Trash2
Trash2
About
- Username
- Trash2
- Joined
- Visits
- 59
- Last Active
Comments
-
@Freki said:
Challenge says get 20K blood points in devious, got 2008 in devious in the last match and it still says 0/20000 not bugs in game just seems it is not counting the category blood points.
Can confirm. For me it's slightly different though. For the first 2 games I got all the points counted from the deviousness category but after that I got very few points for each game f.e. I believe this (screenshots) is before and after 5th or 6th game. I only got a little over 500 points even though I have over 5k deviousness after a game.
(PC)
-
"And bbq haven't an easy counterplay tbh. To be honest a decent hillbilly/oni with bbq is just unbeatable."
How exactly is BBQ making them unbeatable? If you are a good looper than the killer will either have to over-commit to the chase (giving your team enough time to do gens) or leave you. I have outplayed many billy's/oni's as well as been stomped on by them. Not to mention complaining about how BBQ is "too powerful" now when all the auras in the game are barely visible is quite laughable imo.
-
@HexHuntressesFeet said:
For some reason it always makes your chainsaw dmg for a single health state even though it says it will for 5 seconds after breaking a pallet/wall
Currently Billy's (and I think Bubba's) add-ons are bugged. The description for them has been updated but the effects are still the same as from the PTB.
-
@[Deleted User] said:
Nerf it? Why not remove it?
They can't be removed because they are needed for dailies and tome challenges. I mean you could remove mori but then if you need to kill someone for a daily you are stuck with devour hope and lets face it, that perk gets cleansed before it even reaches 3 stacks majority of the time.
-
The overheating is to prevent face-camping and IMO to not have infinite tries with their chainsaw. I have a few times encountered a hillbilly that I could mindgame around a loop without dropping a pallet while at the same time dodging his chainsaw. It didn't matter that I could juke him for 5-6 times, he would just rev'ed his chainsaw over and over again and if I left that loop I'm guaranteed down and if I drop the pallet I am still not guaranteed to get to another one safely. it was a lose-lose for a survivor with no drawbacks for the killer.
-
- Killers are struggling to win when having to hit survivors twice in order to down them, so making it 3 hits makes it basically impossible to play clown, wraith or any other weaker killer (not to mention killers with meme builds would be not a thing anymore). On average 2-3 gens are done by the time you down your first survivor (provided they aren't complete potatoes or the killers isn't using broken add-ons or playing spirit) so now what, 4 gens out of 5 would be completed by the time you downed your first survivor?
- Guaranteed unhooks is just BS through and through. What is 15 HP when you are guaranteed an unhook whenever you want? If you got downed and hooked you would have 85 HP to spare, losing 15 would put you to 70. It's basically getting saved after being on the hook for 25-30s in the current system. Not to mention this would make "Deliverance" useless and people with DS + Unbreakable would just get off the hook as soon as you got away and hop on a gen instantly. The only way this would be "manageable" is if the unhook would take away like 70HP so the next time they are dead when downed, which again isn't very attractive considering you basically get one hooked with extra steps. But that's just solo experience. SFW will always go for that opportunity because then the others can just sit on gens. It's like knowing your teammate has deliverance and still going to save him.
- Moris cannot be removed from the game as they are needed for completing daily challenges and archives. If you removed them then you would entirely be reliant on "Devour hope" to get mori kills, and lets be honest, 9/10 times it gets cleansed before you can even get to 3 stacks on that perk. Not to mention that you would probably never get anyone to 15 HP state regularly without slugging (since you would make them lose 5 HP right after they would get up so I hope you like to see more of that, because that will literally be the only way to win with this system).
- While I don't have much against the luck offerings, I think that creating maps with the same layouts would make everyone a good/great looper and yet again it would make another perk ("Windows of opportunity") useless. Basically imagine importing CS:GO maps, adding few tiles and playing them, because that's how it would feel. You would always know what to do and where to go after ~200hrs of playing the game. There would be no fun in playing the game if it's all the same or at least significantly less fun.
