Dino7281
Dino7281
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That moment when players are trying to fix game for them :D
Sadly DBD is not an open-source where you could just do pull-requests.
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I care only about boops now. New Pig main here, someone had to replace Deathslinger...
There is never enough Boops for my snoot!
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Nemesis looking at stuck zombie: My disappointment is immeasurable.
Pig: "Boop my snoot or die!"
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2755639#Comment_2755639
Maybe they really want you to have literally no killer power.
I mean, it's not really smart thing to do, because I am going to kill them for it and they don't have DH.
I had one player that did it, then cried that I was tunneling him...
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758120#Comment_2758120
I mean is it not usually the smart move to hook someone near a gen you are defending? Sure it's not always possible. It's definitely not my favorite way of going about it though, but just flat buffing gen regression is something that bhvr has already gone on record (if I'm remembering right at least) as saying they don't like so there's not much point in going that route.
I think the gen speed debuff would be better overall if they improved how interactive and interesting doing gens is. En
It's very good to hook survivor next to gen with progress, but that is usually in hands of survivors unless you are one shot type killer.
Usually when you hit survivor, they will (should) run as far as possible away from gens.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758069#Comment_2758069
I know it's popular in tournaments but tournament play is almost a completely different game then normal dbd, plus it requires good team communication which simply can't happen in solo queue
https://forum.deadbydaylight.com/en/discussion/comment/2758069#Comment_2758069
I dont disagree that just a flat debuff to gens is the best idea but I feel like regression would have the same problem, plus gen tapping would make any reasonable buff to kicking gens fairly moot unless maybe making it so kicking a gen locks the gen for a certain amount of time then starts to regress maybe.
I also don't see how rewarding killers more for hooks would be useless either, since if your fear is just hook diving well then survivors are running to you and you aren't wasting time and if they leave the person on the hook then they're are being hit with the negative and even if they wait till the killer leaves then the killer can adjust and search the area around a hook first before leaving and probably find the person getting ready to save.
If gen regression would be faster only when someone is hooked, then you have an issue that you hooked someone, you have to walk to gen, kick it and at that time survivor is probably not on hook anymore, so that buff just doesn't work.
That's why I wouldn't link it.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2757165#Comment_2757165
As solo, I don't remember the last time ever winning against that kind of Blight but I still see him. The team is always decimated. MMR doesn't work!!! It goes both ways here.
Maybe ask some tips from @ASurvkillivorer...
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@gilgamer said:
He definitely needed some work but what they did to him made it seem like someone at bhvr had a personal vendetta against the poor cowboy. Just flat out netfing an already not top pick killer without giving him any kind of buffs in other areas was just straight dirty.
They did buff him.
Problem is buffing his ADS movement speed was bad idea anyway, because fake ADS is still viable because of that. Well, it is needed anyway with those changes.
Then they buffed his break chain recovery, which feels good. Problem is that it's just nothing compare with nerfs he got.
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@Pulsar said:
As this is a classic new player post, I'll offer to teach you instead of correcting you.
Would that interest you?
Ha, Pulsar has stopped playing and got on his coaching career.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758051#Comment_2758051
Idk, I dont think that would be enough, 20 seconds really isn't that much, if it was camaraderie, which is over 30 seconds, would probably be more popular.
It's used a lot in tournaments. Problem is that is kinda "invisible" effect, so it's not interesting for normal players. Also you need killer to camp for it to be valid, which is just not each game thing. In most games you can easily play without it and BT is enough. This perk would be needed only when killer camps from first hook.
20 seconds is a lot of free time survivors can work on gens.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758051#Comment_2758051
Also maybe instead of a flat global gen progression debuff, if a survivor is hooked then all gens that are currently regressing ramp up in speed the longer they are regressing or just increase its regression rate by 100% while someone is hooked
I definetly don't think global progression debuff is good option. It's just boring.
I would rather buff killer's options of gen regression overall, so it's more interactive. If you would buff base kick / regression, it would also make ruin / pop less viable, because difference between basic - perk wouldn't be that huge. So you might even see some new builds from killers.
