Avatar

Advorsus

Advorsus

About

Username
Advorsus
Joined
Visits
2,051
Last Active

Comments

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627576#Comment_2627576

    Scratch that, I asked for the Bird-Artist. I wanted a Killer like her and I think she is no problem. So yes, some asked for a character like her.

    People complain about her because she has anti-loop and they need to embrace a different way of looping once again. That Killer is not even out for a day and some already cry about her like she is Nurse (and yes, Nurse is broken as hell).

    "Holding-W" is not your only option, you can still loop normaly. People complain about Clown or Pinhead because they slow them down at loops, leaving me to wonder if survivors would prefer it if every survivor was Trapper just without his traps...

    I've never heard of anyone complaining about clown lol

    Yeah you can stay and try to loop the new killer, but since she can block every vault pallet and exit, you're just giving her a free hit. So the best way to counter her is simply holding W away.

    She's not overpowered, or crazy strong, but she promotes boring gameplay. She's the same thing we've gotten from a lot of other killers recently, and it's just boring.

  • Nobody asked for that killer. Literally no one. And I hate her. Just another anti loop killer that has very little map pressure, and promotes an unhealthy play style.

  • There is actually a much simpler answer, regardless of which side you're playing as.

    Kills don't equal fun.

    Escapes don't equal fun.

    A lot of players, as well as a lot of content creators, have stated that the game is in a very unhealthy state right now. Which makes it just not fun to play.

    As killer, 8 out of 10 matches end in a 4k. I've done the math from all my games played in the past month. Yet I'm having the least amount of fun I've ever had playing this game. Even tried taking a break and coming back.

    Between the balance issues, technical and optimization issues, poor repetitive gameplay issues, endless grind with more added to it constantly, it's just all adding up for everyone.

    Killer is 50/50, you either get a full team of potatoes, or they're all pro gamers that make little to no mistakes.

    Solo queue is a horrendous experience. It's usually one or two decent players being teamed up with brand new players or players who are extremely bad. Behavior thinks putting them up against a killer that's between all of their MMR will balance it out. When it actually just makes the match almost impossible for those decent survivors to win.

    Then you have SWFs, where it's just a stomping of killers most matches.

    This game isn't fun right now, which is why a lot of players on both sides are complaining. It sucks, and behavior is more focused on making money than they are actually making their game fun.

    Content doesn't equal fun

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608383#Comment_2608383

    Yeah nothing like being on the receiving end of some fetishists gross misogynistic fantasy.

    Bold of you to assume Feng meng is even my type. I'm more of a Cheryl kind of guy. She's all frigid and weird.

  • Survivors trying to loop me when I'm playing trapper and they run straight into my trap because they were looking back to time their dead hard.

    When I'm playing any killer with a decent special ability animation like Freddy's snares, doctor's shock therapy, things like that. Then when I'm chasing an injured survivor I use my special ability to quickly fake like I'm going to shock or lay a snare, because it kinda looks like I'm attacking because of the quick animation, so the survivor dead hards for no reason and then goes down immediately. And I die a little bit whenever someone falls for it.

    When I'm playing huntress and a launch my first hatchet across the map like I'm playing black ops one and it actually hits someone. It's enough to make you want to DC out of pity lol

    The hag grabs. When a completely healthy survivor triggers one of your traps at a window or dropped pallet and they go to vault it, just for you to immediately teleport and grab them.

    Zooming across the map as hillbilly and then get stunned by air due to clipping.

    Contaminating a survivor as nemesis and then they turn around and immediately get hit by a zombie.

    Being a survivor and being contaminated, then going around a corner just to be hit by a zombie.

    That first hit of red heads pinky before they realize you have it, followed by the DC afterwards.

  • New skin OP, makes my hitbox too big

  • I'd much rather a non hex perk that blocks all totems for 60-90 seconds at the beginning of the match. This would keep you from losing hexes at the beginning of the match regardless of RNG. You'd get at least some value out of things like ruin, blood favor, and the third seal, without making things like devour hope absurdly overpowered, as you'll probably not get 3 hooks and unhooks in a minute and a half.

    And when mixed with other perks could give you a bit of slowdown at the beginning of the match so that 3 gens going in two minutes isn't as common.