- With "Alternative Survivor Objectives and Interactions" you contradict yourself. You say we should have "varying hiding spots, distractions, and obstructions" but just a paragraph before you stated that you want "maps with pre-determined layouts". You can't have "pre-determined layouts" and "varying hiding spots" at the same time,
it's an oxymoron. Not to mention that "parts and gasoline" would also have to be pre-determined or would you rather they be random so then they can spawn right next to generators like totems do? - Permanent sabotaged hooks are just ridiculous. Firstly, with your 3 healthstates you can just tank hits in front of the hook and have another survivor struggle out if they are dead on hook and now you would have all 4 survivors injured but if they have "Adrenaline" this means almost nothing. Not to mention that with THIS change there would most definitely be no reason to go unhook anyone. Just stay on the hook until you want to escape, easy.
- "Map Voting" = OMEGALUL. Yeah sure, I wonder what the outcome will be, Haddonfield, Midwich or Shelter woods. Totally fair voting with 4 survivors vs 1 killer vote. Not to mention now they would basically have infinite map offerings and would have more of an incentive to to talk to one another on what map they would pick so then they could choose their perks accordingly. If they are going to Haddonfield they will probably take "Balanced landing" instead of "Sprint burst", if they vote to go to Midwich - "OoO". Why would survivors EVER want to go to "Shelter woods" or "Hawkins"? One is basically giant open space with very few loops and pallets while the other has hidden totem spawns and full of unsafe pallets.
- "Blood Point Merchant" isn't going to be a thing. Not 100% sure but pretty sure that when asked they (LMcLean on his stream, again not 100% sure so I may be wrong) said that there was no intention to have that in the game.
- "Allow players to spend their bloodpoints as they see fit on the items and perks of their choice" <- yeah, that's gonna be a no from me. Just let people get insta-heals, BNPS, Purple medkits and Commodious toolboxes, what could go wrong. And lets not forget about our favorite perks such as "Vigil", "Boil over", "No mither" and "Flip-flop". Just imagine how many people are anxiously waiting to get their hands on those perks in their bloodweb. <insert sarcasm here>
- Killer perspective and summarizing thoughts.
With everything that you listed this is nothing short of hell for both sides. Killers like trapper and hag would be played even less because no one would go to save people they hook (why risk going down yourself when they can unhook themselves) making the time they've spent setting up traps pointless. If I decide to play clown what can I do? I have nothing but m1 attack so now in order to down 1 survivor I have to give them 2 sprint-bursts after I hit them? Why would I even hook survivors if they get free escapes and I get the middle finger? Why wouldn't I play Oni and Spirit, slug everyone and then hook them 1 by 1, camping after the hook to make sure they don't escape. If they have unbreakable I slug them again. I have no problem letting survivors bleed out on the ground. My job is not to let survivors have fun, it's to kill them (by any means necessary). And when I earn BP, why do brown and yellow add-ons and offerings even exist? They have no purpose in the game since I can just get party streamers over and over again. Why would I get a brown add-on when I can get a better version of it as a purple? You complain about moris being low risk-high reward but nowhere do you mention that keys are equally as low risk-high reward as moris are. This game is supposed to be a horror game (though arguably it stops being one after the first 100hrs of playtime) but if you want to put in an HP mechanic then this would become more of an arcade game and even less of a horror type game. Why do you think killers use moris in the first place? It's mainly because they get screwed by the game mechanics and survivor perks over and over again. What can you do when they bring DS + Unbreakable and are doing a gen in your face while still injured? What about all the players that use exhaustion perks to give them another chance? A dead hard can be the reason you win or lose the game. A DH (or any other exhaustion perk) can give you enough time to get to a safe loop and prevent the killer from downing you, giving your teammates more time to complete gens and possibly even making killers "Pop goes the weasel" useless. Hwo many second chance perks do killers have in comparison (and no NOED doesn't count since it's an endgame perk that can be gotten rid of before it even activates. Until killers can do something that gets rid of DS f.e., NOED is an endgame, not a second chance perk)? Reading all of your proposed changes it's almost like you don't care that much what happens to the other side. It's already difficult at high ranks and you want to make it even harder? How is all of that fair?