And definetly don't link it with hooked survivor. It would be useless.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2758024#Comment_2758024
Remember that generators are supposed to be "boring" they are a moment where you have less "stress" until the Killer is on your heels again. Such "downs" are important to make a game feel better for a player because constant pressure will drain you out pretty quickly. This is why many dungeon crawlers or RPG games have moments of peace in them.
https://forum.deadbydaylight.com/en/discussion/comment/2758046#Comment_2758046
I did not want to say that it was very "easy". My main message was supposed to be that soloQ would get the short end of that stick because they would have it even harder.
What do you think: Could gen-placement solve this?
There is not really how.
You have 7 gens total. So best result is 3 on each side and 1 middle, but that map is just so long that it will always be better option to pick a side + middle gen and never leave.
It's map issue, not gen-placement issue.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758024#Comment_2758024
There's no way to prevent camping without completely blocking off the area from the killer and that in itself would be hugely exploitable so I'm trying to come up with an idea that discourages it while also not completely neutering killer hence the global gen slowdown which is admittedly not the most elegant solution, which I why I'm trying to get ideas out of people to improve the idea. Idk why since it's pointless but I'm bored.
It would be possible. You just have to make leaving hooked survivor better option than camping.
You could make base hook timer longer, like 10 seconds per stage would probably be enough. Then just buff base gen regression / kicking, so it's worth using and maybe create some mechanic that would activate when you hooked all survivors would be interesting, not sure what tho.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2758018#Comment_2758018
That could be an issue. This time limit idea was just a brainstorm and probably has even more flaws.
The problem would be that coordinated survivors would not suffer from this as they could prevent 3gens if they play well. SoloQ would once more bite the dust and get 3gened and end-game collapsed pretty often.
https://forum.deadbydaylight.com/en/discussion/comment/2758025#Comment_2758025
I just very much dislike the concept of a debuff for survivors for their teammates stupidity. Imagine if you have and AFKler in your match and he gets hook quickly. The Killer now plays fair and does not camp but goes chasing....
You would have created a debuff to all survivors who did nothing wrong. That sounds...not good.
A penalty or debuff for the person who got hooked on the other hand would sound more reasonable for me. Think about how Pigs Traps encourage Pig to leave the survivor alone because he is just not efficient and a good Pig will usually target anybody but the person with the funny hat.
If we could implement a mechanic with a characteristic like this we could reward Killers without punishing survivors who did nothing wrong.
As said: My "game timer" probably has many flaws and was just a quick brainstorm solution.
It's not that easy to prevent 3-gen every game. I have maps where I just force 3-gen from start of the game. Azarov's Resting Place is probably best example for this.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758009#Comment_2758009
Don't crows start showing up if a survivor doesn't interact with some kind of game objective or the killer?Ith a
No, you would have to stand still, or hide in locker. If you are crouching and moving around, they would never show up.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/305806/what-if-they-removed-hook-timers
Global speed penalties are bad for the game unless you can do something about them. This was the reason people hated "forever Freddy" and why "old Freddy" had his problems: They were not op but plain unfun and uninteractive.
If you think about "Scourge Hooks: Gift of Pain" you see how that concept changed: Here the survivors have A a choice to stay injured and have no penalty or to heal up and receive a penalty AND they can draw aggro again, eat a hit and remove the penalty from them.
On the hook you are helpless to do anything about this. With a removed hook-timer there would not even be an end to your misery and do something.
I am all ears for a change that punishes camping and rewards hooking. But I am not fine with an idea that just punishes survivors with a flat penalty.
How about I offer you a different solution: The game is now on a timer. Each new hook decreases that timer and when it hits 0 all survivors suffer from the end-game collapse death. With this each hook would push survivors further against the wall and force them to become more desperate. At the same time it would allow Killers who defend their generators and get hooks AND apply pressure with a huge reward.
3-gen would be close to impossible to beat with time limit.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758004#Comment_2758004
That's true it could, there would have to be changes to slugging as well to come with this.
And what change would you do to help killers?
Infinite hook timer would kinda fix tunneling too, because you would just never have to unhook when killer is around.
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Yesterday I had weird group.
They used 3x BPS and Haddonfield offering... Like you want fast game or lot of BP?
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2757991#Comment_2757991
Do you mean killers, survivors or both holding the game hostage? For whichever you mean please explain how?
One survivor on hook, one hiding.
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Another issue is that this would create slugging meta.
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Tactic gens over friends would get whole new level. So, it might end really bad.
