SlimyTaco
SlimyTaco
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Comments
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@ThatRedPyramidThing said:
Nothing is wrong with the meta from the survivor side. Survivor is just as easy and strong as ever in fact more so since WoO does your pathing for you and you have 4 to 5 health states and perks to that speed up gens.
The only problem with survivor is the same problem that has always been there. Other survivors not doing gens. Just look at your hud and see how often none of the other survivors are doing anything.
Killer has no threat unless survivors just don't try.
this is clearly a killer main or a top 10% player all the killers cry about, dont listen to this person.
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@Snowball777 said:
It deserves to not only lose it's endurance effect but have a massive downside.
If you use Made For This, you are broken and exhausted when it activates, and it does not stop until you are downed.
Once recovered/unhooked, the perk deactivates until you are fully healed.
yeah, and the player should recieve a vac ban if they escape bring broken and exhausted.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2734694#Comment_2734694
no I never said that…
i said I escaped through hatch multiple times on rpd. As a response to the person that claimed the hatch doesn’t spawn there at all.
Ah my bad, I got confused. You right, have a good one!
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2727255#Comment_2727255
What are you even on?
i have escaped multiple times on Swamp and RPD via hatch..
So you're telling me all 4 survivors escaped through hatch multiple times on rpd?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2724828#Comment_2724828
You still have it. Nothing was taken away. If it was a personal accomplishment: you still know you got it, you still have proof you got it when it was in the original state.
the proof is not there, that's the point.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2724038#Comment_2724038
You are the one wanting to brag about having an achievement unlocked (which wasn’t as hard to begin with…). 💁♂️
I am constantly in red ranks, that was a achievement I worked hard for and got shafted. It means something to me.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2719464#Comment_2719464
But as I said… you still can ‚brag‘ as you have it unlocked on a date where it was still the old achievement. Maybe don’t try to find something to cry about here?
the community asked for hatch changes for a very long time. It’s funny how almost no one actually acknowledges what the devs did here ne then there are people trying to talk it down…
might at well brag about surviving a single map at this point. Garbage.
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None, just like when they let the entity do their job and kill them through the timer.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2700336#Comment_2700336
It was never worth anything to begin with.
and you still have it unlocked even though it changed. So you could ‚prove‘ that you accomplished this before the change.
it was a rare achievement, almost no one had it. In the circumstances I got it in, it was damn near impossible. All that work for nothing not even bragging rights.
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I find killer easy, maybe just sadistic I guess.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2700185#Comment_2700185
Thankfully, they changed the achievement... it's now achieved by simply unlocking the hatch with a key. But yeah, keys are definitely worse now... hopefully they do something with them soon(™).
You say thankfully, but I worked really hard to get it and now its worth nothing.
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@Hippie said:
It now only spawns when there is one Survivor remaining in the trial, regardless of if the generators are completed or not!
So this means keys are even MORE useless and a certain achievement is now impossible.
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Clown needs some changes, real stick in the quicksand.
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Maybe, but I contacted your support team directly through the support website every day for two weeks and nothing. You guys wont even say if they were punished or not. Faith is not something I have for your system.
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@Gay Myers (Luzi) said:
If they are found to be breaking the rules and you have reported them in the game and depending on the situation sent additional evidence to support, the ACMs will take care of it. Please just keep in mind there are tons of reports daily.
So they say. Support doesnt really do anything against death threats or threats of harm. I still sometimes see the people who threatened mine and my family's life in queue.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1779069#Comment_1779069
Dedicated servers amplified latency imo, but of course your set-up and connection influence it as well.
My favorite is in chase you throw a pallet, get hit, get the stun killer points, but no actual stun occurs and you are leleported back to the killer's side as well. And I run Lithe most times too, so I'm also ehausted, meaning I took a step on the other side of the pallet, but..
yeah, the dude was on the side of stairs to redwood forest and I was in the middle running up. Dumb stuff happens ig. I dont like that its only detrimental to survs. It's like inherent favoritism of sorts.
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@JPLongstreet said:
Most likely latency. The killer is almost always 2-3 steps closer than they appear
Didn't they literally put systems in place for this? So much for that I guess lol. The killer I mentioned wasnt even at the base of the stairs though.
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@Squirrel_Thicc said:
Well. Nobody's forcing you to play killer. I quit playing killer consistently a long time ago.
I stopped being a killer main when they started adding killers that ignore skill and looping. Its just no fun for me.
