Avatar

ALostPuppy

ALostPuppy

About

Username
ALostPuppy
Joined
Visits
2,372
Last Active

Comments

  • I used to run spine chill a lot but I got really bored of it when I got better at the game, my friends were also the same too. I'd rather look for the killer and have a bit more of a challenge than look at an icon to see if it's lit up or not. As killer coming across survivors who run spine chill is also absurdly boring sometimes. The ones who run urban evasion and sprint burst with spine chill are annoying to deal with but it's hardly game breaking.

  • The effect is noticeable but it really doesn't do much. It's like brutal strength. Noticeable, but it hardly cuts down on time in a significant way. I think it should make your movement speed faster too tbh. +1% per gen completed maybe.

  • It probably will...and like crashing vs actually DCing there won't be a way to tell the difference unless they also take into account the duration of matches (Even then that's not a good indicator because the game could still go on for a while with an early suicide).

  • @Allivath_Chaos said:

    It fixes early game gen speeds, true but what happens when you get an AFK killer? You could spend the time looking for and getting within range of the killer sure, but what happens when we get the trolls who will wraith cloak and hide in a corner for the match? Not saying this will be a huge problem, but someone, somewhere, will do it.

    Then we put a time limit on it (Maybe between 80-100 seconds), or you sit through gens for a bit longer. It's as simple as that. Problems like these have simple fixes.

  • Aside from the fences and the house of pain, Haddonfield is """fine""" compared to every coldwind map and every red forest map. It's just that it's unbelievably boring to play on, worse than Lery's, Hawkins and The Game imo. I'd want it to be reworked, both the visual and gameplay sides but not removed because it is a pretty unique map and I want to see one actually be fun to play on for once lmao. (Like seriously can you get rid of the spinning police lights and The Great Hedge(s) of China, and also make sure those specific windows in the house of pain never open? Thanks.)

    edit: It's also definitely not the worst map to play killer on. Ormond is disgustingly broken in terms of balance and so are maps like Fractured Cowshed and Thompson House

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091110#Comment_1091110

    I think giving him all of his traps is too much of a buff. An entire side of the map could become trapped everywhere important too quickly for my taste.

    The whole not letting Survivors know the killer right away is kinda getting undone with the introduction of unique chase music though.

    Idk. I'm in favor of having him start off with a few traps, but I don't think he should have all of them.

    I wouldn't really say it's much of a buff, just a change so Trapper can actually play the videogame sooner than the rest of the killers. He still has the most counterable power in the entire game, the only power that can literally be disabled for 50% of the game, detected by maps and perks (Unless Hag's traps can also be seen by maps but I don't think they can), avoided with dead hard, made useless with SWF and object, becomes pointlessly visible on every indoor map, has to travel everywhere to get his power, only starts with a max of 3 traps whereas Hag and Freddy start with all of them, has no downsides to escaping the traps by yourself without honing stone...maybe if all of his traps were on the side of the map he started on. I could live with that but right now it's just depressing playing him, especially with no Ruin.

  • Please no more terminator anything. There's way too many games with the terminator in already I don't want yet another instance of one.

  • Forever Freddy doesn't exist anymore? You're telling me he CAN'T run corrupt, pop, sloppy and thrilling tremors with swing chains and jump rope and not slow the game to a crawl? Those add-ons and perk combos exist, so forever Freddy exists. It's still the same boring-ass playstyle we all know and love and it still drags out matches far longer than it should.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/129185/is-dc-penalty-outrage-surpassing-ruin-nerf

    I think the Ruin change outrage was worse, but more justified.

    I also think that this fan base complains about almost every single change the devs make, so I’ve got to the point where I just ignore the outrage now unless it’s a particularly well-reasoned argument.

    Every fanbase and community in history complain to the Devs about any changes that come to their game. It's just how it is.

  • Seems pretty normal to me...also this is just how Trapper is now. Without Ruin he feels terrible to play now and it sucks. The trappy boi definitely needs some buffs, he's so outdated and slow compared to every other killer.

  • How would you even be able to distinguish it from normal playing, and how severe does the camping have to be? And I'll just say there isn't much at all in this game that's fun for both sides. If it's a fun survivor thing it's gonna be irritating for the killer to witness (for example like how Ayrun and his swf group plays. Those kinds of players are a nuisance and really irritating as killer but it's a more involving way of playing the game as a survivor.)

  • Kindred still counters insidious...you still see the killer near the hook standing there and then the aura suddenly vanishing after a few seconds. If you seriously can't put two and two together from watching the killers aura stay still, then suddenly disappearing to show that they have insidious...

