Plaquer
Plaquer
About
- Username
- Plaquer
- Joined
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Comments
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Thank goodness for sane people
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Adding a more metal tone to the music just feels like it amplifies the power of the theme which I normally associate with the Killers
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Ghostface has the best stealth in the game, but Myers has some fun perks and his addons can totally change his play style.
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Why is Reginald not an option? I feel scammed
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I find him not super fun to play against, but fun to play as, but I don't think this is really a problem. He has been out for less than a week and I believe we need time to learn how to play against him, much like Oni, he will be difficult to go against early on, but eventually he will become a more manageable killer to play against. I find him difficult because I just don't know how to go against him yet.
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Oni, the idea of using my ears and moving blind at super high speeds makes him super satisfying, especially when you catch someone around a loop they never thought you could get them around
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Honestly I would pay for a ZubSAD charm
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Freddy is just obnoxious, he is Satan for solo queue players, since even one player refusing to do gens optimally absolutely destroys any chance of escape. Forever Freddy makes games incredibly boring, and most survivors I see against him DC out of frustration or boredom, even with the DC penalty. I like that Freddy isn't useless like he used to be, but now he is just outright obnoxious, just Clown that wastes your time like legion, the worst part of both of those killers
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Susie and Julie are the least threatening imo, they were easily manipulated by Frank, Susie literally joined the gang out of peer pressure. Plus I think they're the cutest female killers (Bubba and Myers are cuter tho)
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I think a charm would work best, since it isn't killer or survivor specific, so BHVR wouldn't have to spend too much time focused on designing stuff for every killer and survivor.
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Doc is a qt, nuff said.
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As Killer, Ormond is the worst, a plethora of safe loops between safe filler pallets, and a main building that gives the Myers House a run for its money. It feels like fractured cowshed's loops around the Myers house rather than an empty field. For survivor, definitely Pale Rose, finding totems is a nightmare, there are so many dead zones and visibility is incredibly poor, I always feel I have to stick to the docks and shack since every other place spawns with 1 pallet.
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40 Meters is pretty ridiculous, I don't enjoy camping either, but with perks like BT, DS, Breakdown, Saboteur, you have a lot of resources available to you as survivor. Although yes, it won't work every time, I think that its worth sacrificing a few bad experiences to allow for more fair gameplay for good killers.
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Well its just common courtesy but I understand where you're coming from. Although I feel like if you have a bad game, you're going to feel bad no matter what the other side says, so at least showing the other side respect by saying gg is the best you can do.
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well I think it was made to prevent you from going into those dead ends, since there is so much variation of their placement on dead dawg saloon, I think it is meant to help you know where you can and cannot go. Although I certainly agree that it is one hell of an eyesore
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For Leatherface, when revving his chainsaw, he no longer slows down as much, when revving he moves at 105% speed, and when fully charged he moves at 100% speed, also his chainsaw swings are faster (current yellow addon by default)
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@EroSempai said:
But there is a story part of jane on that tome and i want all cinematic clips
It will always be there, you can go back and unlock it after earning enough shards to unlock Jane for free, all of the tome challenges will remain available until you complete them, so there is no rush
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Wow, this could be great, although LF still needs to lose the slowdown when revving since it is the main reason he struggles to hit people with his chainsaw, besides that I think this would make LF into a much better and more interesting killer.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1061281#Comment_1061281
In another thread i was told by somebody that there is a nurse main that only 4ks, no matter what happens. You know what happened? I was pointed to ask him in his stream, so I did. He has about 7,6k hrs in DBD estimated 2k alone on nurse. He also suggested that the kit be reverted and that he is not to be taken representative for the general player. He does also lose rounds.
Tell me please, when a person like that states it, does he not count as good a player or what is your measurement for a good player?
Being a good player doesn't make you smart, it doesn't make your opinion valid either, consistently getting 2ks is exactly what the devs have said they want the game to be balanced around, any other killer doesn't have that level of consistency, unlike other killers it doesn't matter the map or the perks survivors are running, Nurse is still going to be strong. P.S. You aren't supposed to win every game, thats ridiculous, there will be times where survivors spread out and play optimally enough to make Nurse's lethality less of a problem, neither side should be winning 100% of the time. If you watch, a good nurse can end chases very quickly and that is the main gameplay of killers, chasing. Nurse is the best at chases and consistently downs survivors quickly when played correctly, just because the Nurse can't kill everyone before the gens are done doesn't make Nurse a bad killer, it means the survivors are playing around the Nurse and playing optimally to compensate for Nurse's incredible strength during chase
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@Endstille said:
I propose to revert the basekit nerf alltogether.
