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ALostPuppy

ALostPuppy

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ALostPuppy
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  • Nah these auras are much much worse. I'll take visibility over immersion any day of the week. It's much better to have information presented to you in a clear and easy-to-see way, and this is much worse than what we had before. I strain my eyes enough looking at this game when playing killer because of the camera and now I'm gonna have to be straining them even more if I want to see auras? No thanks.

  • @Todgeweiht said:

    Jesus christ, Billy was not fine! In THE SLIGHTEST! He had limitless map pressure and an instadown, both with absolutely no limits.

    Billy's add-ons weren't fine*. Spark plug, primer bulb, tuning guide and Thompson's mix all needed to go, they were way too good. But his basekit was absolutely fine. Sorry but if you thought addonless Billy was too good you were making some serious misplays against him and you need to work on your survivor game. This applies to these new Devs too. Just because Billy had an "iNsTa-DoWn WiTh No DrAwBaCkS", doesn't automatically make him too good and in need of nerfing all because some bad survivors couldn't play against him. Addonless Billy wasn't even that great.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479707#Comment_1479707

    I know the thematics as to why its a weak perk, i've read about it up on the wiki so i know what it does. What I'm asking is why does it have to be a weak perk.

    Because if it was a strong perk killers might consider actually using it, which BHVR simply can't allow to happen.

  • Guess I'll be using my "oN-dEmAnD iNsTa-DoWn" in the most boring and lame way possible from now on. I hope people enjoy this new wave of backrev simulator because that's all Billies are gonna do anymore, because attempting anything remotely cool and interesting is now way too punishing.

  • Oh no he presented a solution to the issue, that must mean he is a part of the problem, always bullying these oppressed stressed out killer mains :(

  • They do have an advantage but the majority of players who actually use a stretched screen are probably no better than the ones that don't and you won't notice they have it. This is going off the streamers I've seen who use a stretched Res anyway. They'll be the same as the typical survivors you're used to seeing.

  • Huntress on Midwich? Surprised they didn't DC the moment they loaded into the map, it's what any sane human being would've done.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474053#Comment_1474053

    I wish they added a gore system in. It feels kinda weird to see the killers brutalize a survivor, but to have the survivor look the exact same.

    Gotta keep the ratings low or it'll be banned in places like China and Australia, and it'll get an adults only rating everywhere else. All these things would impact sales and as a company you really want to try and get your product out to as many people as possible.

  • @LqF said:

    i still need to learn to play against him, haven´t played against him much... usually i to zig zag to try and make him miss shots, but that makes me lose a lot of distance... any tips?

    Break line of sight as much as possible. Then when that stops working in 10 seconds because he's in shooting distance, you pray that he misses.

  • At this point I couldn't care less about the next IP to get into the game. If they're fun to play both as and against, and have good perks and addons (These two things will never happen so basically if their ability is fun) I couldn't care less.

  • image.png

    This would be mine. Nurse is lower than Huntress and billy because she has a higher learning curve, not a higher skill cap. There's a lot more that goes into Billy's and Huntress' abilities than Nurse's. Once you have Nurse down that's kind of all you need to know with her and the rest is smooth sailing providing sounds work.

  • Queues are better, playing with friends is fun and chill, and the camera position doesn't give me a headache or eye strain. A lot of killers are pretty miserable to go against but oh well, it's part of the game description at this point. Although it does make me appreciate and savour the rare Wraith, Billy or Demo game far more than I did before.

  • @Nickeh said:

    I'm just amazed at the amount of people so against increasing bloodpoint gains for someone at absolutely no detriment to their own gains.

    It's mind-blowing isn't it? "Killers just HAVE to earn more BPs" "why?" "Because they're the harder role!" ...like what? Who cares if it's harder to play killer or not when the change would not affect their BP earnings in any way?

    A lot of killer mains don't want an "us Vs them" situation in the community but then they have an attitude as ######### as this towards something so unimportant and meaningless.

  • I think he was joking lmao. But a lot of people on here aren't joking when they say they think looping is toxic. I've witnessed a few people say it now and they were 100% serious.

  • Yea like people have said tunnelling is not required to win games. If you tunnel someone fast enough to death it might work but it usually won't. Instead you should be slugging, which is absolutely required to win against a decent team or you're not going to.

