Khaletsky
Khaletsky
About
- Username
- Khaletsky
- Joined
- Visits
- 65
- Last Active
Comments
-
The problem with Vigil is that the most status effects you gain don't have a timer, but a condition, so Vigil doesn't do much but a waste of perkslot. Just make allow it to recover from exhaustion while running at 10/20/30% of default recovery speed, remove all other bonuses and boom there you have a decent perk.
Wake Up should be able to highlight exits gates for everyone all the time and any survivors aura shown to everyone when they are opening exit. Also make it reduce the time required to open gates by seconds, not percent, for example 2-4-6 seconds for perk user and make it ignore the effect of remember me completely.
Pharmacy is fine.
-
We are calling teamplay and killer strats as a toxicity now, well. The only thing is toxic in this game is taunting with t-bag, spam flashlight click and facecamping with insidious, change my mind.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/694236#Comment_694236
Again, that’s part of the point.
Now killers have use a solid judgement on what’s faster, whether to break dropped pallets, or go around at the risk the pallet can be used as a vault later in the match. There’s still too many maps where it’s almost 100% better to immediately break a dropped pallet because whether a killer goes round or breaks the pallet, the survivor still gains a large amount of ground, so may as well immediately break the pallet.
Now survivors need to be less complacent about intentionally waiting at a loop point and intentionally allowing a killer to gain ground, and consider that a pallet stun should be a last resort defence, not as a means to waste more of the killers time.
yo bro are you even playing the same game I do? Only newbs wait at pallets, most of the dropped pallets are suicidal to vault. I intentionally don't break some pallets because it's easier to make survivors waste their time vaulting them while I'm going around and catching them still in a vault on the other side of the pallet, even if they vault back it's not going to save them. Learn abound mindgames and double-backing pls if you think that you have to break every single pallet on the map.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/88196/new-map-sucks
This is a GOOD thing.
They’re trying to discourage “ring around the rosie” and get chases feeling more dynamic by moving from zone to zone in a quicker fashion, using pallets more as an obstacle, rather than as a “weapon”
the thing is these pallets are so useless that even droping it and moving to the next one still guarantees a hit from killer, because it's a lot faster to walk around pallets than destroying them. We have these type of pallets on every map that's ok, but this map is just full of these type of pallets, that's not ok, chases can't last longer than 12 seconds against even average killer players no matter how good survivor at juking he still going to be catched very quickly because he can run only in straight line. Second floor is also feels kinda suicidal because it is full of dead ends.
-
He is strong for me, slightly weaker than Huntress but doesn't stuck with the issue she has, she is situational, he is less situational. I feel like when people master his Shred we will see a lot of nerf Shred pls. Portals and addons tied to portals need buffs, that's all I can say.
-
@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/87951/keys-rework
Rework Keys, Mori's, and instaheals and we have a significantly more healthy game imo
actually second this. Can they make instaheal work like a Steve's perk? You get broken for 12 seconds and then fully healed if you don't go down in that time for syringe and around 20 seconds for steptic? So it can be used as a quick healing tool, but not instant.
What about Mori's I think just make it possible to instakill 1(cypress)/2(ivory)/4(ebony) survivors after gates are powered, you can grab and kill people like Michael or either initiate kill like a memento mori does right now. Would feel less fair and survivors if prepared can still counter-play it.
-
Thank God I'm not getting this map, it's the worst one for survivors, even rotten fields feel 10x more fair, heavily killer sided. Way too much killer sided, even F-tier killer without perks can do average on this map if they have a little bit of understanding how mindgames work. I don't get it why pallets exist on this map, they are suicidal, they won't help you, they will lure you into a trap and result in a hook, there is no point to throw most of the pallets on this map - change my mind. A maximum time you can win in chase is approximitely 17 seconds, I can't get more even with 2 hits to be honest.
Sry I completely missed the topic, just wanted to express myself, rly pissed by it's bad gameplay desing. You'll get this map eventually, but I won't be surprised if you'd feel like "hell no I'm not going to play this map anytime soon" after first try.