  • The only counter is to do totems...but it's such an easy way to counter a perk. The only change I want for NOED is to give survivors the exposed effect the moment the last gen pops. That's the part I despise about that perk. If it was like haunted grounds I wouldn't mind the perk nearly as much because then you can actually prepare for it. It's just a cheap way of oneshotting one or two survivors and killers are relying on that surprise factor way too much because a survivor shouldn't expect to be suddenly one-shot at the end of every match.

  • I almost never see Hags or Clowns. I'm glad I don't either, they're not exactly the most fun killers to go against. I see a few spirits but even 1 spirit every 10 games is way too much.

  • The meta build is boring. Very boring. Much more fun to run other stuff. I like Any Means Necessary because it's pretty cool and funny when it actually works. Almost never but I have managed to flip back up a few strong pallets when the killer just leaves them and hooks somebody, then they go back to the pallet only to find it stood back up. I've made a few killers VERY salty because of it lmao

  • Survivor by a long shot. If you're playing your very best as survivor you wouldn't exactly get mindgamed by your own tricks, and a survivor playing perfectly can run a killer around for 5 gens every time because if survivors make no mistakes it's sort of impossible for the killer to win.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082512#Comment_1082512

    "Sort of a crutch?"

    XD

    You're concerned that I'm trying to counter 3 or 4 perks that ARE crutches using a perk that is SORT OF a crutch?

    My argument is that it's not even a good crutch and there's so many better perks to run other than bamboozle. It's honestly not a good perk at all. Even something like enduring would be better

  • Ok, but know that you won't become a better player by camping people to death. You can win against purple and red ranks if you become more confident with your killer gameplay. A lot of them aren't much different to green ranks. A lot of them even play worse or become super altruistic which is easily punishable. You shouldn't just give up every match because I can guarantee that if you watch a few videos, change up your perks and add-ons slightly or even play different killers altogether that you'll becoe better in no time because you're still very new to killer.

  • Bamboozle is a very bad perk and sort of a crutch in a way. Whenever I see a killer using it it tells me that they don't know how to properly run that tile and there's nothing stopping me from just using the pallet or going to the next tile. If a killer vaults a god window it doesn't really do much since good survivors won't abuse the window and just use it once to get some distance and go to the next loop. You shouldn't be chasing survivors at god windows anyway unless you're Nurse.

  • @Mr_K said:

    Why are you complaining about this? You can still hit them. It's one of the dumbest stunts I've ever seen survivors try to pull. If you feel like you're incapable of standing to the side of the hook and pressing M1, just stand there and wait.

    This doesn't work if the survivor, wait for it, moves to the other side and doesn't screw it up because you'll hit the person on the hook if they do it right. You're literally invulnerable if you're not a potato. Standing there and waiting is the right counter for it though

  • Honestly it's better to just hook the 3rd person and get the sacrifice points. Although I'm not sure how you still don't find the hatch after 2+ minutes of searching for it, or the fact that the last survivor doesn't even try to help the other one up. Imo just don't care for the 4k unless you know where the last survivor, or the hatch, is. It's boring for everyone involved and probably isn't worth your time.

  • Don't do this though, it's bannable. I'm all for dumb things to BM with in this game, but I also don't want people getting banned for it. If hexy can get banned for Mori cancelling then so can you so I wouldn't risk it

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1078862#Comment_1078862

    Hey Scott, I believe your idea is pretty good, just a few things I want to add to sweeten the deal:

    • The TWU affects all survivors.
    • Survivors who remain within 32 meters to the killer while not running will slowly lose the debuff from the TWU. 50% penalty to 0% penalty over a 10 second duration.
    • Once the killer performs a hunting action such as chasing, hitting, downing, or grabbing survivors — all survivors are freed from the TWU.
    • Survivors affected by TWU will glow (just like the lunar event), killers don't see the glowing effect.

    Off-Topic:

    Spoiler Spoiler Warning ▲ ▼

    Huge fan, keep up the videos and I love your personality! ❤

    Your cats are adorable too! 🐱

    If it was implemented this way, killers like Myers may as well not have this warm-up phase at all since the effect would be minimal. He can't do anything about survivors hiding 32m away from him and 10 seconds isn't a long time at all. Stealth is already an annoying playstyle to both killers and other survivors and this also just makes it more complicated than it needs to be. It should be simple imo.

  • Thanatophobia is a perk that makes the progress bars red and that's it. The effect is so bad and minimal, it's just not worth it. It takes them a whopping 10 extra seconds to repair a gen. What a great perk.

  • Only give her the cooldown when she uses her blinks while in a chase. It wouldn't make her easier to learn but getting round the map would be a bit more fun again, since nobody uses both blinks to travel across the map anymore.

  • Weird flex my guy. You ran a new player around for 5 gens and just had to brag about it on here.

  • You're doing the world a favour. Keep it up.