It might work if you buffed the hell out of basic gen kick / regression, or just something to help killers.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2757899#Comment_2757899
I'm astonished that she hasn't been nerfed yet.
She isn't quite powerful enough to break the trinity of Huntress, Blight and Nurse - but she's actually not far off. If her addons were a smidge better, she'd be perfect - but having two of the worst iris in the game on a killer that isn't Freddy or PH...yeah that sucks.
I don't think Artist is really an easy killer, so there is chance she might be fine, but you never know with BHVR.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2757898#Comment_2757898
That's why I say by that point its better to just swing. Haven't played against him since the changes so thought I'd give him a go tonight after a few games he just feels so clunky.
Something is seriously missing, I'm not adverse to change but it has to be change for the better and this isn't it.
I m1'd most people to death the gun was more of an after thought used very sparingly.
Well, we will se if they will give him anything back in future, or we have Billy / Freddy 2.0
There is quite a lot of complains about his changes, so there is always chance, small tho.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/305788/i-dont-get-the-artist-like-at-all
It'll take a while, but I'm now lethal with my snipes.
When you first start, hit a single bird to swarm and then fire 3 like a shotgun, trying to lead your target.
As you get better, you'll just need 2. Then 1.
A few other tricks:
- If you know where a survivor is, line up 2 birds with a decent gap between then (about 10m) and you can double tap them for an injure, or even a down. You can do this on hooks do, but that's so dirty.
- People will often panic and leave gens when you bird them. This tends to cause a lot of 'mini pops', which are incredible.
- BBQ is a solid perk on her, hock birds at the auras.
- STBFL is actually decent on Artist, just bird the obsession.
- Flashlights are a huge threat to you, a single flick dispels birds. If you see 3-4 flashes, bring Franklins.
https://forum.deadbydaylight.com/en/discussion/comment/2757796#Comment_2757796
Weak? No.
She struggles sometimes though. Maps with a lot of elevation changes make her power kind of worthless. Flashlights mean you don't really have a power if survivors don't want you to.
Her addons are...gah. The fact that her second best addon is a brown says a lot.
The fact that her second best addon is a brown says a lot.
Damn, we have seen what happens to good brown addon from Twins...
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you have to be right on top of them
That doesn't really work, because of his slow turning speed while ADS. It's quite hard to shoot them, if they start to dodge.
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@Munqaxus said:
This thread is 90% Dino7281 posts.
Oh, that sounds fun. What is definition of Dino7281 post?
or that is just joke that I like to comment on everything?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2756322#Comment_2756322
yeah, i think at this point its pretty commonly accepted that PTBs arent actually PTBs, but just a preview of whats guaranteed to happen anyway, regardless of feedback.
at most they have a smaller numerical change go through from PTB to live servers, as they did with Slingers ADS movementspeed Add Ons.
One issue is that he is not terrible for those who liked to spam fake ADS, because you can do it. On the contrary, you have to do that now to test how survivors will react, because his shots are 100% reactable now.
yeah this right here is just BHVR at its peak.
everyone (rightfully) complains about how bad Deathslingers just spam ADS to deny them actions, slowly zoning them out until they are in M1 range, which is the opposite of skillfully gameplay - so their solution is to literally remove everything skillfull, fun or unique from the Killer and turn him into something that relies entirely on slowly zoning people out.
ugh
I would still play him with TR nerf, that just makes him worse, but I wouldn't feel it that much while playing him.
agreed. however, the annoying part of this nerf is how incrdibly unnecessary it was.
like, seriously, they literally went and "fixed an issue" that never even existed.
there was nothing about his 24m TR that was too strong or unfair in the slightest. was it TECHNICALLY speaking possible for him to shoot you without you having a heartbeat? yeah. but a ton of things had to come together for him to be able to do something like that - most of which you, as the Survivor, had a direct influence over.
in other words, if you got surprise shot from outside of his TR, then 9 out of 10 times that can be directly linked to your own misplay.
some people just want to turn their brain off when playing Survivor and then complain when that backfires on them - which lead to this change.
this change is extremely annoying to me, because, realistically speaking, here is what it does:
1) you no longer need to think about your positioning against this Killer
2) you no longer need to keep track of him to avoid ambushes
3) you can just go and hold W the second you hear his TR approaching and by the time he catches up to you with his slow movementspeed, the game is essentially over.
literally the only effects it has is to make it easier to just turn your brain off against this Killer and still do well.
