NatzAshe
NatzAshe
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- NatzAshe
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2694856#Comment_2694856
Decisive Strike and Object were good changes.
Nemesis and Trickster changed nothing, Trickster is still unfun to go against and Nemesis is still a joke because Survivors have 3 health states against his tentacle. That and his Zombie AI is woefully bad and half the time they get stuck on nothing.
I think the tentacle is balanced, as how easier it is to hit a surv than M1, and it being able to hit survivors over a pallet. However, I do agree with the Zombie AI, they often take a liking to humping [ Insert Random Object Here ] rather than using pathfinding to the survivor they are aware of.
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I would first ask: who gave you the idea that the feedback forum was of any importance to BHVR?
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The Entity eats up most of the feedbacks, I don't think there's any better explanation on why they ignore most of the legit feedbacks
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2693964#Comment_2693964
I've already covered being used after vaults, I pointed out that there needs to be a snowman near a vault and that the value it gives that survivor is slightly less than just vaulting back would. It also requires that the killer can't circumvent the snowman, which a fair few can.
I don't see how it could be a ticket out of a dead end, unless the survivor was already close enough to a good loop that all they needed was the amount of time it takes for a weapon wipe animation- less if the killer hits the snowman from the front, since that makes survivors run into them.
I'm not ignoring anything here, friend- you're ignoring the reality of how little distance you get out of snowmen, which is what prevents them from actually helping at loops, in chase, even in deadzones. You can get miniscule value out of them in hyper specific scenarios, or against two of the killer roster, but to make out like they're anything other than a fun novelty with extremely limited application is simply wrong.
It's not "Oh no, I lost a chase because of snowmen", but "Oh no, snowmen caused me to use up too much time."
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2693964#Comment_2693964
I've already covered being used after vaults, I pointed out that there needs to be a snowman near a vault and that the value it gives that survivor is slightly less than just vaulting back would. It also requires that the killer can't circumvent the snowman, which a fair few can.
I don't see how it could be a ticket out of a dead end, unless the survivor was already close enough to a good loop that all they needed was the amount of time it takes for a weapon wipe animation- less if the killer hits the snowman from the front, since that makes survivors run into them.
I'm not ignoring anything here, friend- you're ignoring the reality of how little distance you get out of snowmen, which is what prevents them from actually helping at loops, in chase, even in deadzones. You can get miniscule value out of them in hyper specific scenarios, or against two of the killer roster, but to make out like they're anything other than a fun novelty with extremely limited application is simply wrong.
Just vaulting back like you say isn't possible, as the killer would down the vaulting survivor. How can you go back into the vault location that the killet just came through, without the snowman and the noclip effect?
As for a dead end, I was refering to literal dead ends, like the 2F room in Dead Dawg Saloon. If a snowman is there, then get in. The killer has to hit you, giving you time to get back out.
Finally, I never said it was a "Get outta Jail Free Card". It buys your team more time to do more repairs, AND if you're lucky, gives you advantage in a chase. I'm saying that the snowman's effect is more on the whole game's outcome rather than the outcome of the specific chase.
Simply put, even if, and that's an if, you lose distance overall by going into the snowman, the killer time wasted would result in more in total, as it is 4x more valuable.
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BHVR is not very diligent on catching hackers, even blatant hackers like Pigs with insta-trap+detonate or Dwight with 2x speed are loose for quite a time before being banned. If you didn't actually hack, it's fine
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2693943#Comment_2693943
Okay? Fine? That's such a niche use that requires really precise timing to work that I honestly don't mind that extremely minor advantage being in the game so we can have the fun goofy snowman shenanigans most people are using them for.
Like, sure, survivors can use snowmen to take a protection hit that would've otherwise downed them to save a carried teammate, IF there's a snowman placed just right that they have time to crawl over there before the killer can either freely hit them or just move to a different hook. You've convinced me, how OP!
I've shown just a sing example of usage, and that wasn't all. I don't record my games, so it just is that I don't possess more of vids to show.
However, I can assure you that the video ISN'T the sole purpose of it.
You forgot, or are ignoring, that I said it can be used after vaults. I also showed you that it can be used as makeshift loops, or protection, to waste killer time which is 4x more valuable than the survivors. Also, if there is a snowman in otherwise dead end, which occurs after the introduction of breakable walls, it also can be a ticket out of that dead end.
Taking only one of the points I said, and responding in sarcasm that I've displayed only one point, seems like a douche move to make to me.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2693926#Comment_2693926
...Is this... a joke?