  • Give me trench coat Freddy. Or Laurie's blue sweater. Or both and I'd be happy

  • @DoctorShockBoi said:

    Are you waiting for your cooldown for your blinks?...

    No there is a bug that will make your 2nd blink unusable for the rest of the round. It's one of the most annoying bugs in the game and I wish I knew how it happens so I could, you know, stop it from happening again. Nurse has been through enough and now she has dedicated servers beating her down too lmao

  • @underlord99 said:

    I mean it's really good paired with surveillance . especially on high mobility killers like Billy and killers like freddy and spirit.

    It is...but since when did you ever need gen slowdown perks on Billy, Freddy and Spirit, the killers with literally the best map pressure in the game? It's next to useless on the other killers.

  • TBagging isn't toxic but ok. The sooner you get over t-bagging and just ignore it the better you'll feel. I genuinely have no idea why DbD players specifically get so triggered over it. Why does it provoke such a reaction in some of you? (I'm asking a genuine question here and want to know because I don't get it, I just think t-bagging is funny and have never been mad about it happening to me)

  • You say it only lasts up to a minute but that's literally the reason why people ran it in the first place. It was there to slow down the early game so you could actually get your pressure started. It's a pretty miserable feeling seeing 2 gens go after 1 chase in nearly every game.

  • @Kurosuji said:

    I will not allow myself to baited. I refuse to believe anyone is that dense

    I'm more disappointed with everyone else falling for it. It happens every single time there's a bait post and it's fascinating that the people on this forum are still so gullible.

  • Stalking is the one thing he has going for him. 99ing people and then exposing them when he sneaks up on them. That's kind of all he's got. His ability in chases really isn't that good. Like, wow he can hide his red stain with a button, but every killer can do that by moonwalking or using beast of prey

  • I'd only want a few things to change for NOED:

    Make it activate and expose survivors the moment the last gen is completed. This is the reason why everyone hates NOED because it comes out of nowhere. This would give survivors a heads-up at least.

    Show the auras of broken totems when you get close to them (let's say within 20m?). For both killer and survivor. This would make it so survivors don't have to literally scan everywhere for a totem because if they see a broken totem aura then they'll know there isn't one in the immediate vicinity.

    Those are the only changes I want

  • I've been wanting this change for ages. Not only would it no punish killers for literally no reason at all, but it would put some actual thought in trying to escape during the EGC. Maybe they 99 the exit gates so the guy coming off the hook still has their DS for a bit, maybe survivors would actually have to bodyblock and help the one who's unhooked instead of that survivor just holding W and getting out for free. Eating the DS earlier in the match is hardly a counter to it either. Getting hit by DS in the early game makes a killer lose so much pressure and they've probably already lost.

  • Making the lunge shorter would be awful for killers. I'm guessing you're new and/or a survivor main so I'd let you off about not knowing exactly what that change would do but it would make killer feel really bad to play. Wraith and Spirit had bugged lunges recently and they both felt terrible to play and now they're fine. It's there to close distance and to punish survivors who are greedy with pallets and windows. It comes with practice and playing the game but you'll eventually know exactly when the killer can hit you. Just throw pallets earlier, they're on the map for a reason.

  • @Jasonisanicefella said:

    Because doc is a killer who can spam his ability with zero consequences. Every killer has consequences but not doc.

    Anti loop, anti stealth and slowdown, his shock needs a limit, max 4 or 5.

    Have you ever played Freddy? He can do the same with literally no consequences. No slowdown, no cooldown, nothing and it's fine. We seriously don't need anymore cooldowns, they make a killer so damn boring and unfun to use (looking at you, Nurse). If you're dying to Doctors spamming shock therapy you need to learn how to play against him

  • You say exclude the Netflix version but isn't that the live action movie or whatever? That would have to be where they'd get the visual designs from, obviously. Anyway I never liked that show so I probably wouldn't want to see it come to DbD. I don't even know where to begin for perks, but I wouldn't mind a fun and cool exhaustion perk of some kind, or a really technical killer or survivor perk that adds brand new mechanics or status effects.

  • @Mikeasaurus said:

    I don't consider it toxic if they're used fairly, but it is really annoying when survivors will literally follow you during a chase, just to flash in your face to save the downed. If they had done it when they SAW the survivor drop, sure, but when they follow for that one reason, that is toxic in my book.

    It's toxic for survivors wanting to save their teammates and do the one thing outside of getting chased that's skillful and fun? It's such an easy thing to counter or bait too lmao. Look at a wall or quickly flick around 180 degrees and pick the survivor up, or bait the flashlight save and hit them as they come running out to save. ######### you could even run lightborn and never have to worry about a single flashlight blind because I've never seen a survivor do the correct timing for flashlight saves with lightborn.