    This would allow hexes to still be viable, while giving survivors plenty of opportunity to use boons, without every having to change the way either perk works.

  • I'd much rather them focus on the mechanics of the game and balancing and optimization.. but that doesn't make money so..

  • @El_Gingero said:

    That’s not surprising to hear.

    Meanwhile, far more complex games like League of Legends, DoTa2, Overwatch, Paladins, Siege, Counter Strike, Valorant, etc etc, have a significantly higher standard of balance.

    let’s be honest, DBD has a couple handful of perks to balance around as the majority of them are essentially useless.

    Killers are simple, mechanically speaking. They don’t have each a bunch of different abilities, nor do they behave in fundamentally different ways at the core of it all. The same generic framework, with mostly one ability each. Same with survivors albeit with even less to consider.

    DBD is a pretty simple game from a design and balance standpoint.

    Exactly, laziness.

  • It's sad because there's a lot of games that are more graphically and mechanically intense, that have wayyyy more characters and items, and they get balanced just fine for the most part. It's lazyness. Like I get that you may not have the know how to do these things, but there's other people that do. Either learn it or get someone who knows how to do it.

    Instead, you tried, had a little bit of trouble and just gave up and said whatever happens, happens. Instead of balancing the game their just like, "Too hard. Let's focus on releasing chapters that make us money and break the game further."

    It's laziness and zero care for the actual game itself.

  • It seems like they don't want people unlocking everything for everyone because they're worried that people will stop playing because they don't have any other perks to unlock. But I promise you, I don't play this game for the feeling of unlocking a perk. The grind is not what keeps me playing lol

  • I play 90% killer and 100% agree that survivors should get more bloodpoints to where it's more in line with the killer. Those matches where I get a 2-3k, but everyone gets 22k-25k BP is one of the best feelings. It's sad watching a person do 3 gens, dying at the end and getting 10k BP.

    But overall there should be a significant boost to how many bloodpoints we get at the end of the match. Or, and this one would probably be easier than revamping the entire bp system, make the different perks and add-ons cost less.

    Brown-1000

    Yellow-2000

    Green-3000

    Purple-4000

    Red- 5000

    That simple change alone would make such a huge difference. Then just bring survivors to align closer to killer and boom, everyone's happy.

    But right now, with the sheer amount of perks, mixed with the RNG of the bloodweb, and the fact that you have to do that multiple times, it's a bit ridiculous.

  • No because it's a game balanced around low to average players.

    You also have less skilled players escaping, and higher skilled getting 1 hooked. So you have a bunch of survivors who don't want to play solos because no one cares about each other because it doesn't affect their MMR. So you have more survivors only wanting to play in teams. Which mixed with their low MMR from solo queue games, they stomp low level killers.

    Then you have a bunch of killers at high MMR, because of the way killer MMR works. Which means even more killers going against the best of the best SWFs and getting stomped, and this will happen for multiple games in a row before their MMR dips to a Level they're supposed to be at. And then after 3-4 games of getting 2-3k they're right back up there and have to repeat the process.

    Which is why there's longer queue times, more people getting frustrated and leaving the game, and more killers just going afk all match. And despite what most people think, most killers don't want to just stomp babies. In fact it gets really boring and we hate it. But we also don't want to play against Oracle each match.

    It's created this unhealthy state of the game where killers don't want to play, solo queue is a nightmare, and SWFs rule it all in easy mode.

    They either need to go back to a more casual match making system, or start balancing around the higher tiers of play. Otherwise it's just gonna be this same state for a long time.

  • The only difference is I added spies to my build. But it's pretty much the same, corrupt for the early game, pop for the mid game, and either no way out, blood warden, or NOED for the endgame. I'll occasionally switch out for bbq if I'm needing bp

  • I dislike them simply for the style of gameplay they create. It's the, 'Take a hit and zoom to my safe space.' it's boring to constantly either have to drop chase to go cleanse their boon, or give up chase completely. I've had multiple matches where the match went on for 30 minutes because survivors would gen rush the first 4 gens, and then 3 gen themselves in an area with no totems. So they'd all try to come touch a gen, I'd smack them, they'd immediately run to their safe zone, heal real quick, then come back just to rinse and repeat. It's very boring.