  • You care WAY too much about winning in a stupid party game like DbD. Honestly at this point most of the fun is the absolute dumpster fire that is the matchmaking system, and the less you care about your rank and wins, the more you'll come to appreciate DbD for what it is (a hilariously fun mess of a game) and you also need to maybe chill the ######### out.

    Or you can find a group of people who want to win as bad as you do, and then win every match with little to no effort because a sweat SWF squad is almost unbeatable unless you're a good Nurse.

  • @SCP_FOR_DBD said:

    I think its fine, the haste should be an indication for most people to start looking for a totem. And theres also the fact its a totem, so its always super inconsistent.

    The haste isn't an indication, because it doesn't actually do anything. According to the perk description you get a 10% haste effect after hooking someone but you don't actually move faster or anything. I think it's because it specifically says that it gives you haste, when all the other perks that affect movement simply say "your movement speed increases..."?

  • Depends on what you mean by "looping". So many people boil down survivor gameplay to "running in circles" when, while it's true in some areas on a lot of maps, the majority of "looping" is a series of mindgames and 50/50s, and optimizing your resources. The half-loops everywhere on autohaven maps like the small junk loops in the middle of blood lodge should be kept to a minimum because that is just running in a circle and then hitting space to throw a pallet. No thought required. But a lot of people think that whole process is for EVERY loop and tile in the game which is just not true.

    The only time a survivor is "running in a circle holding W" at jungle gyms, L-T walls etc is when the killer is doing the same thing and just playing with their brain switched off. The loop takes much longer than it should to be shut down by the killer, And then they come here or somewhere else to complain that survivors have way too much power and survivor is too easy, or whatever. Survivors are only playing that way because the killer is letting them, when they should be dictating how the chase plays out. Faking your red light, doubling back, running tiles counter clockwise instead of clockwise so the survivor doesn't get a fast vault etc.

  • @CWill22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466066#Comment_1466066

    if you think using dead hard effectively is really as simple as just hitting E you're an idiot. No one had unbreakable. He went out of his way to message me and I was running Quick and quiet, lithe, DS, and BT. I literally didn't use DS because I didn't need to.

    Using dead hard effectively is literally as easy as pressing E to get to a window or a pallet. Why do you think so many of us jokingly say we get "outplayed" when the survivor presses E without a thought to get to safety after they messed up?

  • Everytime I see that stupid face staring at me from across a pallet and not moving a single muscle I feel my braincells dying one by one, knowing that whatever I do wasn't because of any kind of skill, but of dumb luck. I love when the videogame is actively showing me that I'm not improving or learning anything remotely useful against the Spirit's ability.

  • So people could now run Decisive, Unbreakable, Dead Hard, Adrenaline AND Borrowed time/object? ....No thanks lmao.

  • @fabeck said:

    Both of these Killers are op, you literally don't need brain power to play with them. The Doctor just spams M2 and Myer's absurd small terror radius with a power like Evil Within just makes them unfair. Especially on small maps. Please nerf them.

    While I agree that being on the receiving end of a 99'd Tier 3 from Myers isn't the most fun thing in the world, he absolutely does not need a nerf. Same with Doctor. You should have a look at not only some survivor players but killer players too. Looking at a few videos about basic survivor tips can really help, but I have a few tips against these guys because they are 2 of my favourite killers to play against.

    Against Myers you need to be more alert than other killers, and be ready to run the moment you hear the TR. A bunch of Myers players run either Dead rabbit (12m TR in tier 2) or monitor (8m). If you're working on a gen you need an fast way to get distance on him the moment you hear his music. Once you hear it you have maybe 2 seconds or so to get somewhere safe, then you're just looping an M1 killer at that point if he finds you. Also if you know the Myers just ended his tier 3 and he's chasing you around a small loop, eg junk loops in the middle of blood lodge, don't stay there and try and use as much LoS blockers as possible. If you can do this and force him to M1 you that's much better than him getting tier 3 off you for free at those small loops.

    People have already said all that needs to be said for Doctor, but it also depends on how good the Doctor is. A lot of bad Doctors will continue to shock you at small loops over and over the moment you get to the pallet, which is your cue to try and find somewhere else to go that's safer. And when you do this try and go as opposite to him as you can to maximise your distance. You can run bad Doctors for days if they don't know when to use their shock because they lose so much distance on you and also don't gain bloodlust. Not sure if these tips help but when I think about them they help me so...