I have played Deathslinger mainly for quick-scopes, it was fun and satisfying to do. [...] Deathslinger was mainly for FPS players and most of them gave up on him including me.
we all have.
Quick scopes were what made this Killer appealing, its what made him fun to use. I'd even go as far as to saying that quick scopes were what made the Deathslinger the Deathslinger.
by removing them, BHVR didnt just nerf this Killer. they completely removed his entire identity.
If i see a Deathslinger nowadays, i always just ask myself "why wouldnt they just pick Huntress?", because thats all he is now - a worse version of Huntress.
the Deathslinger changes show me one thing very clear:
BHVR either has absolutely no idea how to balance this game, or they genuinely have given up on it.
the more they double down on them, the more i lose hope for the future of this game.
i didnt quit the game because of the Deathslinger nerfs (i quit because they thought a casual party game needed an MMR system & the DDOS and cheater issues), but the Deathslinger nerfs have done an excellent job at making sure i stay away from it.
agreed. however, the annoying part of this nerf is how incrdibly unnecessary it was.
Sure, it wasn't needed, just saying I could survive that change with him.
here was nothing about his 24m TR that was too strong or unfair in the slightest.
Funny is that this work only with M&A, but you actually need a line of sight at 18-16 meters, which on most maps survivor either had chance to see you for some time, or you are already in TR.
We have oblivious effects where I can get on M1 range without survivor noticing, which is just way easier to do on most maps, because you actually break line of sight whole time for it.
So this change only punish people for not using those perks, but most DS mains didn't even think M&A is that good perk on him, it was just for fun, but there are way better perks for him.
It's kinda stupid to have change, because of perk that forces everyone to use that perk, or some alternative.
a worse version of Huntress.
Let's be honest, he was always worse version of Huntress, but there were some fun and unique things about him, that she couldn't do.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2756322#Comment_2756322
Now you buy him for dead man's switch and maybe gearhead?
I doubt gearhead will be good enough that you would just have to buy whole dlc for it.
Dead man's switch is not good enough alone, so you would also have to buy Artist for it. Also we will see if they don't nerf it. There is chance they will nerf it and noone will care again.
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You really want to bleed out, don't you?
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2756187#Comment_2756187
they see little tournament usage, so i guess they're fine.
Probably because they're banned in alot of tournaments? Even then that does not make it fine just because its not used at the very top level of play because killers tunnel and camp anyways in tournament which is the counterplay for CoH.
It would be used anyway. It makes going for protection hits better.
But yeah, DBD League has it banned for sure. That Ohtofu tournament had it also banned.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2756341#Comment_2756341
Is that a lot? I figured it was not that much considering how much people seem to hate the Spirit.
It's just that lot of players have stopped playing her since nerfs.
It's kinda like to see Freddy, Twins, or Deathslinger.
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@Mineguy said:
I switched from playstation to Xbox and well...now I have to start again from scratch. I played both killers and survivors and then I got wondering. Who has the better starting perks? The perks itself can't be really compared to each other. But we can see who can make a stronger build and in my opinion it's Survivor.
Spine chill
Resilience
Kindred
The perk from Nancy who the name changed who is now in the starter blood web (destroy a totem and heal yourself fast)
Definetly survivors.
Mainly because free survivors have way better perks. You can create meta build for free as a survivor.
It got better with Demogorgon perks tho, but Jolt is not valid for any killer.
As a survivor build I usually made them start as David with this build:
We'll make it, Kindred, Dead Hard and WGLF (BP grind starts)
We'll make it and WGLF are really good to start with. Inner Healing and Small game are good to use for beginners too.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2756418#Comment_2756418
The problem with that is that I drink when I'm having fun.
There is problem, if you do it based on "good" action that killer can do.
Like for each down etc, you will slowly stop drinking :D
But it is good there is limiter build in. If you are not able to down any survivors, you should stop drinking anyway.
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Nah, just play a killer and take 1 shot each time survivor used Dead Hard, or teabag.
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I would find a new friend. That would help.
Or somehow force him to play a killer, so he learns what is possible to do.
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@ShinobuSK said:
No you are right, I also dont mind boon as much when I play Blight
Try Wraith, Twins or Hag for a change.