    Boons also are an indirect nerf to killers. Most people don't look at the indirect affects that buffs to the other side can make.

    Most killers rely on snowballing and controlling the game through pressure once they've started snowballing. It's usually their only win condition. Boons break that snowball in the way mentioned above. I either have to drop pressure and not chase this person into their zone, or drop chase to break their boon, allowing the survivors to reset and go back to smashing gens. The only other option is continuing chase in that area, and having a very high chance of losing that survivor due to buggy sounds or no sounds at all if they're running iron will. At that point they still have their boon, the killer has lost any momentum they had, and the time it took to chase, and this was all down with very little skill involved.

    It takes any control of pace that a killer might have had during the match, and gives it back to the survivors.

    Because before, survivors were in control of the pace of the match, how fast gens got done, how long chases could last, things like that. But once a survivor made a mistake, the killer could punish that mistake and take control. Once you hooked that first survivor you could intercept the one coming for the save, start a chase with them and then a different survivor would have to stop doing gens to go get the save. And that's how you would start controlling the pace of the game by continuing to apply that pressure. And if you failed to keep the pressure up, and the survivors could reset, you've pretty much lost the game because now you have to start over.

    With boons, they can interrupt that initial snowball and any chance you had at controlling the pace of the match. That's why it's unfun for killers right now, why so many complain and so many stopped playing. All almost all control has been given to survivors unless you run specific perks to deal with them. So they're either forced to run the same perks every match, or get steamrolled by the survivors. Shits boring af.

  • Winning- Killing all survivors

    Losing- they find a way to kill me.

    So far, I've never lost.

  • I don't like docs electric plunger weapon though

  • I can dig the nemesis skin. Everything but his light bright sketchers. Kinda wish he had more blight going on with his face though, like most killers do in their blighted skins.

    Pyramid head I'm very disappointed with. His blight skin was one I was extremely looking forward to. But it's so basic, it looks more like a chroma of his normal skin than it does a whole different skin.

    I'm okay with Doc's skin. I love the idea of a buff Frankenstein type thing. I think it's the details though that bother me, they look kinda rushed. It doesn't look like stitched together skin to me, more like a party city costume you bought for $19.99 because there were no other costumes.

    Mikaelas skin is kinda meh to me. Congrats, you put a witch character into a witch costume, how original. I think it would've been cool if she got this like old puritan dress type skin. Like the ones they used to wear back in the times of Salem. That would've been punny.

  • @DorkianBae said:

    Don't forget the game and it's 2999995925 pallets and 29499492942 god pallets

    I'll edit it for you.

  • It's because they look at data from low tier-average players and balance around that, because that's where their money mostly is. It's not from the people who already have the chapters and the skins they want. These low tier killers are easy to pick up and get kills with at lower levels. That's why you see so many new survivors complaining about how strong pig, deathslinger, wraith, legion and doctor are. Same thing with Freddy.

    So they Nerf these killers because they stomp low to average players. And they add in overly strong perks that affect the entire team, so that these new and average players don't actually have to get better at the game, and it's much easier for them to play.

    They need to balance around more around high levels of play, and give newer players better bot options with all of the killers they own so that they can practice and get better at the game. But that would require them to spend time on something other than just making money, so they won't.

  • @Dino7281 said:

    Damn, those builds are bad for normal game....

    Problem is that you don't know, if you are going to play against them or how many.

    If you guess wrong, you have useless build. It's better to have some generic good build and tunnel someone whenever you heal boon activated.

    Not really, I run pop with corrupt anyways because I like having perks that last the whole match instead of perks that can be destroyed completely. Spies is just an information perk that gives a lot of power, but was just overshadowed by perks that show actual auras.

    In fact all of these perks were perks that were run in normal builds before except bloodhound. It's the only one that I wouldn't really use if not for Shadow step. Everything else is pretty much normal. But even if they're not running boons, each build offers a different style of play. And if you play in that style, it's going to offer value even when but against boons.

    It's just not a ruin, undying, corrupt, pop build.

  • @SMitchell8 said:

    Play both sides and yes, they're too strong. Killers need a perk that blocks totems, like no way out

    I like this idea. A perk that blocks all totems for 90 seconds at the beginning of the match. Wouldn't be horrible.

