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rubixscube

rubixscube

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rubixscube
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  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2298657#Comment_2298657

    And how much more do we need to wait? Why isn't everyone focused on that instead of fixing cosmetics?

    please don't post on the forums when you don't understand what you're talking about, this will save everyone's time (yours included, mine included)

  • imagine complaining that a game feels "too smoth". there's really no pleasing some people...

  • "it's not normal that they are silent about all this *bad word* happening."

    it's been 20 hours dude

  • @tomas11403 said:

    I personally despise the new movement, I feel limited by it when I am in chase in terms of mechanical setbacks, and in my opinion it looks unnatural and strange, especially when a survivor turns around quickly.

    I really don't understand how people can prefer this clunky movement to old movement, which was very smooth with virtually no issues. I would love to hear why specifically you guys prefer it if you wouldn't mind sharing. (I'm not attacking anyone, just curious)

    how can you feel limited in your gameplay by a change that was purely cosmetic?

  • i don't understand this thread at all. only the ANIMATIONS got changed, not the actual movement.

    you can't juke like before? that's not the devs fault, just your own.

  • it's not scummy to punish a stupid trade from a cocky survivor, period.

    if it's any relevant, this opinion was brought to you by a 99% surv main

  • one time (like 4 days ago) i got 32K as survivor, but didn't pip (partially my fault, partially the killer unexpectedly making one of my unhooks unsafe). and what did i do? i laughed it off and moved on.

    as the person above pointed out, bloodpoints != pips, so uh.. too bad for you they had a key, but my opinion is that if these ranks managed to key out of there as 3 people, against you as rank 2 spirit, then you kinda messed up your game anyway.

  • the 1% you're talking about is for hitting great skillchecks. did you miss the part where they set the speed penalty for multiple survivors working on the same gen to 15% from 10% ?

  • @PerfectlyPink said:

    Sorry, but coding really isn't that hard once the game is made. The have the code already, now they can literally change numbers already in the code to fix things. Map changes are drag and drop matters since they already have the assets. The dev's are incompetent because they havent changed or fixed problems in the 4 years this games been around. They are really lucky the game has been alive for that long, maybe they should appreciate that instead of removing events and adding battle passes.

    ladies and gentlemen, we got our thread troll, who has no clue how coding works, thinks fixing issues is as simple as "changing numbers" or "drag&dropping assets", and, cherry on the cake, thinks nothing improved in the past 4 years, when any person with common sense wouldn't be able to count the improvements on their fingers.

    keep it up, forum community, you're perfect the way you are...

  • i like how in literally EVERY thread on these forums that is about only killers or only survivors, you'll have people come in with their "BUT WHAT ABOUT THE OTHER SIDE?".

    make your own thread lol

  • you can't count, and your suggestion is silly.

  • i admit i skipped several comments while reading these 3 pages, and although i don't want to defend what looks like an infinite on the video, i haven't seen a single person mention that killer can... mindgame/bluff/whatever you call it !

    it's a fully walled loop, so the killer doesn't have to walk in a straight line. he can approach the window, then, when the survivor's camera no longer allows vision on the killer, moonwalk back to the corner to try to catch them by surprise. or he can moonwalk to the window, pretending he tried to reverse the loop. those are just 2 simple examples that came to my mind as i'm not a killer main and don't want to spend too much time looking for examples, but you get the idea, right?

    ONE video with ONE starting point and NO mindgame cannot describe perfectly how this loop will play in an actual game, and obviously the situation will change a lot depending on the killer played, each player's mindset, and their rank.

  • @Parallax said:

    If they really did nothing for 10 minutes, that's technically keeping the game hostage, which is bannable.

    your definition is way off, as the killer can still navigate the map and try to find these survivors.

  • Calisto, i find your attitude extremely unhealthy for the community.

    the whole point of your thread revolves around something that is plains wrong, since you said "all maps are getting smaller", which is not the case, and which you should know if you read the dev notes.

    however, despite your blatant immature complaining, you still call people "babies" and say they're "offended" when they tell you to think before typing. maybe you SHOULD definitely think before typing, don't you... think?

  • @KingFrost said:

    The DC Penalties are there so that the Devs can focus on making overpriced cosmetics instead of fixing a real issue. They can say "See! We solved this really minor problem!" And the players will eat it up because they're more than happy to spend $3.00 or more on an outfit for a video game character. Including ones they can't even see.

    way to derail the thread. the title is about DC penalties solving (or not) the problem, definitely not about cosmetics that you aren't obligated to buy.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173340#Comment_1173340

    So is teabagging, flashlight clicking and emote-taunting. Should those things be bannable?

    as much as i hate these 3 things you pointed out, they're not on the same level as mori cancelling. in one case, a survivor is pretty much locked in place, in the other, the killer might get pissed off by the survivor(s) being toxic.

  • "Wounds inflicted by successful attacks slightly/moderately/considerably increase the Survivor's bleeding frequency and cause the Mangled Status Effect."

    the slightly/moderately/considerably part only applies to the bleeding frequency. Mangled is a fixed status effect that always applies the same penalty (20% slower healing speed)

  • the myers clip is nowhere near the other clips. all you managed to "prove" is that you're decent at juking on console, and that you faced some killers who can't turn fast enough.