I don't speak the same language as this streamer so I'm not sure what they're saying, but why did they stop? That hook was so close they genuinely could've hit the snowman and ALSO hit the Cheryl if they chose to keep bodyblocking without the Steve wiggling free, and they also just stood there after dropping Steve for some reason?
To top it all off, the clip ends with the Cheryl escaping and the Steve getting hooked, which is exactly what would've happened if the snowmen weren't in the trial?
I honestly thought the Cheryl was going to hop out and get a pallet save, which would've technically been some minor value from snowmen, but even that could've been played around by just not picking up the Steve so it wouldn't have been a strong point anyway.
The point is, that the killer had to swing, and the survivor got a free swing off. If the downed place was further apart, it would've resulted in a drop.
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https://www.twitch.tv/tmddnjs0915/clip/FragileEndearingVultureResidentSleeper-VzZwzdrmNeqxw_Ql?filter=clips&range=7d&sort=time@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2693890#Comment_2693890
I'm sure you'll forgive me for not believing that right off the bat. I've been playing through this whole event, and I think a survivor got any value at all out of a snowman all of once- and even then, they got downed about five seconds afterwards since the snowmen are actually pretty garbage as tactical objects.
Convince me that this is tactically useless
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2693861#Comment_2693861
That is predicated on a HUGE "if", that being, if there's a snowman positioned to a place they can do that. I don't think I've ever seen that actually happen, and even if it did, that's at best an extra vault on one window, which isn't that huge.
It's also predicated on the "if" of the killer not playing someone that just shuts down snowmen, too.
And I'm just saying that that "if" occurs more often than you would expect.
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Pray that they are so bad that they can't secure a win with 40 perks in total
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@jesterkind said:
It's not really that useful as armour. There's a reason that survivors who don't want to mess around are, at least in my experience, simply ignoring the snowmen- they can be hit during the enter animation, they don't get any distance beyond what they can get from a wipe animation, multiple killer powers hard shut down the snowmen, and they can't do anything while they're inside the snowman so their timing (and luck on snowman placement) would have to be absolutely perfect to get the miniscule value they can actually get.
The only serious advantage survivors can get if their timing is good would be to counter very specific killers- mostly just Twins and Ghostface, and kinda Legion but not really.
People keep making the snowmen out to be unbalanced and a "free hit" or "third health state" for the survivors, when that just doesn't bear out in reality.
As I said, they are not useful as "Oh no, the killer's swinging, I should get in", but useful pre-planned, such as after a vault. You probably would get some time back, such as going back over the previous vault position. Even if the situation doesn't get better, at least the situation stays the same, provided that the snowman survivor planned ahead instead of deciding to enter the snowman at the last second, so other survivors would get free time.
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@TomBombadil said:
Two solutions I've found is death slinger shooting them just negates it. Second, clowns pinky finger add on still insta-downs them through snow man. Very funny the salt you get. But tbh most survivors just want the event prizes and are chill. If snowman costumes are causing you to lose games then I got bad news for you man. This is from a nearly 2000 hour killer main so maybe I'm based.
Well, in recent 6 matches 4 of them had survivors abuse the snowman. They sometimes cost me the game, and sometimes were just annoyances. However, that doesn't change that the snowman does have an impact on the gameplay balance.
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@Sepex said:
I wouldn't say it's much protection, a lot of times you can injure or down them just as they jump in.
As you say, they are of no use when you're an inch from certain doom, but they are of use when planned ahead. The survivor can enter it earlier than the killer's swing range, after pallets or windows. The added diversion time may not look much if you look at the 1v1 situation only, but this game is 4v1 and that means 3x survs are getting free time, even if you consider snowman's effect on the chase nonexistant.
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@Leatherface1990 said:
That wouldn't be fun for survivors so no.
As if the current snowman is fun for killers, yet here we are.
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@Phasmamain said:
Well tbh aftercare, bond and empathy might as well just be 1 perk in this case
Give me an infinite range bond and then it would be countable as one
*forgot :as
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@GoodBoyKaru said:
this must be ancient if self-care is still there as meta
Hell, the killer still uses the huntress!
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2693361#Comment_2693361
The hatch offerings can go in the trash.
I find them reliable as a backup, if I use them I don't have to slug and run right to the hut, and that's convenient
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@dugman said:
That would be cool but on the technical side it would maybe mean making 26 additional sets of animations because every killer has unique weapons.