Survivor is also getting harder by the patch so it gets annoying as well...
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1400892#Comment_1400892
Leave or die. The purpose of the EGC is in the name. It ends the game so survivors don't hold the game hostage. If the Killer closes the hatch after a 3k, theres a 75% chance you're ######### anyways, so its a moot point
along with not getting struggle points or anything, all survivor loss. No punishment on killer.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1402669#Comment_1402669
They haven't been the host since dedicated servers.
And what's fun about tunneling a survivor who's already hurt? I'm not running in a sweaty SWF I don't have 52 chances to escape every 4 seconds. It's not fun to get that treatment when I go out of my way as killer to play "fairly" and not tunnel or camp unless they're being toxic.
They still get priority on hits and such anyway making it the same basically.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1400868#Comment_1400868
I'm a rank 1 survivor with 4500 hours in DBD, over 2000 of those are survivors. I started as a survivor main. IN FACT, I did just play a bunch in red ranks, with no perks, and live. I just prestiged most of my survivors cause they finally announced they were working on prestige rewards. So I went in perkless for pretty much all my games to get Halos. Guess that shows how bad you are at the game.
I've probably got you beat. I know I do in skill if you need perks.
I'm not saying I don't play with perks. I'm saying survivors don't need them to win; and they don't. You can't win this, don't try. It'll be like a game of whack-a-mole where your head pops up and the hammer comes down on it.
EDIT: LMFAO
Get good, bud. You're bad at the game.
stream then, i'd like to see this mr 4500hrs perfect player.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1400853#Comment_1400853
If the EGC is active, one of two things has happened:
- Everyone is dead and the Killer just closed the hatch, in which case the killer has already effectively won.
- A gate is open, in which case there is literally no reason you should be killed by EGC
Except the whole point is that he does the kill, hence the name killer. Otherwise it's a cop out no matter which way you see it.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1400870#Comment_1400870
Don't count it out. The right changes can make it work more often than not. It's definitely possible and the devs have been going in the right direction slowly but surely.
It's actually been more divisive in the last few patches. very much so.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1400847#Comment_1400847
And thus we should be shooting for a sweetspot inbetween where we have 10 minute games.
Haha, that's gonna happen.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1400850#Comment_1400850
It's a true quote. If you need perks/items/addons to play survivor, you're not a good survivor.
######### lol, you clearly dont play surv. I would love to see you play in red ranks with no perks LMFAO
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@Mookywolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1400830#Comment_1400830
i mean they kind of did though, they either prevented the survivors from escaping, the survivors were too stupid to escape before the timer runs out, or the survivors were messing around and didn't leave. the survivor's goal is to escape, if they don't do that before the endgame collapse timer runs out, then thats their fault, not the killers
is it though? What if, if you can even imagine, a team who dies easily with 1 dude doing all the work just sitting there with hatch closed and both doors spawning next to each other as they usually do in my games?
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1400743#Comment_1400743
It's not the same, really.
Survivors don't rely on anything except choosing "Survivor" from the main menu. Literally, even a half decent player with no perks or items will do just fine. It's the PLAYERS that rely on items/perks/addons in the case of survivors.
thats acttualy a hilarious quote that I will meme forever.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400743#Comment_1400743
Wait what? Survivors don't have built-in skills and features that let them hide or do gens or open doors, they're just regular jacks and jills.
Each item a survivor can equip has unique uses. Maps give crucial information that you don't have to seek out or remember. Toolboxes repair gens faster or allow you to break hooks nearby. Flashlights can blind a killer or are a crucial piece to any sweet egc rave party.
Some Killers are a bit more difficult to get used to than others, but that's all based in their kits. Some Killers just don't have good kits.
toolboxes hardly increase speed anymore and are essentially useless. might as well all be common since the highest tier only has about 6 more charges. Survs have different builds, clothes, voices, and sounds in general. so yeah, they are different from each other. flashlights are super precise and give you about a 1.5 second window to stun.
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@Kagrenac said:
huh? I don't know about you but decreasing BP isn't the best way to change things.
punishing killers for not doing their jobs? hmmmm
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1400736#Comment_1400736
Sabo was not nerfed, it's arguably better than before. Toolboxes needed that nerf especially with RUIN not being an absolute crutch anymore that shuts down ppl entirely who cant hit great skillchecks
its definitely worse, not arguably either. It lasts 30 secs but guess what? Killers can move farther than 1 hook and even the perk got nerfed hard. It doesnt work without an entire team sabotaging lol. just remove toolboxes and add gen repair speed, they are useless now.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1400707#Comment_1400707
Completely false!