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I have used STBFL, Surge, Hysteria, A Nurse's calling.
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@GHOSTfaceP3 said:
Ok why are boons not fine?
You can read this if you want.
@GrimReaperJr1232 said:
Notice: While this will say why I dislike boons, I will mainly focus on Circle of Healing as it is the strongest of the three boons currently in the game. Also, this is obviously an opinion and you have full right to disagree.
Time Efficiency
Now, how much time does this perk take?
Blessing a dull is 14 seconds, the same as cleansing. Blessing a hex will take 24 seconds instead.
Healing yourself without the use of any other perks or a medkit will take 16 seconds, the default healing speed.
16 + 14 leaves us with 30 seconds. That’s 2 less than Self-Care.
Power Creep
Now, a common misconception is that Self-Care’s 32-second heal is less efficient than a teammate healing you for 16 seconds. This is incorrect as this would use the time of two survivors, meaning the efficiency is essentially the same. The problem lies in that this is a time you can be interrupted, and people tend to self-care before finishing a gen. This perk is also outclassed by a medkit which heals in 16 seconds (or less) without taking up a perk slot.
As I said before, blessing a totem and healing yourself is technically more efficient than using Self-Care. Also unlike self-care, this perk will benefit your entire team. This is objectively better than self-care. The only “flaw” is needing a totem and totem spawns is something gained by experience, and when you have that, it’s a non-issue.
Let’s take a look at another totem perk, Inner Strength (Now known as Inner Healing). You need to find a totem, cleansing, and then go into a locker and wait a few seconds. How many seconds? 8.
22 vs 30. That’s an 8-second difference, which is pretty nice. So what’s the problem? Why is this perk so much better? There are self-balancing mechanisms that are present. The main one is that Inner Strength can only be used 5 times in a trial period. There are only 5 totems, and those totems can only be cleansed once. You won’t see 4 Inner Strengths as they will begin to cannibalize each other. It also only benefits you, the person who cleansed the totem.
Circle of Healing lacks this. You can have 3-4 CoHs up at once and there’s nothing to balance this out. Several sections of the map become healing hotspots for the entire team. Even if you snuff the totem as killer, they can be relit infinitely, unlike Inner Strength’s fixed 5-times limit per trial.
Shadowstep isn’t entirely innocent either. Why would anyone run Poised? Or Distortion? Or even Off the Record, an already pretty mediocre perk. The only thing stopping this from rivaling Lucky Break is the boon doesn’t hide the blood as well.
Counter?
Let’s discuss the counter to boons.
In theory, the killer can snuff out the totem and the entire process of blessing can be a major time-waster. This isn’t entirely wrong and can happen, but there are problems with this.
- If a boon is next to a gen being repaired, a survivor is likely near. The killer has to choose between snuffing the totem and giving the survivor distance, or leaving the totem for the team to benefit from (possibly even the running survivor themselves if the Boon is Shadowstep)
- The killer will often need to go out of their way to snuff out a totem. A survivor group is a team of 4. If at least 1 is on a generator and 1 is keeping the killer busy, 1 survivor can afford to bless a totem before going back to gens. If the killer wants to snuff the totem, they will essentially be giving time to the survivor especially if…
- You can bless another totem despite your previous boon is still up. This can even happen if the killer is in the middle of snuffing your previous boon, making the entire thing a complete waste of time.
- As I said before, there can be multiple boons at once, each capable of having multiple perks attached. Especially on small and/or centralized maps where the survivors will either always be in the radius of or near totems, it can quickly/easily become overwhelming.
- CoH interacts with perks and items. With Botany or a few stacks of DM, and 1 green medkit, you can get heals in 5-6 seconds. That’s fast enough to heal mid-chase if you’re careful/good enough. That is absolutely disgusting, especially since Botany will also conserve your medkit charges as well.
- These boons also work on maps with multiple floors. I'll tell you from experience that playing on Midwich or Gideon with these perks up is... you'll probably have said some colorful words in frustration.
Cleanse… why?
Boon totems single-handedly made cleansing almost completely pointless. I say almost only because it may be better to cleanse hexes because 24 seconds is a long time. However, since cleansing and blessing are both 14 seconds, meaning both would be 28 seconds. What this means if the survivor is in a position where they have the time, blessing a hex may still be worth it. Especially since snuffing it will return it to a dull totem.