  • Have fun while you still can my friend... :(

    As for the nerfs, I don't think they're gonna do that much to him, he will still be good when compared to other killers, but that doesn't mean people are going to actually WANT to play him. He's just kinda lame now, and it's made a lot of people quit playing Billy once these changes come out. Not because "hurrr killer now bad because nerf" but because it's boring as hell to have to babysit an overheat bar whilst using your chainsaw. Same argument could be made for nurse. I don't personally mind the new charge mechanic on her but I can definitely see how it's a lot less fun and more restrictive for a lot of people.

    Another example, pyramid head is a pretty great killer all round, but does it mean he's fun to play? His locked camera turning while using his power feels clunky as hell, making it nearly Impossible to use your power to hit people through walls etc (because that would actually be fun, both playing as and against...) Instead you're using it to hold M2 through pallets and zoning survivors until they get locked in an animation or you're close enough to just M1. Not very fun or engaging if you ask me.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460426#Comment_1460426

    I should have been more specific. I hate the BROKEN loops. The uninteractive loops that the survivor can see over, where there is no mindgame potential. I love running certain loops, like jungle gyms, long walls and the shack, but I hate the loops on blood lodge. Or loops that are connected so much like Ormond.

    Ah, that's completely fair. I don't know a single killer player who enjoys Ormond lmao. And true, those loops that you just hold W around are quite boring. Ormond and fractured cowshed are the worst for those.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460191#Comment_1460191

    Not really a fan of spirit, but I have started playing PH more since I despise looping. Thanks!

    I've never heard a killer main say they "hate looping" before and actually meant it, and I'm interested to know why. It's essential to the core gameplay to understand looping and running tiles as both survivor and killer and it's where the fun is. Suppose if you only want to play PH, Deathslinger or spirit it makes sense why you'd hate loops, because these killers don't care about them at all

  • @Tactless_Ninja said:

    It's not Cowadoody. The game is about positioning and setup, not clicking heads.

    Funny thing about this statement is that console players have absolutely no issues playing with and against PC players in Modern Warfare, yet a lot of people aren't even willing to try it out in DbD. In fact in MW they tend to kill me more than fellow PC players because of autoaim and simplicity of controls, 2 things DbD already has.

  • Play against him the same way you always have, only difference is that he can do it slightly faster and he doesn't slow down so you drop the pallet maybe an extra second or two earlier than before. Amazing chase potential indeed, definitely is better than Deathslinger who ignores most loops entirely, and generally doesn't care what the survivor does to begin with.

  • Only on certain killers do I use a slowdown and when I do it's corrupt. Except for Wraith who I use pop on with shadow dance. The killers that don't need any kind of slowdown against the majority of survivors imo are Nurse, Legion, Pig, Freddy and Billy.

  • @Withered said:

    I just want my intro screen pet vulture back ;-;

    I grew attached to that vulture :( I called him Jerry.

  • I couldn't care less about people using stretched Res. We've all likely played against a few but they were the same as the rest of the survivors and barely did any better. But it is absolutely an advantage over keeping the Res native and I have no idea how any of the stretched Res users could say otherwise. Just admit that you're stretching your res for an advantage instead of trying to justify yourself for it.

  • Idk, object is the only way you can reliably survive against Deathslinger for longer than 10 seconds and actually be able to react to him before he's in breathing distance of you

  • @Zeus said:

    The only rework that the devs will do is to add some sort of a cooldown to every perk in the game

    I swear to god man, someone at BHVR is obsessed with cooldowns.

    I can't wait in 2 year's time where I will get to buy the 17th Nea cosmetic set for my favourite MMORPG, dead of daycraft.

  • This isn't restricted to pyramid head. In fact, I heard that using a shard in a locker counters every single killer in the game! I know, it's completely wacky isn't it?

  • Iron will. If the Spirit has stridor don't get injured because your iron will is useless. Or just pray that the sounds are broken and the spirit literally can't hear you produce a single sound. Those are the only reliable ways to help you against her. The rest is guessing. It's like Nurse in a way. Against a bad Nurse or spirit they're extremely predictable and easy to bully, because playing them for the first time is kind of like being thrown into the deep end of a pool with no kind of swimming floats and everyone's taunting you about it. But against a good spirit there's nothing you can really do against it except make a wild guess and it might work for 5 seconds before you have to do it again.