@ValgeVari An in game report has to have been made, the chat logs are then checked. You can also send screenshots to Support https://support.deadbydaylight.com/hc/en-us but the in game report is mandatory in all cases.
Say that to the people who gave me death threats lol. they still playing the game.
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true, but its the same for survs. a lot of items are useless. Time to remove stuff again...
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killers here forgetting both toolboxes and sabo were heavy nerfed. bad meme killers, bad killers.
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Ok, only reduce killer speed 15% and its good!
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Never used it, ever. Looks like no mori's for me bois!
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Also, the lore gained isnt very interesting either so its a double whammy.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1157652#Comment_1157652
It doesn't make the game unplayable. With all due respect, if you find it impossible to win without using meta perks, then you're not as good at the game as you think you are. Maybe these challenges will be a chance for you to improve your skills by learning to rely less on particular perks to secure the win.
So you're telling me using poised and/or no mither is beneficial? You must be kidding. Being a good survivor doesnt save you from dedicated hits. perks that increase speed do.
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@Crackgear said:
https://forum.deadbydaylight.com/en/discussion/comment/1157641#Comment_1157641
I mean like exploits just to bully killers such as going over rocks or certain weird areas XD
I mean, when killers auto's dont get blocked by the same corners that block surv movement. Yeah, you dont really have grounds to complain. Its a hitscan. We gotta do anything and everything to survive.
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@Fibijean said:
If you hate the challenges that much, you don't have to do them. But there are plenty of people who love those challenges precisely because they encourage you to try out underused perks.
If you try looking at it as "how can I design a build around this perk to maximise its effectiveness" instead of "I can't believe I have to abandon my full-meta loadout for one game", you might find you have a more enjoyable time with it.
The point is not playing meta makes the game un-enjoyable because you are forced to do terrible missions. I want the cosmetics but there needs to be a grind option. These perks dont make the game more fun but addle you in higher ranks where I reside. Lack of options is always bad.
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If survivors are forced to use exploits just to gain an advantage then there is a core problem with killers.
Sorry, its the truth.
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Undo the decision or make less hooks.
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@HexMoriMeMommy said:
https://forum.deadbydaylight.com/en/discussion/comment/980028#Comment_980028
You have to be high off your ass.
The meta for Huntress Is Ruin, Nurses, Bbq and Whispers.
Ralph Umbra Scott
All the best huntress mains literally say it is arguably one of her most needed perks because if she gets a large map without it thats it. GG next game.
Clearly I must be when I do just fine in red ranks without any of those perks. I like to cater to my strengths, not my weaknesses. Also you have to account for addons as they are hella strong, but most killer players ingore when making arguments (or even complaints) about something.
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I havent seen many huntresses, (including myself), run ruin very often. And if killers didnt use it as a crutch instead of getting something that compliment their abilities more to make them more of a presence.
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I dont use ds, waste of a perk slot imo.
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@Jessbydaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/974962#Comment_974962
You're clearly not gonna understand why this is bad but enjoy your 20 min survivor queues.
Ill just play killer then lol. I am pretty darn good at it.
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@HexMoriMeMommy said:
https://forum.deadbydaylight.com/en/discussion/comment/974378#Comment_974378
Your comments and threads seem to put you overwhelmingly in the survivor camp there bud.
Why? Because hitboxes are garbage? Ok then! Enjoy hitting people through walls with hatchets!
@Jessbydaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/974378#Comment_974378
People like you get morid off of first hook and then become a part of salty post game chat messages montage.
No, people like me get moried because they run the killer around all game and get put in videos that make survs seem op. Its a myth, surv mistakes are clearly much more deadly than killer mistakes.
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@Lliart said:
https://forum.deadbydaylight.com/en/discussion/comment/974889#Comment_974889
Now while I know many despise Tru and this IS from last year, generator speeds haven't exactly been touched since that time. https://www.youtube.com/watch?v=UfRH5VzNOhI
Yes, but how many tpolboxes were used and which perks did the survivors use? Its lretty important.