They could have their basic kit changed to the snowman's, like the Blight event around halloween
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Returning to the hooked survivor near hook-changing phases ans smacking them might intimidate the would-be rescuers, or make them rash.
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I do use #3 to my advantage, playing mindgames on survs. Making me look like a camper does give me more options, on stopping hitting the hooked survivor the survs would have to pick whether I'm still camping or not.
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@Dipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2692994#Comment_2692994
I gave up trusting them a long time ago, I just report it anyways because what should they do? Ban me for support abuse when I have a legitimate appeal?
They were successful in making you waste your time on the CS website, and making you feel miserable.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2692999#Comment_2692999
Counterforce is so bad lol
It exactly does what the perk description says, and shows where I should head next to light up my map when I do bones.
What's so bad about it? You DID say that you need to setup your whole loadout around it, and I've proven otherwise.
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Because someone wasn't lucky enough to have PR appear on his/her bloodweb yet?
But seriously, some perks are more equal than others, there are trash perks and better versions of perks.
For instance, there isn't a solid reason to use Shadowborn over Monitor&Abuse, the extra 5 deg POV isn't worth it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2692586#Comment_2692586
Yeah, I did that actually.
For over 100 games, in fact. And I recorded stats for it, just to see if "do bones" was a reasonable argument.
It isn't. Unless you make a build solely dedicated to hunting totems, Solo Q has almost zero chance to cleanse all 5. Duo isn't much better.
The only times I found it to be remotely possible were in 3 and 4 man SWF, where it was easy to keep track of totems and cleanse them.
NOED is a bad perk. It unfairly punishes Solo and Duo Q, but does very little to SWF groups. It needs a rework to be useful.
I kind of was pissed off with Ruin, so I decided to run Counterforce with a map.
With that build, you only have to use a perk slot, and an item slot to find all totems.
Yes, it does take time, but it isn't a build solely dedicated to finding totems as you claim, as there are 3 free perk slots left.
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Maybe the problem here is you trusting that BHVR actually does customer service.
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Also, as I remember, there was a time that the totem spawn logics were changed that totems were hidden better.
I remember that it was quite frustrating to find Hex:Ruin then, but somehow totems nowadays seem to be more exposed compared to that time..
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At least make it so that the killer can walk in a straight line to the hex before the survivor can cleanse it, at the start of the match.
Maybe make it a mechanism that the hex spawns on a closer totem to the killer's starting point.
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2691821#Comment_2691821
Once you get a warning, does it ever regress?
Damn. Your nickname gave me the munchies 2AM in the morning.
Well, I should get ready for another pound gain...
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2691840#Comment_2691840
Glad we could come to an agreement
Amen.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2691834#Comment_2691834
And when he finds them in Lockers but I need more S.T.A.R.S
I do agree to that LUL
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@ThatOneDemoPlayer said:
Only if Nemesis gets to scream S.T.A.R.S whenever he starts a chase with Jill or Chris
He DOES get to scream S.T.A.R.S when he mories them
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2688563#Comment_2688563
You are literally the only person on this thread to use the two words you're quoting.
Are you confused?
Maybe he's a time traveler, someone wrote similar things right after this comment
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I think the closest we are getting to that would be Demo.
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@Myla said:
Because RPD is a prime example on why 1:1 maps from a different game doesn't go well with a game like DBD.
It's a huge map and has a first and second floor so that's two big maps in one and tight corridors. A map being huge is a problem already since it exemplifies the hold W gaming further and the walls can be problematic in NOT getting a chase mechanic so that's even more time wasters for the killer. Your map sense and game sense is thrown right out the window because there's no way to tell what Survivors are doing with everything is shielded by walls then audio is screwed beyond reason because DBD sounds doesn't handle verticality well. It has problematic loops that kills any M1 killer since they can reach is just fine and has broken AF boon totem spots like the library and you can't do anything about it unless you want to throw the game. On top of my head.
This isn't a case of me not knowing the map layout, in fact I pretty much memorized it now. The design just pisses me off regardless.
Vertical sound is a strong reason. The game sometimes refuses to render sounds from above/below
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Designwise, I love the map, but gameplaywise? Nope.
Maybe there should be different balancing on larger maps, like extended gen timers and hook timers.
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@WesCravenFan said:
People hate RPD because it requires you to have an expanded memory equal to that of FOUR whole goldfish. They will then complain how "lost" they get in a building that only has two floors and two wings. Most pallets and generators are in the same spots, but let's complain we can never find generators. Also, there is ALWAYS an exit gate at the front. Like, literally every game.