Hexes aside, why would cleanse? Why? Cleansing was already niche, to begin with, but now there’s entirely no point. If anything, it’s harmful since you’ll potentially be denying a teammate of their perk(s).
To prevent NOED? You’re going to go out of your way just to stop 1 perk that might be there? Considering how hated that perk is to this day, it’s safe to say no one does that. And for good reason. Even still, if you keep track of the totem placements, you can use boons to triangulate where the potential NOED spawns are since it will never appear on a boon totem.
Cleanse to get value out of Inner Strength? Lmao, right. Sure. The perk that only benefits 1 person and that I argue is outclassed by CoH.
The Arguement/Defense
The most common defense I've seen in regards to totems is their intended status as a secondary objective to survivors. This is a sentiment shared by former developer McLean, who states that this is the secondary objective players have been asking for, so adjustments such as making it one-use per totem is out of the question.
On some level, I understand or can even agree. The devs seem to be gently nudging for survivors to give dull totems some more attention over the years, from Inner Strength healing you for cleansing dull totems to more extreme cases such as OG Undying practically hitting you with the Blighted Granpa's cane saying, "CLEANSE! CLEANSE!"
However, I kinda disagree this does. Survivors choose when they bless a totem; it's not Deep Wound or RBTs that will down/kill you if you don't mend/search. You do it when you have time, and as long as 1 other teammate is on a gen, then you have time. The pitiful 14 seconds you take to bless is inconsequential at that point, especially when CoH can save you so much time later, or Shadowstep can potentially save your/your teammate's life.
Funnily enough, they can feel a bit more like a secondary objective for killers more often than not. If you're a Plague, then you can just laugh. If you're a poor little Wraith that relies on hit-and-run, you can't ignore the boons or they'll recover too fast, especially if they also have a medkit (a very common item with 4 variants) or other perks.
Forgetting one?
No, I'm not. Exponential is the weakest of the 3, imho. It requires the killer to slug (already circumstantial), lacks the surprise of UB since the killer will hear a totem has been blessed, the killer can hear the totem, and is all-around inferior to its Non-boon counterpart. Twins do get hit pretty hard though.
Conclusion
I don't fault the devs for trying this. It's a new mechanic for survivors, and that's something both sides have been begging for, for a long time. But I think this needs tweaks. I don't agree with blessing being objectively better than cleansing in almost every circumstance except maybe a hex totem. Ultimately, I think this is an idea that has kinks that are detrimental to my enjoyment, but I don't view them as a reason for "OMFG, DEVS ARE SO SURVIVOR SIDED! KILLER IS DEAD!"
Maybe in a few months, they'll make a few tweaks as they did with Undying. Until then, Plague Mains rejoice.
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@espooked said:
https://forum.deadbydaylight.com/en/discussion/comment/2756337#Comment_2756337
Yeah and theres scroll wheel flashlights? 👀I don't see flashlight clicking as anything else but to provoke you.
Yeah, you can bind it to your scrollwheel and then just roll it.
I am epileptic, so not happy about it and that sound is pissing me off.
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I really like Lithe with WoO.
Problem is that some maps just don't have many windows, but it's funny to dumb tech with it. Well, Killer was using Enduring last time I have tried that...
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I wonder, will it get lower only when you don't play at all?
or just don't play that one killer?
or just play only survivors...
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@espooked said:
isn't that called taunting? sometimes you guys rub in in their faces and some of them are very sensitive and will take it seriously. I don't care if you spam ctrl but if you click ur flashlight I will reciprocate
I don't care about normal clicking, unless they really spam it. But macro and scollwheel flashlights are going to get camped.
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PH would want to talk about this.
Feels rigged...
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@Thusly_Boned said:
Funny, I almost never shake my head, or stare at a hooked surv. I NEVER hit a hooked surv. I make a reasonable effort to avoid tunneling, and only proxy camp near an opened gate. And yet, I get teabagged at some point at least half the games I play.
Funny, that.
Not that it tilts me (I am an old gamer and stuff like that stopped getting under my skin years ago), but the idea that survs only drop the bags in response to killer BM is hilarious.
I guess he has just never played a killer...
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@Yatol said:
WHY DO survivors GET MAD AT headshaking?