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@Lliart said:
This is gonna be a long one lol XD
As noted in pretty much a large majority of the forums, reddit, YouTube, etc., the ruin change is quite divisive (Or if you're like me and many others, really really scary lol) Though a lot of what I've seen is outright dismay and fear at the developers'/community manager's response to said outrage. A large chunk of the notes describe how annoying it feels to play survivor while giving little consideration to how a killer would feel, especially with how they would feel needing to use ruin over and over again.
Now I'm hoping and expecting folks to be civil in their feedback, as flinging insults, anger, and vitriol will only cause disdain and dismay and COMPLETELY bury the point we're all trying to make, which is this:
Ruin for many people is seen as a tool to ensure that the early game is safe from survivor pressure and ensures that the game will not be over before it starts. As of right now, a rather good handful of killers have quite little map pressure. Take for example the Plague or the Clown. In order to get started, they need to find someone (obviously :P) but once one enters a chase, there are still three survivors left to work on generators. Generators that, without the slowdown of ruin, would be finished in approximately 1.5 minutes time, with even less time if survivors choose to bring in a toolbox or perks encouraging working together quickly. Now some may say just run Discordance. While yes, that may work for a little, it doesn't resolve the fact that survivors will still run back to said generator to repair it quickly. Another point, if one's argument is "Just don't play Clown or Plague, they're bad." Then maybe the developers need to take a long and dedicated look into them, as that kind of dismissive response is not really constructive. Unlike with what the notes have stated, many killers don't have a problem of losing emblems if they don't have ruin, it's the speed of the game itself ending so quickly.
Now I'd be more accepting of these changes if totems weren't so unluckily placed at times, such as right next to a generator or out in the middle of a field. Hell, I've even seen them in quite obvious survivor loops such as in T-L walls just sitting in the crook of the L wall.
For a TL;DR: Ruin feels like a necessity due to generators being repaired so quickly and the Dev Notes don't seem to address that concern, more so the concern about emblems or survivor's feelings of fun. It is not fun for a killer to begin a match and hear their totem being dismantled within 14 seconds of the game starting, so will there be heavy consideration taken into effect for hiding totems? Generators are repaired so quickly already for killers with low map pressure such as the Clown, Plague, and Doctor, will there be consideration taken in for how difficult it is for them to get pressure applied?
REMEMBER!!! This is a civil discussion about Ruin. If you act juvenile by name calling or trying to pull rank in a way that denotes that you're opinion matters more because you're high rank, then you aren't really adding to the conversation.
I'd actually like to see the evidence of 1.5 minutes.
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Wow ita really hilarious how killers are so fragile, its obviously a testing period so we can see which killers ACTUALLY needs buffs. I do damn fine with huntress, plague, and pig in red ranks. It comes down to skill, but not many killers have that so good luck during the testing period lol. Btw thanata on plague is op. Learn to use perks that benefits your killer, not one that covers your weakness and you will be much stronger.
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@Johnny_XMan said:
Something that I think has been long talked about since the introduction of many maps, and that I personally believe could be balanced better, are strong windows, specifically on buildings like "The Foundry" in Ironworks of Misery or "Grim Pantry" in Backwater Swamp... etc etc
Many have given their opinions, but from what I've gathered it's either been rework the entire structure by blocking the window or remove it altogether. Personally I am not a fan of either one.
So I came up with this idea where, the window will now have the ability to be destroyed (not by the killer) but by the survivor! Basically the window will go through several "crumbling" phases where the more you vault it, the more it crumbles to the ground, until it is no longer a window and all that is left is a doorway.
Here is a quick visual I made in PS for what I thought each phase could look like. Note that I only created 3 Phases, because currently the entity blocker happens at 3 vaults, but there could be more added depending on what would be considered "fair and balanced"...
https://us.v-cdn.net/6030815/uploads/827/3V3BB55BD2JC.png
This way the window still remains strong, but also overusing it can make it deplete. It also causes the survivors to be more cautious as to whether they want to preserve it or use it right away. Thus creating more creative plays rather than just everyone being like "Let me go back to that window again". The idea behind "phases" is so that if another player goes to try to use it, they understand that the window has already been used and therefore will know how many times they could vault it.
I also believe this could add other fun/creative perks for devs to create. All in all, I think this is a fair way to balance it without completely making it useless or overpowered.
What do you guys think? Share your thoughts please.
Just kill loops at that point entirely lol. Your skill counters a surv's so its your skill alone that actually makes these places powerful or just a small timegap.