Then, as the cherry on top, we will whine that while we cannot find anything at all and the place is confusing we will make an argument for totally random maps.
Add some random walls/doorways to it and it becomes complex enough.
Maybe if the walls weren't random, only pallets were, it would be able to be called simple
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Addons complete the ability, more expensive ones like Engineer's Fang, Impaling wire make the chain hit more rewarding.
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Nah, that's going too far
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@MrDardon said:
It means "jailed". They probably broke some rules and I think while being jailed you are limited in possible posts you can make. If you keep posting bad stuff it will result in a ban.
TY
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@Marc_go_solo said:
I'd love a Silent Hill 4: The Room with 2 survivors (Henry Townsend and Eileen Galvin) and killer (Walter Sullivan).
I made a fan chapter of this quite a long time ago with the idea of the "ghosts" from that game operate by AI (which was one reason I was happy to see AI zombies when they came out!), and it would still be a dream chapter for me, although I understand from a financial perspective it may not attract as many new players as other options.
I would love to see the original nurse, from Silent Hill, even if she's a prop for SH themed map.
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I play both, but enjoy killer more as playing a 1v4 role is quite an unique experience from other games.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2691722#Comment_2691722
It's not even messing with the game play balance. I had no trouble still getting survivors after hitting them out the snowmen. I have no clue why people are whining so much. But ive noticed that's all killers want to do. But maybe I'm just the oddball killer main who doesn't let things nother me as much and play fair too. Don't camp rarely tunnel. I will slug. Don't feel terrible needs to be any nerfs for EITHER side. Some killers definitely need buffs. But I feel the game is way more balanced than in 2016 for killers.
Yeah I agree on your last part, but one hit absorbed from a single snowman can change how the match ends. At least, that's how it goes in my server
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@GoodBoyKaru said:
So you know how the forums have a rule about no naming and shaming? Yeah uh
(also bannable offence, hostage situation, report and make a ticket)
Does this count as naming and shaming?
As far as I can see, there's no naming part, point me if I'm wrong..
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2688199#Comment_2688199
For so many events, killers had it easier. All we had to do was hook the survivor and we would get things towards our cosmetics. But the survivors had to complete full gens and escape to get rewards. Not very fun for them. I'm happy for once the devs made it more fun for them and easier.
Well I say both ideas are [Bad word]. Maybe stick with finding rifts or adding special gen/hooks? That didn't mess much with the gameplay balance.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2687907#Comment_2687907
Things that happen with snowmen:
- the jumping in animation is super slow, if you cannot hit the survivor before they finish the animation, that same survivor could have reached a window or pallet without being hit
- the jumping out animation is also fairly slow, survivors dont even gain a net-distance. I've tested it with a friend, you're far more likely to lose distance than to gain distance. The only time you'd gain distance, is if Sprintburst was near 100% recharged, but, yknow, reach a window or a pallet and you'd gain more distance.
The biggest downside is that a killer MUST hit a snowman to check if there is a survivor in it, that is the only thing that would need changing.
The point is, the snowman acts as a pallet or window when neither exists. At the least it is equivalent of adding more pallet/window loop points. You don't use it like DH just before getting hit, but run in when you expect that you'll get hit after more loops, and force the killer to hit the snowman, resulting in the hit motion. That creates more time for the user to go further, when without the snowman he/she would have been hit.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2691648#Comment_2691648
Idk why some of y’all are making such a big fuss out of this event. Not like we get stuff like this often.
Well, maybe disable the ranks, then give the full bonus to ALL users. Then, we'll talk. The game's designed to have competitive users, not all of us are satisfied with doing the Conga around
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@Sluzzy said:
Every match this morning has been a 4K with the killer winning with ease. I don't think killers are having a problem during the event. The snowman is a huge buff for killer because survivors are wasting time in them.
They are, as long as the survivors didn't get their cosmetics yet. However, I'm surprised to see people saying "Chill dude, it's just an event" while the rank system is still active. Why the hell is there a rank then? The game's designed to have competitive users, going in monthly seasons. Those people are trying to force "Fun" on others who don't like it. It's like saying beating a town dunce with sticks for "Fun" is acceptable.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2689026#Comment_2689026
Exactly! Most people seem to be enjoying it, though. It's just a few loud people on the forums that don't like it. I've had so much fun playing as killer and survivor during this event. I have a lot of funny screenshots, haha!
Yeah there's 4x people getting fun and 1x people getting the short end of the stick, of course 80% of them are having fun