If you’re playing killer and you’re playing in a scummy way such as Tbagging, flash light clicking, gen rushing the whole game, BM the person the entire match, and clicking to death, why do you get mad if killer manage to hook you and headshake you? I understand the survivors that play normally and still get headshook, that’s understandable… but to the others (which is about 70% of the Survivor players), why? You kinda deserve it.
see how generalization gets nowhere
Someone gets mad about it?
I love when they do it. I always have headbang contest with Deathslinger when he is reeling me.
Even hitting me on hook is usually just "what did I do?". I have never thought that is toxic thing.
It's most likely because I am killer main, so I just think he is doing it for a reason as most killers do. But some survivors are doing it just to be annoying.
I don't care if they teabag, or click when I am tunneling. They want my attention and this is valid thing to do. But when I am going out of my way to play fair and they do this? ######### them.
Teabag after each drop pallet? You will die.
I hate when they wait on exit gate just to leave when I get clos. Just either leave or give hit for #########'s sake.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2752553#Comment_2752553
oh they have reverted changes in the past.
look no further than them making Huntress hatchet hitboxes accurate to the playmodel or the removal of timing needed for flashlight / pallet saves.
though you're probaply right with the second part.
which, truth be told, dissapoints and frustrates me to the point where i almost have given up myself.
i hate how giving feedback on this game feels like yelling into a big, empty void. you dont get answers, the problems dont get addressed and instead new ones are created where previously there were none. its infuriating.
and yet i, and some others apparently too, am still clinging onto that small bit of hope left in me that maybe BHVR actually does listen and that maybe they realize how bad of a decision those changes were and they revert them. For Hillbilly i dont think thats gonna happen tbh, since they centered an entire Add On rework around this "in normal gameplay completely unnoticable mechanic that you'd need to try to fill up" (as BHVR calls it), but Deathslinger is absolutely reversable.
and they wouldnt even need to revert all the nerfs - just the TR increase and ADS time increase.
they can even take all those "buffs" they gave him to "compensate for the nerfs" away again too - i doubt anyone would even notice.
(im gonna have to stop here now, otherwise ill go on ranting over this topic for the next 45 minutes. the Deathslinger changes hit very close to home for me and i am very upset about them - and that isnt gonna change until they revert those two big nerfs he got)
Oh yeah, I remember flashlights.
I guess I haven't played yet with Huntress changes.
It was really annoying for me that they announced it, almost eveyrone got pissed about it, so they said it's just PTB and it can be changed and of course nothing happened and it went live even tho I didn't see fully positive feeddback on it ever Some players think those things should be nerfed, but noone thinks it should be done like this.
One issue is that he is not terrible for those who liked to spam fake ADS, because you can do it. On the contrary, you have to do that now to test how survivors will react, because his shots are 100% reactable now.
I have played Deathslinger mainly for quick-scopes, it was fun and satisfying to do. Fake ADS is boring and it was only thing that should go instead. I would still play him with TR nerf, that just makes him worse, but I wouldn't feel it that much while playing him.
Deathslinger was mainly for FPS players and most of them gave up on him including me.
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@Marc_123 said:
I learned this much much later. No one told me.
Also piggy must give some hints - if she slashes from start even i don´t try to boop.
New players are usually frightened to of the killer.
I just follow them while crouching and spam M1 -> I love that sound.
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@MikaelaWantsYourBoon said:
New Pigs does not know neither. I tried boop the snoot and it ended on hook.
Yeah, I always go for it anyway. I mean she either will let me and then we restard the chase or she will get free hit.
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@R1ch4rd_N1x0n said:
I feel like Dead Hard wouldn't bother me as much if hit validation didn't still cause them to scream and make you think that you hit them.
I think endurance status effect would fix that 100% and you would get at least something as a killer.
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@ThiccBudhha said:
If they don't Boop, they get brutalized.
Yeah, it ended like that...
It's funny when they try to Boop when some survivors are dead already, so I let rest live and they are like "should have done it sooner"...
I usually play normally till that survivor is dead on hook, then give him option to boop. Well, they usually don't for some reason.
So far I had only one game where it was SWF and everyone Boop me as first thing they saw me. Well, they all escaped. Such an easy counterplay against Pig. Her kill rate would be way lower if survivors learned this.