep in mind that surviving is not assured.
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Here is so much wrong with the thread ...
Look, one has to learn how to play a game, especially a competitive game, played online and against other players. As you confuse so many things, I assume you are not playing for long, so, if that is too much for you, well, you cannot be helped.
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@nomorevideos said:
Right now NOED feels extremely broken. ... Almost no one used NOED1 and 2 since it didn't have the exposed effect, that's my guess why they felt the need to buff this crutch perk. Now literally every second to third killer I come across uses it ... Similar to DS, NOED rewards players for doing badly and gives them a second chance at doing well ...
I just don't understand why you'd let people run perks like this that feel unfair and reward killers for being low skilled. I've recently made my way to rank 2 as Freddy without using NOED, so I don't understand why a rank 15 baby killer would need this perk for.I think the developers wanted to make the perk more attractive: they succeeded.
This perk has limited use, as you know, the game has to be in the end phase and survivors must be in range of the killer, requiring them to mess up first. Now, this perk gives the killer another chance to score a few kills if the survivors get reckless.I see how you are assessing the perk as you call it a crutch, but it could be said about all perks, rendering your point -- pointless.
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Thanks for all the advises, although they were obvious. It saddens to see how quick people get upset if they do not get catered for enough.
This perk is situational and people complain too that it works while the killer carries them, because they also want to relate it to the reverse bear traps for no reason.
Sometimes I think killers and their perks shall be anything but dangerous, even when they become dangerous only under certain conditions. -
Sad to hear you are facing problems. Right, you. And this game is not all about you. You play against other you and you have to respect the other you as they respect you.
The problem on the killer side is that they all got fancy powers -- on paper. But in virtual life the powers are no longer as fancy as on paper; nurse and seemingly hag now have a potential that others do not have, even spirit will be good for surprises in the future and have potential. So, people are not going to play the entertaining substitute for a lacking AI you can troll, they try to use the figures with potential to get an equal chance.
You do understand that the opposing team is there to make your virtual life harder as you are doing it for your opponents, right? -
Okay. Sad to hear.
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Milestones on the whole progress bar of generators would be nice idea that survivors can no longer run to one generator, tap a bit on it and hide again from the killer, and this again and again. It would force them to stay on the generator and work on it until another milestone is reached.
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The only approach that works would be to change the whole game mechanic and remove hooks altogether, and to give the killer the option to kill a survivor after he downed them three times.
As long as hooks are in the game, camping is a possible way to behave, in the same way as permanently evading the killer and hiding on different spots is a possible way to play and behave. -
I see no sense here. If I do not complete an action why should I not get punished for aborting the action? If I do not wait until the animation is done for other things, like rescuing or kicking, I also have to start all over again.
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You do realize that the same applies to the aura-reading abilities of the survivors, no?
There are way too many places to hide for survivors compared to the time pressure on the killer, so, these are things to give more options on the table for both sides.