Nurse currently resides at 43% killrate.
As the strongest killer in the game, she would OP if she was easy, she has a low killrate because 1. she isn't great on console (she should get the Oni treatment) 2. People suck at playing her 3. she is buggy. Buffing her would not fix any of these things, once she is fixed she will be much more consistent especially when used by good players
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Still waiting for the evil seductress killer, and female officer survivor, who tried to stop a cult for the entity that Tome 1 hinted at with revelations
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The problem with stealthy gameplay isn't that others think its boring, its detrimental to your team, when the killer only has 3 targets, they are going to kill those 3 a lot faster than 4, not to mention if you proceed to hide after unhooking a survivor, you're basically putting a huge bullseye on the unhooked teammate who is now groaning in pain and leaving a blood trail and is now close to death. I understand stealthy gameplay and there is a time and place for it, especially when you can't afford to be chased (dead on hook, in a dead zone, etc.) but constantly hiding and focusing objectives can get all your teammates killed. Please, don't just let your teammates die while you hide in a bush. P.S., if you hide instead of taking a hit when a fellow survivor needs help is the worst thing you can do, I have had many occasions where immersed players ignored me and let me die instead of taking one hit and extending the chase and possibly even saving my life, players being so against attracting the killers attention can only cause harm to their teammates.
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Personally I think having No Mither as a sort of "Hard Mode" perk is fun, I enjoy running it to challenge myself and for the meme potential. I don't believe every perk needs to be great or even good for that matter, imo its fine where it is and I think its an unnecessary buff
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4 Blinks was a problem, thats why it was removed, her original move speed being that of a normal killer was a problem, so it was removed, her fatigue was to short and made escaping a chase nearly impossible, so it was increased in duration. All you are suggesting is reverting the nerfs that were made after 3 years of people playing nurse, 3 years of experience and practice and getting destroyed by the still best killer, Nurse. I agree that the bugs certainly need to be addressed, but once she is functional and consistent, she will be in a good spot. Her chasing ability is unmatched, her snowball potential is unmatched, her mobility is only matched by other top tier killers like Billy and Spirit, she is powerful, but she is by far the hardest to play, the ability to totally negate a survivor's defenses needs to come with a harsh trade off, so having a long cooldown and a fatigue allows survivors to punish her hard when she makes mistakes, but inversely, survivors don't need to make mistakes to go down, nurse never relies on survivors being bad, she is so capable that she can take advantage of a situation no matter how well the survivors do, the main problem is she is boring and difficult, many people abused her easy mode addons (i.e. extra blinks, reduced fatigue, omegablink, etc.) to boost themselves to high ranks. Nurse is supposed to be difficult, she has low kill rates because people struggle with her, as they should, since she has the most kill potential out of all the killers, but she relies the most heavily on player input and skill.
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1050364#Comment_1050364
I don't think so, you either need to waste it or walk the whole game, wich is a decent downside to it, people can still manage the exhaustion status to keep it on demand and that's the strongest part about it, I don't think messing with its cooldown would change anything.
By the way, your vision of "mistake" seems heavily biased, it looks exactly like survivors saying that they need to be hooked three times to lose a game.
A mistake would be pathing incorrectly, whether its falling for a killer's mindgame or taking to long to reach another pallet, also SB is the best since even when its "wasted" its only 40 seconds to get it back, not to mention it makes any deadzone safe, making killers like Billy or Ghostface struggle when they tend to rely on catching survivors in bad positions, not sprinting isn't a downside since good players will still sprint, if anything it just saves time, but its constantly misused by bad players
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@themirrortwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1046707#Comment_1046707
I.e. you are going to abuse game mechanics to help your teammate. If you don't want to slug then DC and let your teammate FIND the hatch.
If the killer just killed me then yeah, the survivor should be trying to find hatch, but if I have to forfeit all my points, I'm going to try and guarantee my teammate's escape
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@Sinner5Gonn4Sin said:
https://forum.deadbydaylight.com/en/discussion/comment/1046854#Comment_1046854
According to your logic, Sprint Burst is even stronger since you can make it to a safe tile or do gens in dead zones and completly ignore the danger. As every other exhaustion perk, the time it bought you isn't totally inherent to the perk.
As for the lack of incentive to heal, that's the current meta for survivors. The game has been pushed toward toxic behaviour from both sides because people just keep adapting to each other, and at the current time it's pushed toward more basic mechanics due to succesive nerfs and the lack of versability the game currently provides.