-
- Nurse - literally unstoppable, perfect mobility, good at everything besides stealth (which is not a meta)
- Spirit - can fool survivors, good at surprising survivors and can play around pallets without getting stunned and win chases better then other killers, also mindgames at loops is her best.
- Billy - good map control, insane mobility, instadowns and pretty good snowball potential.
- Hag - best snowball on par with Huntress and LF, good map control.
- Huntress - best snowball on par with Hag and LF, can down survivors very quickly ignoring distance, can catch some survivors by surprise having aura reading perks, but she is a struggle on many maps like Farm (besides Rotten Fields) or Preschool, any indoor map and almost any MacMillan (besides Shelter Woods).
And there are 3 killers that can be in this top 5 if they will get a buff. (I know this is better in other subforum with a new thread, but nobody from BHVR reads any rework ideas anyway, so let me just dream a little here)
- Doctor - increase range of basic shock by 25%, remove the addon that increases shock range by 75%.
- Ghostface - make him unreveleable for 2 seconds after using power, make him unreveleable to dying/hooked survivors.
- Trapper - remove traps spawned on the map, make him have all of them like hag at the beggining of the match, but if trap gets disarmed then he have to pick it up to reuse it again, make traps reset themself every ~2 minutes, and not one random, but all of them at once. Iredescent Stone change to - each disarmed trap has it's own 25 seconds autoreset timer. So that means if trap gets disarmed it autoresets after 25 seconds. (Obviously this will make Trapper overpowered at first, but then with some tweaks he might get in a good spot).
-
There are just so many perks that can be combined in one. There are many perks are just better/worse versions of other perks which doesn't even have a better/worse use in some situations, they are straight worse in any sutiation. There are so many ideas how to change perks and so many ways to make them good, but nobody wants to, just let the meta be the same for years until devs release some rly good new perk. Old perks aren't changing that's the problem too. There should be at least 3 perks reworked every month to keep game fresh and new. Look at the meta of other games. It changes every month or season (rarely). In dbd meta changes once in 8-16 months. I know there still be people who play only best meta perks but there is no point in getting rid of them, just let them enjoy the game, but pls change old perks. Also I don't like that devs prefer to create a new perk based on an rework idea of the old perk (Enduring and Pallet Breaks got itself into new perk Spirit Fury).
As the post above said, new Nancy perk allows you to see your teammates aura when they are downed, and allows them to see yours when you are repairing - useless. Useless why? Because we already have Bond, which is just best teammate aura reading perk, works always and has a great range, why create other teammate aura reading perks if they are too situational when we got Bond which is usable and good in any situation?
-
It should be lit as soon as it takes effect (2 tokens), what's the point of this perk if it gets destroyed as soon as match start because people can get lucky to spawn near it, I undestand when you put it both with Ruin and people accidently destroy your precious DH instead of Ruin, but when you put only DH and it still goes off in first 10 seconds is just plain dumb.
@Derp said:
Like what some people have already suggested, I think it's best to have hex totems light up only when it's active. I mean Noed technically has this effect right now, which is what makes it so good. Now as for Devour Hope lighting up at 3 tokens, it should be 2 tokens instead because that's when it activates for the speed boost, and it'll also give the survivors some time to find the totem before they unhook carelessly and start going down in 1 hit. Huntress Lullaby shouldn't let the survivors know the killer's running it until the first token and have it lit after that. The Third Seal totem lights up after a survivor gets hit. These changes would indirectly decrease the amount of times Noed will work because it gives survivors a greater incentive to cleanse totems and it'll also help a bit against gen rush since they'll cleanse totems more. Overall, these hex perks are just gimmicks at the moment because they get found too early since the totem placements are terrible so making them last longer in any way would buff them drastically instead of changing their effects. Also, killers will use these perks more often instead of the old Ruin so it's a win for everyone since it adds more variety.
Exactly as he says. No point in litting a totem which doesn't do anything yet.
Also I recommend to everyone cleanse every single totem they find in the match, if everybody destroys every totem he sees there is a very good chance that you can destroy all 5 totems and NOED won't activate.