    The only thing I don't like about it, is the fact that it'd be just another perk to deal with bad game mechanics which shouldn't be reinforced. There's already so many of those. Instead they should just fix the core mechanic.

    BT and DS to combat camping instead of addressing that mechanic, unbreakable for slugging, Ruin and pop for gen times.

    I feel they should fix their mechanics instead of introducing new chapters and perks that I have to spend money on if I want to deal with those poor mechanics.

  • I don't think people doing It to be racist. And it's silly to assume you know why people do it. Now if they're being racist in chat, yeah ban them, it's warranted. But saying to remove a feature because it shows a black persons face, and saying it's racist, is just reinforcing racism.

    So you're telling me, that we should remove that face, and only that face, because it's black, but leave the white guy faces and the Asian. That's literally segregation. That's treating something different because it's black.

    My favorite quote when it comes to things regarding race is Morgan Freeman's. Stop talking about! Not in a manner that it doesn't exist in the world, but in a way that makes it different.

    Why does it have to be a white person asking a black person a question? Why can't it just be a person asking a person a question.

    It should be, "That's a bad thing because he's wearing people's faces."

    Not, "That's bad because he's wearing black people's faces."

    You're requesting special treatment (it being removed), which would be separating it and how it's treated based on the color of it's skin.

    Before it was all treated the same, he was just wearing people's faces. But you're introducing racism where it didn't exist before for the sake of starting an argument.

    Being racist would be saying, "He's gonna have all these different faces, but I'm not going to include one of any other color, because I don't want that in my game."

    Can't expect to be treated the same, and then ask for special treatment based upon the color of your skin, or your gender, or nationality, or any other factors.

  • I think any single perk that can counter complete builds and abilities with little to no activation or downside is too strong.

    Yeah 14 seconds is an activation time, but when there's 4 survivors who can all be doing different things, it's really not that bad. Especially for team wide extra perks.

    Compared to pop, one of the strongest perks that you can have all throughout the match, requires you to chase a survivor, injure then, chase them again and down them, then hook them, then go kick a generator for a 25% regression.

    Shadow step alone can counter whole builds. Scratched mirror Myers? Goodbye. Aura reading wraith? Goodbye. BBQ value? Goodbye. Nurses calling? Goodbye. I can go on and on with it.

    The only real counter to COH is the broken status, which not a lot of killers have.

    Does that mean every match with these perks is an automatic loss? Nah.

    There's still the human error aspect. Survivors make mistakes, you snowball and kill everyone. Does it make it harder to do that? Sure.

    But even if you can still 4k most matches against it because survivors make mistakes, it doesn't make strong perks not strong.

    Right now the boons are overtuned and strong. Once they've made their money from the chapter though, I'm sure they'll be looked at and balanced to be in a healthier state.

  • It's easy to play against. Both of the perks that you feel are an issue, mainly being infectious and starstruck, are both based on terror radius. If you see her down someone and you get hit with infectious fright, start running in the opposite direction. If you make it out of the terror radius, she'll probably see you with bbq but you won't be exposed, so it's just like facing a nurse with BBQ. If you don't make it out of her terror radius before she picks up, don't go outside of her terror radius. Because then you'll be exposed and she'll see you with bbq. If you get exposed just hide and wait it out. It's boring but that's how you do it.

    If you try and play altruistically, body blocking, flashlight saves, instant unhooks, yeah you're going to have a bad time and get destroyed.

  • It's extremely underwhelming in it's current state. Okay with bloodhound, which is useful against shadow step, but other than that it's pointless. If they made it to where it actually worked for things like, when you're downed you bleed out slightly faster, and when you have deep wounds it makes the timer tick slightly faster when standing still and not mending.

    It'd still be a niche pick in very specific builds, but wouldn't be OP and wouldn't be completely useless.

  • I play killer 90% of the time because I simply don't enjoy the randoms I get in solo queue.