Well yeah, obviously Sprint burst is much stronger, it should be addressed and likely have a longer cooldown than other exhaustion perks since it can be activated in any situation, Dead Hard is just as frustrating however, being able to totally negate a mistake can cost a killer a game, not because the killer played poorly or didn't adapt, just because the survivor pressed e and won when they deserved to lose
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@NoRestarts said:
https://forum.deadbydaylight.com/en/discussion/comment/1049890#Comment_1049890
There's the hate and sarcasm I've come to expect posting simple requests on forums.
And yes, I will understand once it's in a unit of measurement I was taught.
I'm not asking them to remove the metric system, just give a option to switch, if it is something the player doesn't understand.
By your logic, all American games should only be made in English with no localization, if you want to play the game, you should just learn English.
I personally think you should make a game as accessible as possible to as many people as possible, with features like local translations, which would include units of measurement.
Metric is used by everyone except Americans, the metric system is not only simpler, easier to understand, but is more applicable for everyone else, not to mention the game was developed in Quebec, Canada, the devs know metric because they grew up learning it, metric is already very simple and is very easy to grasp since the conversion rates are consistently by the power of ten. If anything they did try to account for the majority of players since its the rest of the world, not to mention American students also learn metric in school, seriously, if its so hard to grasp just calculate it yourself instead of forcing the devs to make a massive change when they should be focusing on actually improving the game
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That sounds fun tbh, it could even include voice chat for a more casual gamemode
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@Fibijean said:
I apologise for the rudeness of the commenter above me. But this sort of feature really isn't necessary. Everyone else in the world has had to learn roughly how long a foot is in order to engage with American media, it's really not difficult to do it the other way around. If it helps, a metre is just over three feet - around 3.3 feet, I believe.
Thank you for saying it nicely, its good to know someone can actually have the patience to deal with people like OP
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The problem is that Killers need to slug sometimes, by applying that pressure they can end a game quickly, there are plenty of anti slugging perks in the game, and Killers can't be expected to just forfeit the game to waste time hooking a survivor in a situation where they need to be applying pressure, I understand slugging for a 4k is really damn annoying, and I wholeheartedly disagree with using that tactic, but most good killers need to use slugging as a way to apply pressure and keep people off gens so they don't get overrun, the downside of course is not increasing the hook state of the survivor, meaning later on that survivor will be alive longer especially if the team works well and doesn't give the killer the opportunity to profit off of slugging again
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Seems fair, every other exhaustion perk has some extra ability or is much more applicable, I don't see why Lithe shouldn't get some love too
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Just because you recently got unhooked doesn't mean you deserve invincibility, you should be on your guard at that point, you are a great target for the killer and thats the intention, you are at a weak point, you should be forced to rely on teammates making smart saves and you being able to actually survive and not just get out scott-free because the killer "shouldn't tunnel"
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Bill with an M16 and Ash with his Shotgun and Chainsaw? Sign me up
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@DetailedDetriment said:
Come on, guys, let's nerf an exhaustion perk to make it one time use even though dedicated servers and even a well-timed lunge counter it completely.