-
Genrush shouldn't be a problem if you put pressure on many survivors, not on 1-2 same survivors for whole game, but some spawns are just so bad for some sides. Sometimes there is a map full of connected windows and pallets and gens are spawned perfectly close so you can finish 4 of them in no time while someone wastes killer time. On the other hand killers can have a great spawns too, sometimes map spawns like only one part of the map have like 4-6 pallets and there are none on the other side or maybe 1-2, also gens are very close to hooks which allows killer to patrol both objectives at the same time. Damn some games I had as killer when map was so perfect, gates close to each other, gens close to each other, map is swarmed by hooks and trees, without that many pallets. There isn't much even super coordinated survivor team can do.
-
She is too easy right now, before with broken footsteps you had to rely on scratchmarks and that was a challenge (bcs scratchmarks are still too unreliable). Now you just put your audio volume high and pay attention to footstep sounds.
-
You guys sound like a group of survivor mains discussing someone's playstyle, GF is a campy killer, without camp or proxy camp he can't do anything, he also can't use his power if he is surrounded by group of survivors. So his main strenght is to isolate survivors and deal with them 1 by 1, that's where proxy camp usually helps a lot. That's why most of LF and GF players are campy, because their power's most biggest strenght is being around a hook. Also don't use survivor's or killer's rulebooks pls, let everyone play how they want, use whatever they want, it's a game.
-
I usually type GG and wait for them to find something to complain about, if they don't I also put WP there and leave, if they do I laugh and leave)
-
@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/657437#Comment_657437
Hell according to the "SWF is fine because not everyone plays optimally" logic Nurse doesn't need a nerf. Nor does prayer beads Spirit and Insta-saw Billy. And Reworked Legion should revert back to old Legion.
This is a party game after all. We don't want to balance around high level survivor or killer play. /s
So remove SWF because there is 1 of 100 SWF groups that sweat and tryhard? This is your point? Instead of giving some solo's nice things let's just remove something needed. If SWF is gone, most of survivors too, I won't play with randoms who do nothing but hide every second until someone is hooked and then after he is hooked they go for a save and then after they save they also want to heal him and another person goes down in that time. This match will end up with 7 gens awaiting to be at least touched because the only people who care about repairing is actually hanging on the hooks one after another.
-
Or just make players rely on their eyes instead of ears, it's too easy to hear people while Phasing now, i remember bugged footstep sounds where it was almost not possible to hear survivors footsteps, that was the time she wasn't that strong and yet she could have been very dangerous.
-
@Yamaoka said:
"voice coms don't do much"
1) "everybody rush gens the killer is insidious camping!"
2) "everybody stay at your generator I found ruin!"
3) "everybody stay at your generator I'm going for the unhook"
4) "I'm being chased. Can someone finish my 90% gen at the killer shack before the killer hooks me and kicks the gen with Pop Goes The Weasel?"
5) "killer is slugging with third seal! I got slugged next to the totem which is next to the fire barrel in the cow loop!"
6) "the killer has Spirit Fury! Drop the pallet earlier so the killer doesn't get stunned!"
7) "I cleansed all 5 totems to get noed out of the way so don't waste time looking for totems!"
8) "I'm at the generator next to the gate near the jungle gym if someone wants to help me pump out this generator while (insert name of SWF mate here) is getting chased!"
9) "I found ruin but the killer is chasing me! It's next to the exit gate behind the crates!"
10) "I just dropped the killer shack pallet"
11) "let me open the gate I'm running wake up. You got Leader so stand behind me!" (not that these perks actually got used by a SWF team but you know what I mean)
I could continue all day but you get the point.
And you forgot that only pro survs use that callouts, I'm still standing on my point that SWF is not OP, but good survivors (especially in SWF) can be overpowered and there is not much you can do but adapt and learn how to play against them in a specific ways. And also always ignore complains, it's you who tries to deal with them now since they are good.
-
@Yamaoka said:
"voice coms don't do much"
1) "everybody rush gens the killer is insidious camping!"