    As a killer main, I'm extremely happy with the validation fixes. At first it was weird for both the pallets and DH, but once I got used to the animations it's really not that bad. I'd much rather have a perk that works as intended. Even when I was streaming before this bug fix, I'd call out when a hit shouldn't have hit, and it feels good that I'm not getting those free hits I shouldn't have. It in no way changes my personal skill at the game or my ability to kill. You don't lose a match because of 1-2 hit validations. It's just the newest thing changed so it's the latest blame game.

    Even with boons, although I do feel they're strong, I don't feel they've changed my ability to kill or winrate that much. Are there still those SWFs that can abuse super strong builds and smash me? Yeah. But there's also those strong SWFs that make too many mistakes that I'm able to capitalize on. And usually, it's me 4king in the end, or one person getting hatch. Maybe 1 or 2 times out of 10, I'll get only 1 or no kills. But it's not an every game thing. And I typically play against really strong teams, well coordinated, with strong perks.

    I feel like the ones who are having that much trouble ever single match, either know the micro details for their specific killer, but don't understand the macro game. Or vise versa, they know killers in general, but don't know the micro details about killers they're playing.

    I will say though, most matches are getting kinda stale. Probably just cause boons are new and everyone is running them, I feel like I'm forced to run certain perks to not be at a big disadvantage. So most matches are one of 3 perk builds, so it's kinda boring. I will say it doesn't feel great to play killer right now. Even in matches I'm dominating in. It's either full domination, or full steam rolled and no in between. Not fun.

  • I like it, but it also makes me sad because it could be so much more than it currently is, but it's wasted potential.

  • Demo scream lol

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594372#Comment_2594372

    We'll make it gives that, but requirement is little bit harder with limited duration and only for you.

    Exactly my point lol. They're extremely strong right now. Stronger than almost every other perk in the game in terms of strength to cost.

    Yes in the hands of the average solo queue survivor, it's not an issue. Cause they're not going to be able capitalize, and they'll make mistakes, and they'll get sacrificed because of it.

    But in the hands of a halfway decent team, there power is extremely noticeable. And makes coordinated teams even worse than before.

    Add to this the fact that SBMM is a thing, and the fact with how the MMR is set up right it's easier for killers to reach the top than survivors, you end up with a bunch of killers where all they go against is these super strong teams that know how to abuse their strengths to make them overpowered. That's why there's so many complaining about them.

  • It's the power each one gives. Self care? Not a big deal. But 90% healing? No other single perk gives that, and you'd need an entire build to do what that one perk gives. And it gives it to your entire team.

    Same thing with SS. You'd need two perks to accomplish what that one perk does, and one of those is a one time use perk that requires you to get injured. You now get that for free, can be reapplied infinitely, and affects your entire team essentially giving them those perks as well, without them spending a slot on them.

    It also doesn't give survivors another objective. It's the same objective you've already been doing, for the same amount of time. The only difference is an additional 8 seconds to cleanse and apply a bless to a hex totem. Even if a killer snuffed it out 5 times in a match, if they're all dull totems, it's the same time efficiency for survivors either way. Just as if you were clearing out all totems before boons were introduced.

    Even if they did bring ruin and undying, that's an additional 16 seconds survivors didn't have before. Compared to the killer's time to drop chase, snuff it, and then either catch back up and resume case, or find another survivor to chase.

    And most matches, killer barely has time to snuff it out more than twice. I played multiple matches where between breaking walls and pallets, chasing survivors, pressuring gens, and everything in between, I had time to snuff their boon 3 times before 5 gens were done.

    It's not an added survivor objective.

  • Tbh I've been running spies from the Shadows, or sloppy with bloodhound. Both still allow me to run pop/corrupt, which is plenty of slowdown. Then I might just use spies and bbq for extra BP. Plus the Mangled makes the COH a little less worrisome.

    My first match of the night was with my main, doctor. I ran an anti heal build with sloppy, Coulrophobia, Distressing, and spies. Even with 2 people running boons, they couldn't hide because of spies, and my other perks meant they only had a 15% healing speed increase. They spent most of the match injured.

    However if you're not running or don't have these perks on certain killers, the boons can feel a bit overwhelming.

  • @DorkianBae said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593346#Comment_2593346

    Honestly not sure, it's just very slow and predicable as long as you are looking behind while running. You can see his arms animation when he's about to use it and there is a delay giving you plenty of time to dodge it. It's only strong when you are force to go to a window and even then you can fake the window forcing out a M2 to slow him down.