  • @Pryzm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456565#Comment_1456565

    Completely agree. As I said, I hate camping, but just had a match where they kept running up to unhook in front of me. Sorry, but at that point I'm throwing out all decency and taking down whoever's easiest.

    You can't help if they are being stupid. If you prefer to play by a gentleman's code then that is all good, but don't sweat the groups that force your hand.

    Honestly unless you have NOED up, 3 survivors can definitely co-ordinate a save on one guy during the EGC. If they can't and chicken out they're REALLY bad survivors, and boring too. The EGC is the most fun and chaotic part of the match, I live for that ######### because it's so funny when you're with friends and you're trying to save 1 person but you all end up clowning out and give the killer a 4k right at the very end. Easily the best part of the game and it's always fun for the killer too.

  • Firstly, hide the post-game chat if it's making you feel this way. Nobody should have to stop playing a game because idiots are impacting your mental health.

    Secondly I'm not sure what you mean by it being "acceptable"? If the game allows you to do what you want to do without you using 3rd party tools to modify the game there are absolutely no rules in place to say that you can't play like that. Play the way that makes you enjoy the game the most. This same kind of behaviour is in fighting games, but you don't see people quit Street Fighter because everyone's annoyed at them for playing Guile. ######### what anyone else thinks and play how you want.

  • @Tactless_Ninja said:

    She already has an add-on where she can see bloodtrails.

    Just remove sound while phasing and she'll be golden.

    I don't think I'd want a change like that to Spirit. You'd be removing a vital part of her power, and then it becomes a boring guessing game for both sides now. I've seen a suggestion thrown around many times where she could phase in and out of existence while using her power, a bit like old Freddy. Maybe the Spirit's screen would flash at the edges to show the moments where she became visible. Her base power time is 5 seconds I believe, so maybe at the 2, 3 and 4 second marks, she would show for a brief second and play the sound of her coming out of her power (You know the one, I don't know what you'd call it). Maybe slightly reduce the movement speed but also greatly reduce her cooldown to let her use it more often to compensate for the changes. If done correctly I think this could be a fun change.

  • @BaldursGate2 said:

    Looping requires skill, otherwise everyone could extent loops to 3+ minutes and the games would be over even faster.

    This too. The only exception is Ormond, where anyone could probably run a killer for over 5 minutes because of how broken that map is. The entire map is a loop and BHVR still haven't addressed it. Imo Ormond needs a full-on rework, the middle building is so massive and it's the main reason why the loops feel so condensed and it's because they have nowhere else to go on the map.

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457712#Comment_1457712

    "Spirit with a mori" not like she is a 110% speed killer and she totally relies on her power like huntress right? :)

    Oh no she relies on holding M2 and a good pair of headphones! It doesn't really matter if a killer has to rely on their power, if their power is as strong and as simple as Spirit's is. I'm just comparing both sides, and saying that, while survivor can be easy, killer can be just as easy if not more so if you want it to be.

  • @Todgeweiht said:

    Survivors have to learn how to properly loop around tiles, resource management (when to use pallets), when is a proper time to rescue teammates, when should they stick to gens or do others tasks, and other things depending on which killer they face.

    Saying survivor requires no skill is disingenuous to say the least, obviously it's not going to be as hard as learning how to properly play nurse or trapper, but it has its skill gap.

    You're currently jailed for some reason but I just wanna say thank you for existing and making this comment. I really have no idea where this whole "survivor takes no skill" thing came from. Like yes if you're a sweaty SWF squad you can end a game in 5 minutes and you don't have to do almost anything but you can do the same thing as killer by playing Spirit with a mori, NOED and Stridor and bringing the mother-daughter ring and Wakazashi. This requires almost as little effort to win as the 4-man SWF squad does. Basic killer and survivor gameplay both have a decently high skill ceiling and they should both be acknowledged.

  • Imo I'd like to see Clown, Deathslinger, Spirit and Hag reworked. Everyone else is honestly fine. I think almost every 110 killer apart from Huntress have serious extremes on both ends of the spectrum (i.e Extremely good at one thing, then extremely bad at another) and they're really poorly designed. Would rather see them become more balanced killers overall than what they are right now. And Clown is just kind of pathetically simple and could do with getting some interesting mechanics to make him fun.

  • He spends half a dynasty trying to get to tier 3 and when he does he becomes plague with a decent lunge. It's not great imo because by the time he's at tier 3 you should have most of, if not all the gens done.