2) "everybody stay at your generator I found ruin!"
3) "everybody stay at your generator I'm going for the unhook"
4) "I'm being chased. Can someone finish my 90% gen at the killer shack before the killer hooks me and kicks the gen with Pop Goes The Weasel?"
5) "killer is slugging with third seal! I got slugged next to the totem which is next to the fire barrel in the cow loop!"
6) "the killer has Spirit Fury! Drop the pallet earlier so the killer doesn't get stunned!"
7) "I cleansed all 5 totems to get noed out of the way so don't waste time looking for totems!"
8) "I'm at the generator next to the gate near the jungle gym if someone wants to help me pump out this generator while (insert name of SWF mate here) is getting chased!"
9) "I found ruin but the killer is chasing me! It's next to the exit gate behind the crates!"
10) "I just dropped the killer shack pallet"
11) "let me open the gate I'm running wake up. You got Leader so stand behind me!" (not that these perks actually got used by a SWF team but you know what I mean)
I could continue all day but you get the point.
Most of these are just not needed to say, I don't need to tell my friend many of these things because they don't do them in first place or the opposite I can hear something useful and still forget about it, like someone says killer has bamboozle don't go the shack I can still run into it, see that bamboozle in action and still get killed because I don't pay much attention to perk callouts. Yes this is very powerful for someone who sweat every match, but as somebody said above I just want average matches, and I can get them only with someone who knows what to do in the match most of the time, randoms are clearly don't know how to repair gens and always chasing me to heal me when we are playing against legion, damn I even had survivor who tried to show me how to cleanse against The Plague when I clearly don't want to cleanse against her. Some randoms go for a save when Bubba camps basement and die in there too, then they proceed to complain about Bubba being camper instead of just repairing gens and leaving. My friend don't do that and they won't even if we don't use voice chat, we just simply chatting, no sweat, no tryhards. I hope you get my point too.
-
@Bloodlust_Gamer69 said:
The problem is that a 4 man swf can have one of them rank 20, while the others are rank 3 or 2 and they'll get in a lobby with a rank 10 killer and THAT is unfair.
Can't disagree with you there, bully squads exist and only BHVR can do something about it.
-
@Spicybarbecue said:
SWF needs removed from the game.
At a bare minimum it should be removed from ranked.
This is an unfair, imbalanced mechanic that should not exist in a ranked mode of a game like this.
Just because you want to run around bullying killers in your SWF group dosn't mean it's not OP
There's also the basic fact that this is a horror game where you are not suppossed to know whether your teammates will help you or leave you to die, SWF flies in the face of the entire concept of this game.
I, personally would be extremelly interested to see the survival stats on SWF groups, I can ptretty much guarentee you it's at least 90%
The problem is that many people don't want to play with bad randoms including me, if you can replace every single one of my randoms with someone being as good as my friends I can easily forget about voice comms, but this is not happening and also this will skyrocket the wait time in lobbies because many friend will just hop in lobbies until they meet each other. People who played dbd in June 2016 know what I'm talking about.
-
@Richter_Cade said:
I'm going to tell you right now I don't believe 'every single one of them were solo' not for a second. The odds of that are so very slim.
That being said I don't disagree that a good survivor is probably gonna be a pain solo or not. I do think you're massively understating the value of comms. Knowing somebody is in a chase is helpful, knowing not to go to hook too and you cannot convince me you don't tell each other if you see the totem, if God pallet is gone, where you're leading him, which gens are almost done, what tools you have left such as decisive or deliverance.
If by some miracle you aren't communicating that then you're just using comms wrong and a group that's good and doesn't is an absolute nightmare.
Swf can be overated, not all are great but some really are. It's a mixed bag.
Well you are right about totem spawns, totally forgot that because I always cleanse all 5 totems in every match and don't pay much attention to that type of callouts.
@PolarBear said:
So I'm just going to assume your idea of banning experienced players is a joke.
Yes, don't take it too seriously, I don't want someone to be banned for being good at the game)