    I legit don't know how to make his M2 better other than maybe making his range addon base kit.

    I don't think the range helps much tbh, because it's length and not width, still easy to dodge. Range is great if you're further away or if they vault and go straight, otherwise it's useless. I'd think maybe rework some of his useless cooldown add-ons and make them a reduction to the delay of it.

    That's another thing that kinda makes him on the weaker side, almost all of his add-ons are trash.

  • As a person who plays him quite a bit, he seems pretty balanced, but slightly on the weak side of balanced.

    Because his punishment right now is so slow and easy to dodge, and he's so slow while doing it, it's rarely worth using. And if I do use it, it's to try and force survivors towards my trails.

    The trails are what makes him balanced and if he didn't have that aspect of his kit he'd be super weak right now. But the ability to cage someone quickly and the fact that it bypasses perks that are strong and meta right now, is strong in itself. Which keeps him kinda balanced. But if you can't force survivors into your trails or you forget to put them down consistently, welcome to M1 city.

  • As a killer main, as in a play killer 99% of the time, I actually like this change/fix. Most of the time it shouldn't affect most killers as you either bait out the DH, or swing and take a miss, that's how it's supposed to work. There's been a few times, not many but a few where I've hit through a DH that I wasn't supposed to, and it never feels great doing it. And usually I'll call it out that I should've missed.

  • While I do agree the BP system needs an overhaul as it's greatly outdated. The real issue is the reliance on perks because those perks are a band aids fix for bad game mechanics that they refuse to fix.

    Things like DS and BT to stop tunneling. Ruin and pop to deal with gen speeds and undying to deal with bad totem spawn. Most perks are just Behavior slapping on bandaids so that they don't have to fix their bad game mechanics, and can instead focus on money making things like skins and new characters.

  • I get why boon totems were introduced, to give survivors something else to do besides gens, a reason to go find totems, and to make solo teams a bit stronger. You could have one person running the boons and give buffs to your entire team within that area. Make it only a 24m area so that it's not too difficult to deal with, and it'll be balanced. I get it.

    Here's the issue, it doesn't.

    Let's take a look at Shadow step. It removes scratch marks and all aura reading abilities for killers while in that area. You would need 2 perks to accomplish that just once without the boon. So its 2 perks for the the whole team, at the cost of one person's one perk slot.

    Let's take a look at COH. It gives you the self care ability with increased healing. You would also need two different perks to accomplish this on one person. This is also given to the entire team.

    The problem with this is having perks that have the equivalent power of two perks, but for the whole team.

    The issue, is this is great in theory for that one solo survivor that brings it for his whole team. But what actually happens most times, is one survivor wastes their time with totems for teammates that don't know how to play around it, so it doesn't get used very much and the game goes on like normal. It's the same issue with all strong perks. They're designed to give average to low tier players a better chance. But they rarely use them properly.

    So what you have is very strong and abusable perks that get abused by really strong survivors and SWFs. Which is why in some matches they don't seem strong in some matches but unbeatable in others. How many times have you gone against average Survivors who dead hard into a wall and you smack them down while laughing? And then in another match one survivor loops you for 2-4 minutes because of a single dead hard.

    Same thing here. One decent team running both totems on 2-3 of the survivors, while also using the meta perks, and you now have map wide super heals and no way to track them. So even if you hit someone, they just use any of the many line of sight breakers and they're gone. Then they heal to full. Even if you manage to snuff the totem, once you find someone and commit, another teammate will just go put it back up while the other two stack on gens.

    So in short, the problems with boons is the same as always, balanced for low level gameplay, super strong and almost unbeatable at high levels of play. Luckily, the amount of times you get full sweat teams is rare right? Nope! SBMM made sure that you continue getting these same type of strong survivors that know how to abuse the strength of these perks. So then every game will feel unplayable.

    I actually faced a team with just the Shadow step boons yesterday on springwood, they also had spine chill quick and quiet and iron will. There was 4 gens done in 3 minutes and I hadn't seen a single survivor. I'd patrol gens, but by the time I could get from one to another they'd be gone. Search the entire area and all lockers, nothing. Stomp out the totem, head towards the other gen I heard being worked on. Before I even get there the other totem is already back on, and run into the same issue, they're just gone. Snuff the totem after looking for them, kick the gen, look elsewhere. 3 minutes and 4 gens later without a single survivor seen.

