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Samurai_Draco

Samurai_Draco

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Samurai_Draco
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/611233#Comment_611233

    Well, I love when a survivor teabag me after dropping a pallet, because they waste a second or two while I broke said pallet, and moreso I'm not the one making countless threads about punishing survivors actions!

    You, survivors are crying for punishment for "toxic behavior" well how about first you survivors erase all toxicicity for your own sisde before trying to fix the side that with all probability you dont, or barely play!?

    Because since I play both sides equally, I know how to deal with camping, tunneling and noed as survivor, and how to deal with loops, teabaggers, fleshlights, and more important: when to camp, when to not , and how to use camp tactically to fullfil my role as a killer!

    What killers do you camp with?

  • If I am being honest, when I play on Xbox, every other game I'm in is either normal or we lose one to two people from DCing. It is starting to become ridiculous. Plus, people kill themselves super quickly on the hook to leave and its like really, the heck is wrong with you, we were about to come get you. One time three survivors DCed 5 minutes into the match, leaving me to be the last one. I let the killer put me on the hook so he could get some bloodpoints and score at the very least and took the de-pip.

  • @TheBean To also add to my statement, it will take quite a bit of time for BHVR to actually implement any changes to the perk itself unless there is a very high demand for it. Sometimes they do make changes on their own, but even then the wait could be a long period of time.

  • @TheBean I get what you are saying and it would be nice honestly for the double BP a match. However, its been like this for the longest time now, and many killers I have come across use it as a legitimate crutch to kill the survivors as fast as possible. Especially with camping, and if they down the person who was taken off the hook and throw them back onto it, they get to use it over and over again until they die on the third hook. That has happen way to often in my matches sadly, but I do see the reasoning behind using the perk, for it's become a freaking sour taste for myself and others who I play with. I play both survivor and killer, and I refuse to use perks like BBQ and Chilli, Bitter Murmur and a couple others because not only are they used and abused so often, but they use them in a build which is absolutely overkill(Bitter Murmur with BBQ and Chilli). For survivors, the counters for that type of build is heavily limited only to two perks and they first one could be completely used up after two hooks and with one generator finished.


  • @TheBean said:

    @Maximus7 Some people always got to look at the negative side of things.

    THINK POSITIVE!

    Don't be so glum chum.

    I mean sure, we can be positive and be happy for the people that have wanted to get it who don't have leatherface, but overall the perk is overused and overrated because of how often it is used. Plus, since it is considered by some to be a meta perk, just seeing a killer nearly every single game is becoming very stale and old real fast.

  • @Peanits said:

    If there's specific things you do not like about the plague, we would love to hear them. We're open to feedback, but it's difficult to make changes to make her more fun for you if we don't know what it is that you don't like.

    Actually, I would like to make a suggestion that might add another level of fun and tactics depending on what could be fair and balanced out for it. I think what would be very neat is having the plague to breathe in, sucking down the incense that emits out from her profane censer, like charging up with it like she does with her vomit, then spraying it out like her vomit but more direct and not arching. If a survivor is hit with it directly, they would be surrounded by a cloud of incense, making the survivor not dazed or confused, but blocking their line of sight for a limited time only until it dissipates. Lastly, if the plague spewed the incense onto the ground, it would create a decent sized wall that no survivor could see through it, but if they went through it directly, the same thing would happen I mentioned previously. The wall would only last for a certain amount of time, and it can affect one survivor at a time. If the survivor is hit with the incense first, and the plague switched to the vomit, it would disperse the cloud instantly. This is just a suggestion and i'm open to hearing if it may or may not be possible for something like this.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/401197#Comment_401197

    Dude Plague JUST came out. And Legion just came out in December and they said they are looking into reworks.

    These thing don't just happen overnight. It actually takes a lot of time to get right. Notice how almost every time they have a knee-jerk-reaction-like change it's awful? There is a reason DS rework took as long as it did, and there is a reason the Freddy rework is still TBD.

    MoM literally just came out yesterday. You can't seriously expect changes this quick in game development. Small things here and there are one thing, but to redesign/rework something takes a LOT of work.

    Too many people greatly underestimate what game developers actually do.

    You aren't wrong in saying that it takes quite a bit a of time to redesign/rework characters and/or perks. However, one thing that can be implemented quickly is statistics. Statistics of a character or perk can be changes that could be a significant balance change; sometimes more than an actual rework itself. Although certain things honestly do need a rework for sure and not just changing statistics. One other thing I will say is that if they had the necessary staff and extra hands to help with it, they can quickly integrate it into the game. Only thing I would be worried about with is indecisiveness.