  • Yes! I've made so many comments about it. Maybe not baseline, but an option for killers to use an extra 15 degrees of FOV. Someone and a few others have said that it would nerf survivor's stealth opportunities but it's never been a rewarding playstyle in the first place. I think the effect on stealth would be negligible since it's already something that isn't effective. It makes games really boring for killers and other survivors rip their hair out because the P3 Claudette urban evading around the edge of the map is usually the least reliable person on the team.

  • You're literally camping so don't get surprised when survivors call it out. If you want to patrol the hook area and not leave the hook that's your call, if you enjoy that playstyle go ahead. But it's one survivors definitely don't enjoy and they'll call it out at the end of the match because it's not fun to go against a patrol heavy killer. Just turn the endgame chat off if you don't want to see what they have to say, because ultimately it's up to you if you wanna play like that.

  • There's s brown add-on for demo that makes him 7/9% faster while charging Of The Abyss I don't remember the name or numbers. This is seriously his best add-on and the only one that's worth anything. I've found the rest of his add-ons really boring and underwhelming and sometimes don't even run any add-ons at all. I really like that he doesn't need add-ons at all unlike other killers such as Wraith or Myers.

  • I couldn't care less about the ranking system. As long as I got 4 BBQ stacks and had a fun game, maybe sacrificed a few survivors here and there, made good plays etc. The emblem changes the Devs make mean nothing to me and probably a ton of other people too, because changing the rank system doesn't make the core game any more or less compelling, it just means you'll get more pity points at the cost of more fun now because games last 5 minutes and therefore have much less interaction between the killer and the survivors. I sound kind of mad in this long-ass paragraph but I don't mean to, it's just my thoughts on this system because it'll never be perfect and we've all kind of accepted that fact lol. We just desperately need more things to flesh out the actual matches to make them feel less stressful for killers while at the same time not making survivors hold M1 on gens any longer than they have to (which is why I very much prefer Scott's idea for the early game over simply an increase in gen times)

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072675#Comment_1072675

    Didnt say keep him the same just agreeing that he doesnt need nerfs.

    As for billy being the most balanced....lmao. That old meme.

    LF’s chainsaw is a balanced version of Hillbillys. Instadowns are incredibly powerful that’s normally why they come with restrictions;

    Haunted grounds - time limit

    Make your choice - time limit

    Devour hope - Need 3 hooks before totem destroyed

    Myers - time limit, needs to stalk first

    Ghostface - time limit, needs to stalk first

    Oni - Time limit, needs to collect blood first

    Leatherface - Unlimited uses and on demand chainsaw, but slows him down making it harder to hit and a hefty time penalty if you miss

    Hillbilly - Unlimited uses and on demand chainsaw. Still able to keep pace with a survivor while using it and only a minor penalty for a missed swing.

    You’re not meant to be getting an instadown on every hit which is what any decent Hillbilly gets. Killer mains have a warped view of balance.

    Instadowns and high speed are all that Billy has. Good survivors can still run Billies for years and I'm sure you know this, because if you're an experienced survivor, you shouldn't have much trouble going against them. I won't argue that getting constantly back-revved isn't annoying because it kind of is, but that's entirely on you if you've positioned yourself badly that much throughout the match. You can dislike Billy all you want but saying his basekit is too strong is just wrong since there's pretty obvious counterplay to his power, you just need to git gud to counter it. I'd agree that his add-ons need a change though since tuning guide, Thompson's Mix are actually so BS.

  • I just use pop instead, and play a lot less fair. As much as I hate the playstyle with pop I feel like it's necessary on a lot of killers. I can still play Nurse, Billy and Freddy the same way as I always have though so there's that. But man, trying to play almost any other killer without pop or corrupt is just awful. I've tried and tried so many times on killers like Doc, Myers, Trapper but it's not possible.

  • This would be a fun thing to add to the game. So long as a couple of things are disabled like iridescent head and scalped tOPknot I'd be fine with it.

  • For killers? Spirit. Get her out of the Entity's realm. Just get her out of here I don't want to see her again.

    For survivors I'd probably say Meg. She's too adorable, she rarely has any idea what she's doing and she'd be better off sprint bursting in the real world.

  • I run Freddy with enduring, BBQ, Nurse's and Spirit Fury. Sometimes change out spirit fury to meme up or something like whispers or make your choice. He doesn't need slowdown perks imo. It's boring. Also most of his addons do virtually nothing now so I don't run any unless I feel like using the red ones which are disgustingly good. Thankfully Freddy isn't add-on dependent. But yeah, infectious isn't a good choice for Freddy as some people have already pointed out to you.

1 … 56 57 58 59 60 … 63