  • I think the issue is just his power in general. The tormented part is great, being able to bypass quite a few of the most meta survivor perks is great.

    But his punishment of the damned is just too slow and clunky. Even just average Survivors are able to completely dodge it with the slightest of movements, even if you're angling it perfectly.

    It's kinda the same issue with Doctor right now. The delay on his shock is too long even with add-ons that it doesn't really do what it's supposed to do, which is shorten chase times in loops.

    At this time, I only really play doctor for his information he gives and the affects of madness. Same thing with Pyramid head. Only really use him for getting around meta perks.

  • I actually created an idea for a legion rework where you get to use all for of them in the match.

  • It's like that on a few maps, like midwich

  • Wraith has really good chase potentially, and can pressure the map with less skill than something like a spirit.

  • @R2k said:

    Good job! I leave a comment so this topic didn't sink in complaints see.

    Thank you!

  • I don't usually tunnel or camp hooks. Until tonight, when this Steve thought he was hot #########. I was playing trickster with no perks or add-ons. Just practicing knife throws. And I would down people and hook them, then leave so they could get the unhook. But then I came across this Steve who decided he was going to tea bag at every pallet because he thought he was good. I guess he didn't notice that I wasn't M1'ing. So I decided to help him realize that he was only alive because I allowed him to be. Chased him for about 20 seconds before he went down, hooked him, stood back while his team came to save him, downed him again, and again. And once he was dead I let the others leave.

  • There's just a lot of stuff that's janky or just downright doesn't work on console. So we have to adapt our playstyle.

    Any precision killer, just no.

    Going against a pinhead? Forget looping, it doesn't exist lol.

    But the biggest issue, the one that's absolutely unforgivable!...... You can't run backwards as a survivor. It's simply not possible. Talk about favoritism, am I right?

  • Oh it's so much fun. I doubt I'll play DBD the same way again.

  • To truly make it a horror game, I agree the maps and ambiance needs to change. Update the graphics, and make everything feel like an actual horror game. Lighting is a major factor. The fact that you can see across whole maps, not scary.

    An idea I've had before was making like a hardcore mode that changes how the game is played. Remove the red stain and terror radius, scratch marks, things like that. But make it to where certain things are louder, like foot steps, bleeding, lockers, gens, things like that. No perks or add-ons on either side. Just skill vs skill.

    There'd have to be some more adjustments to make it balanced.

    But I always felt one of the biggest things that made it not scary for me, is the fact that I can hear and see them from a while away because of the huge terror radius. That's why Michael is the best for being scary, cause of his undetectable status.

  • @Jejune said:

    Only if it takes alot less time to destroy relit hex. I am not about to entertain the idea of killer putting back ruin around the 3 gens.

    That's something that could be possibly changed and the numbers worked around for. Obviously I would want it to be balanced. And I wouldn't want it to be where 3 gen + ruin automatically means gg.

  • Visage, fantastic game.

    Hellblade Senua's Sacrifice. Not completely a horror game, but still fun.

    Layers of fear

    The evil within

  • @[Deleted User] said:

    it's 13th for me in the Uk right now.

    As stated this happened a few hours, as in earlier in the day. And since it's 1 in the UK I doubt it was the 13th over there when it happened.

  • This took me about 3 days ish? Of playing pretty consistent. The games weren't long or hard to get through as you can imagine. I'm also on console, I couldn't check the hours unfortunately. But no really changes perk wise across the board. Occasionally I'd get ones with self care, adrenaline, head on, and occasionally something like deception. But there was always 3 dh, unbreakables, DS, sprint bursts, stuff like that in every match.

    I haven't tried playing other killers. A played about 5 matches after I started playing for real again, so it wouldn't be too difficult to test that.

    Something else I found that I forgot to mention.

    If you play but let everyone escape, you get Entity displeased almost every time. But if you afk, it always says brutal killer while still giving no emblems, except for a bronze or silver on the gen progression one.

1 … 10 11 12 13 14 … 16