  • I can see where you are coming from, and I do understand the point you are trying to make. However, in the event something gets changed(Whether a Nerf or buff), hasn't ended to well for certain perks that killers and survivors use. Heck, you can make the argument that some killers could just use add-on's and do well without perks depending on how well they use said killer; using perks could just be added bonuses. For survivors, using uncommon items with one add-on(Uncommon or rare), would be more than enough depending on the coordination of your team(Without using perks). Sometimes that won't happen if you are solo queuing which I get, but the luck of the draw for decent randoms is there. What I am saying is that I think perks are being to heavily looked at and not the actual characters themselves more often than not. My perspective is that there should be a bit more restructured balancing of killers and survivors themselves. People can become heavily reliant of perks which can cause problems if they could not win the match with them, voicing complaints that people will rage on about that couldn't be helped due to being countered or not using them effectively as examples. I am merely speaking from an objective standpoint, but I do get that constructive feedback is to better the game so the developers can smooth out the rough edges of the game to make it more enjoyable. Throwing shade around at times doesn't help all to often and it becomes tedious to try and recompile what is the actual problem.

  • Huntress, plague and spirit are killers that I enjoy their backstory's too. Truly well thought out, giving a sense of dread and emotion into each origin as well as a sense of sympathy I give them for how they turned into what they are now.

    David, Jane and Caludette have a sense of strong character to them from their own lore. Some of them I can honestly relate to.

  • Honestly I would laugh my butt off if the added Sgt. Johnson from the halo franchise as a survivor on Xbox for DBD. XD

  • @ColonGlock said:
    You must assume Noed for every killer. Run Hope/small game if you want to be the counter person. If you don't want to run those perks then you just have to do totems best you can or at least remember where they were. It is part of the game and your post will not change the minds of killers that run this perk.

    I honestly agree with you on most of what you mentioned, especially since if one is using Detectives Hunch, as it can help with locating any totems within a certain range. However, I will say that one thing I do have to mention that @TangledNoodles brought up as a good point, is that people who use any type of killer have been using NOED when they are killers that don't even need to use it because of their abilities or set of perks that give survivors exposed status effects or can down them in one hit with their equipment. They could literally use another perk that could work more effectively for those types of killers than NOED. If a killer like the hag, Wraith, Nurse, Doctor, and even trapper(If they aren't running the add-on that puts survivors in the dying state after freeing themselves) as good examples for killers I can see using NOED effectively unlike the other ones they mentioned. It has and still is a problem, and truly people need to kind of shy away from using it so frequently and experiment with different perks instead of using the same perks over and over. Usually I change up my build almost often by switching out two to three perks to try them out. But there are a few I refuse to use at all because I don't want to rely on them or use them as a crutch, because I want to challenge myself so when I'm a killer, I can be fair, make the game thrilling and enjoyable for me and the survivors.

  • @fluffybunny said:

    @Michael_Myers said:
    As a killer main I play fair, but at least 9/10 games I play as survivor, the killers tunnel and camp. Just wondering if other console players have the same complaints or am I just unlucky lol

    Winning in their eyes is killing everyone and a lot of people play to win. Tunneling and camping unfortunately works. Sometimes killers finds themselves in situations where they have no choice and some just find it easiest to employ such tactics. You get a lot of camping and tunneling on PC, too.

    I do agree with your statement. Honestly I just wish killers would actually add thrill to the matches instead of just making it bland with tunneling and camping, because in the end it gets boring going through it over and over again. When I play killer, I make sure to add thrilling chases and bring a sense of fairness to the match so survivors are not only kept on their toes, but also to enjoy themselves while playing the game the way it should be played.

    I will say one thing though, and that being the situations where the killers have no choice; is entirely their choice. I have been in situations like that, and I did not chose to use such tactics because that would take away from the excitement within those final moments, because the game challenges the killer, having them learn to adapt to the situation and they can be handled fairly. Killers just chose the latter and take the easy way.

  • @pemberley said:
    Wraiths camp, Pigs tunnel and will slug in endgame, Nurses are either trying desperately to do a challenge or they’re good and you’re gonna die, Doctors are competitive and will win through force or attrition, Michaels rely on Exposed, Huntresses will either try to mother you (friendly) or smother you, Clowns will hit you with his knife and bottles on hook, Legions and Spirits are most likely to be toxic. 

    I can’t think of other ps4 killer stereotypes at the moment. I play at rank 8-10 survivor and I have noticed face camping is only done by the toxic or frustrated at being taken on a survivor merry go round. At 15-20 it’s usually because they’re new.

    From someone like myself who plays DBD on Xbox, I can tell you that is almost accurate on Xbox from what you described. However, a few major differences is the amount of people who use Freddy, consistently Tunnel, camp and just straight up transition you into the dream world instantly as soon as you're unhooked and leave you in the dying state. Another being that the huge amount of people using Micheal and proximity camping hard and straight up using NOED, even though they don't need to because of his ability. Last one being is pigs using their crouch on the staircase to the basement and guarding the hooked survivor(s) down there. That is what I have been experiencing thus far. Seriously, a good amount of the killers wouldn't even have to rely on NOED as a perk at all because of either their equipment or abilities, but yet a majority of people use it anyway.