  • Eh, this is just Hag's design in a nutshell tbh. You can't really afford to go out of your way to not "tunnel" or intentionally chase after someone who's healthy unless you've got nothing else to do so you're kinda stuck in that situation where going after the injured survivor is the only way you're gonna get anything done.

  • Definitely would be a good change. You get more BPs if the obsession lives or dies, and some killers stop developing bad habits by tunnelling harder when there's no obsession so really what are we losing here?

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453430#Comment_1453430

    Lmfao, I did not say you should jot use pallets or vaults but you need to be selective and at awkward angles. Once again do not just bee line to it like your typical auto pilot survivor. Play predictably get predictably wrecked.

    I never understood the whole "autopilot" point people try to make. Like yeah I'd agree at areas such as the middle of blood lodge where you and the killer are sort of just running in circles with your brains switched off because you can see each other at all times, but everywhere else you have to think about the situation, even against a standard M1 killer. It's not much different with PH except now you essentially just guess if he will stop using M2 and if you guess wrong you get hit. This is only against good PH's though, because new ones will probably want to use their power in a fun way, trying to hit survivors through walls etc. I remember when everyone played him like that and it was fun as hell to play against. There were actual opportunities for predictions and mindgames but then people realised that it really wasn't that strong unless you were extremely good at predicting survivors so the meta turned him into a zoning killer.

  • You're kinda underestimating some of these add-ons. Metal spoon is one of her best add-ons because it negates the need to run stridor, you're essentially running 5 perks. Sounds are more broken than ever so imo louder survivors, when they actually feel like producing sound, is better. And the reduced fatigue is really nice to have. Half a second is a long time shaved off your fatigue, you're not looking at the ground nearly as much, and the wooden horse and plaid flannel are great for beginner Nurse players. The range add-ons make you go even further than they did before, but it takes a while to get to the max blink range. I agree that the cooldown add-ons are her best ones though. If your running both you're essentially playing old Nurse at that point, and they're not too expensive so you could probably run them indefinitely.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453359#Comment_1453359

    Do.....not......make....a.....bee....line.... the....vault.... also do not rely on vaults and pallets. You might actually have to start changing your game plan accordingly depending on the killer you face. Imagine that, having to adapt instead of repeating the same exact strategy every game.

    Damn guess I won't rely on the two things a survivor can use against a killer to live longer. I'll just run away from the loop and not use windows and pallets like I would against Nurse instea- oh wait he moves 15 percent faster than me...darn

  • @Zeus said:

    I wish the upcoming killers focus their power more on gen defense instead of on loops. Maybe a secondary ability for loops but not completely focussed on it. A better pig maybe?

    I just hope they never do a Deathslinger 2.0. they should focus on making a killer that's a balance between chase and map pressure (they already had the perfect example, once upon a time this killer had a chainsaw that didn't have a stupid overheat mechanic, but they thought he was too good or something I guess. Demo is another good example though). Deathslinger is only considered balanced because he's on two extreme ends of the spectrum: extremely good chase ability but horrendously bad map presence. A balanced killer can provide players with much more options for fun builds and playstyles. Wraith is a good example of having a lot of different fun ways of playing him, allowing players to have quite a bit of freedom with him. And I think this is why Wraith is a killer that so many people love, me included.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452234#Comment_1452234

    Whatbis interactive about dead hard? Nothing, the killer has to anticipate it. That's called game sense. Try having some.

    We don't need this whataboutery. But I'll humour it this once. Game sense doesn't mean anything against Deathslinger, pyramid head etc. And it also doesn't mean anything for dead hard. Ok so you anticipate and know the exact moment a survivor will dead hard to a window or a pallet...now what? How does that help me play better against a survivor with any killer that isn't Deathslinger, Huntress, Nurse or pyramid head? Same can be said about playing against pyramid head. I can anticipate when he will use his ranged attack but if I don't throw the pallet and continue looping he's gonna walk through the pallet holding M2 and still catch up to me (because he's still faster than the survivor while using his ability). If I threw the pallet he would've hit me through it. This is what people are talking about when they say it's a lose-lose situation against this guy because no matter what the survivor does or anticipates it really doesn't matter unless they get lucky and the pyramid head messed up.

  • @ins0 said:

    Ok.No!

    Next entitled survivor main request, please!

    Why say "next" when you're just gonna completely ######### all over the next idea someone has because you think these ideas come from entitled survivors?

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