-
@Strongman23Robärt said:
In my opinion, the mori after 2 hooks isn't an option. Why not just hook the survivor for the third time then and get more points instead of mori after 2 hooks? I think the only change considering mori wouldn't affect mori, it would be removing the yellow mori completely and granting the killer an option to kill the last survivor without the mori offering. Maybe just change the moris to being rare for real, cause i have atleast one of them in my every single bloodweb. I understand the point that mori is annoying and unfair, but it would be just stupid if it the survivor becomes moriable after the second hook.
I disagree with the opinion on removing the Cypress mori as it can be quite entertaining when the survivors think that you brought an Ivory or an Ebony instead, but I do agree that there would be no point to mori someone after they hit stage 2 on the hook since you loose out on BP that way. Instead I think Ebony and Ivory should be remade so that it prevents people from getting tunneled off the hook (to an extent). Ebony could be tied to generators (f.e. you can mori 1 survivor that has been hook after 3 gens have been completed, +1 more after the 4th, and all when the exit gates are powered) and Ivory linked to total hooks (f.e. you can mori people that have been unhooked only after at least 3 people were hooked). That wouldn't completely solve the problem of getting moried from the first hook if your tem did 3 gens while you were chased and they brought an Ebony but it would give some sort of safety net for the survivors since a lot of killers just want to get rid of the first survivor as soon as possible so that the rest of the game would be easy for them.
-
It's a bug for the bloodweb. For some reason if you had them on your bloodweb when an update on Wednesday occured they were showed as lower rarity items on that bloodweb but with the subsequent bloodwebs they went back to their normal rarity (at least for me). And if you get the "lower rarity" add-on they will just add to your normal rarity add-ons.
-
Well first of all, we will not be getting back the old auras as they were causing other bugs with the way they were implemented (see patch notes). And I think more people would prefer (and be beneficial to) have an option to change the default aura color in the settings, so you would be able to change it from red to blue or green, for example. That would solve pretty much all the gripes that colorblind people have with this game without giving people without colorblindness any advantage since auras are supposed to be visible. Increasing the opacity/brightness of the auras would also go along way.
@Tricks said:
One of the things that makes this so bad is that auras partially disappear if there isn't an obstacle in your way as they act like an aura brightness filter making them even harder to see if you have clear line of sight without anything in your path.
It's been 2 days since this misery was unleashed upon the community and no confirmation as to weather this is an intended shadow nerf or a bug that needs it's numbers tweaked for aura size, brightness and consistency to be increased
This wasn't a bug or a shadow nerf, the devs just didn't think the new auras would be received so poorly. If you play on a bigger monitor with good color reproduction and/or pixel density (1440p or higher) you are still able to see auras well enough but since most players don't have 27"+ monitors it's quite bad for most of us (especially for people that play on laptops). They already been "bombarded" by everyone about them so they are making some changes to them (but didn't specify what kind of changes) that will be introduced in an upcoming hot-fix patch.
-
Maybe the permanent slowdown is a bit much (maybe make it for 60 seconds at t3), but I do agree that the perk as it is now is worse than what it was before.
-
@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/1469604#Comment_1469604
I took a screenshot of one and no one had mettle of man or babysitter
Can you post it?
-
When did you see their auras? Since the start of the match or some time after? Maybe they were using "Babysitter" or "Mettle of Man" as those perks also allow for aura reading.
-
DeadByDaylight.log
Here's the log file.
-
Both of them are equally bad IMO. The rule set encourages them to do gens and Amanda's letter while good some of the time, against somewhat competent survivors is really bad as it encourages crouching all the time. Even when in an indoors map, you can't afford to be crouching all the time because of the movement penalty. And that's besides the fact that if they have spinechill they will always know when you will be coming.
I think a good change to rule set would be that survivors can only see the aura of the furthest Jigsaw box from the time the RB is put on and can't see other ones until they interact with the highlighted one. I don't really have an idea of how to improve/rework the letter so that it would be more viable since now you have to bring M&A + whispers for it to make any sense. That's sacrificing 2 perk slots to make this add-on work.
-
They also don't work if you use (at least from what I've gathered) any brown BP offerings, probably the same with other ones as well but I can't confirm it