You mean when you're using it incorrectly? Yeah obviously you'll prolly get dedicated servers to screw you over for that, but good players use it in a way that prevent the killer from having a chance to catch them, by using the dash to make distance they can waste extra time for free and make up for mistakes that should get them killed with the push of a button. The perk being unreliable in a situation that it isn't even meant to be used in, isn't an excuse for it being too powerful when used correctly
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All things considered this is wonderfully put together argument, I agree that making new characters easier to access could really improve the player experience, and I want to thank OP for bringing up such an interesting topic. Personally I believe an appropriate solution would to be either remove perk tiers (which the devs are currently considering) or making teachables available at lower levels (10, 15, and 20 respectively) I also think survivors should get more BPs, especially when it comes to team actions, making survivors just as capable of grinding for BPs as Killers (With killers it tends to be easier since you are the only one doing your objective + BBQ and Chili provides both a BP boost and massive utility) One thing I must disagree with is that female characters are better, sure they are smaller and less noticeable, Male characters, specifically Ace, are incredibly quiet in comparison, making Male characters more adept in chase and making them harder to hear, although there are exceptions (i.e. Jeff and Bill both of whom are loud as ######### for good reason, Jeff is overweight and Bill is a heavy smoker) Male characters do come with their own advantages, also, Jake is by far the stealthiest Male character, so if that is what you are struggling with, use him along with his perk Iron will to make yourself a lot harder to find. Besides that great arguments and I do hope that the game will become less grindy
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"you can't trust randos to heal you" You're literally in a SWF, there are perks that make being injured totally fine (dead hard, iron will, etc.) Randoms will heal you, but you shouldn't be prioritising healing over objectives when your teammates are desperate, good players will ignore you and focus objectives if they know its not a good time to be healing, the entire reason people make fun of self care users is because they waste time selfishly healing themselves while their teammates risk being injured to work on the objective. I get your point but perks can sometimes come at a cost or don't synergise, for example any exhaustion perks, more than 1 and it a waste, or dead hard and any means necessary, sometimes your DH will be cancelled in favor of picking up a pallet leading to you getting downed. Just don't use SC in the first place, self care's entire purpose is to be selfish while BT is team based, unsurprisingly SC hinders your ability to help your teammates
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One bad survivor and you are basically always on death hook, I understand its a team game and you should rely on your teammates, but solo queue players are already punished enough by weak teammates, I'd rather be a 3 man team with 3 hook states each than a 3 man team all dead on hook thanks to one player
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You're going to stop playing a game over one perk nerf? If you really want to take it so seriously just use corrupt and Pop, they work just as well, whining isn't going to get you anywhere
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Clown becomes the Kool-Aid Man? Sign me up
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Honestly I agree, I enjoy using no mither for the challenge, but being forced to screw over my teammates by constantly being injured is frustrating
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Personally I just enjoy the FOV change, people like Umbra have proven how useful and powerful it can be in the right hands, I don't think it needs any real additional effects since it already makes seeing much easier, the restrictive FOV is a core aspect of killer gameplay, having a wider FOV allows you to negate a lot of survivor's tricks (window jukes, 360s, etc.)
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But that is kind of the intention, at that point the killer has won, its a last ditch effort that is meant to be tense and desperate, making it easier would remove any of the tension or benefit the killer should be getting from playing so well
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I agree, I don't understand why so many people defend dead hard when it can be abused so frivolously by good players, if used for distance, it can make a 30 second chase into a minute long one, which can be the difference between losing and winning, not to mention how if you use Iron will and dead hard, there is seemingly no incentive to heal since you can essentially force a killer to whiff or at the very least hesitate/lose distance when chasing you even if you're injured. As a perk it is fun to use, but it throws off the balance by totally ignoring a good play, if you caught a survivor in a bad spot and they don't have enough distance to safely reach an area you can't really chase, and they proceed to dead hard to a pallet there, it can totally negate a down that was earned by the killer, and it forces killers to abandon chases that could cost them only because the survivor hit one button after making a mistake
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Bye, if you don't enjoy the game don't play, you're not going to get pity by threatening to leave unless the devs fulfill your selfish demands
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Dude, I solo queue and if you're forcing a 4 minute bleedout so you can sweat for the 4k, I'm gonna DC to help my teammate. Plus if you already know where hatch is, just kill the survivor before they DC or sit near hatch to close it immediately if you believe they will DC to open hatch
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Love him or hate him, this man is spittin straight FACTS
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Reverting self care and saboteur to their original stats would be disastrous, there was a reason they were nerfed. Slippery meat being a free deliverance without the broken effect? thats ridiculous, sure you get your aura revealed for 8 seconds, but its only 8 seconds, not to mention distortion exists so there is no risk-reward like deliverance. Up the Ante would be the bane of everything fun, you literally force killers to take a stun or focus down their target even harder, which is no fun for anyone. Boil over as many have already said would be stupidly broken if combined with saboteur and breakout. No mither removing scratch marks would be hell for killers, good players will just equip DH and Iron will and killers would have to guess where the survivors are whenever they don't have LOS, since no mither would remove any tracking ability the killer has available, being forced to be injured wouldn't even be a problem since you won't get caught in the first place. I get you want more fun perks, but your choices are too powerful in the hands of a good player to be balanced
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Noed already has a trigger (all gens being done) so I don't think it should be after a hit, the rest however are all very fair suggestions, and it would make dull totems more important to both sides
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This is a difficult subject, killers like Trapper, Hag and Doctor all thrive from these setups, and survivors do tend to be at fault if they occur, it is a strategy used by smart players, but on the other hand, it creates a virtual stalemate, which is not fun for either party. Your friend should not have been banned but I think this needs to be addressed further to help prevent these stalemate situations from happening while giving both sides a fair opportunity to win