AsePlayer
AsePlayer
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/957199#Comment_957199
Actually they're a rank 1 killer get jebaited
Excuse me sir. The player in question plays survivor more than killer. Therefor, all of his opinions are invalid because he is incapable of thinking of anything other than things that benefit survivors. /s
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@Clinton said:
https://forum.deadbydaylight.com/en/discussion/comment/957196#Comment_957196
Spoken like a true survivor main.
I play both sides, me being a survivor main has nothing to do with it. I never dodge as killer.
Slap on Franklins and soft patrol where the item got knocked out because the survivor will want to come back to it if they are trying to sabo everything.
Alternatively, if you really want your hooks back so bad get that one perk that makes hooks respawn faster.
Either way, sabo = gens not being done. Slug until hooks respawn.
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@Clinton said:
That's why I dodge when I see 3 toolboxes or more
lul
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Killers still have over a 50% win rate with current gen speeds. No thank you.
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why is this even allowed
Because synergies are a thing @99gameknight
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@StardustSpeedway said:
I have been done with the rift before level 4 of it released. I still completed all the challenges of the last level and have been done with everything for about two weeks. I have to say that it feels liberating playing normally and not have to worry about getting x challenge done.
It feels liberating playing normal again for sure, but not being able to get more tiers via XP (which you did passively anyways) feels kinda lame when it's locked at 70.
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@SnakeSound222 said:
After tier 70, the paid track should give Auric Cells and the free track should give Shards and BP (they should also be added to tiers before 70 because the free track is basically a wasteland in the later tiers with only like one cosmetic or charm appearing per page).
I don't even care if the numbers are minuscule, something is miles better than nothing.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/957139#Comment_957139
I still have people to prestige and get every perk on so I guess that’s why it doesn’t feel obsolete to me.
Going from being able to take care of both simultaneously to going back to the one is what makes it obsolete to me. Still fun, don't get me wrong, but not AS fun as it used to be.
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@GrootDude said:
This map is actually a really nice map to loop on imo, there are some really nice pallets on the map and the windows are also nice, it’s actually a bit survivor sided imo.
I have no problem playing on this map as killer though so it is definitely more balanced than other maps. What’s y’alls opinion on this map?
It's icky and every time I get it I question why I was born on this earth.
Replace DC penalties not letting you play to only letting you play on Hawkins. Much more painful.
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@GrootDude said:
The usual grind? Or just fun in general? That’s why I keep playing.
The usual grind feels obsolete now that we've had the rift. I still enjoy doing it, sure, but nowhere to the same extent as I did when I was still grinding to tier 70 on there.
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@LordGlint said:
Same reason people played before the rift...because they enjoyed the game. Your still getting BPs from playing normally and still getting shards that you can use to buy cosmetics. The new rift comes out in a week.
The difference is now we've been given something to strive for other than the usual grind for once (grinding the rift levels and challenges). Having to wait 2 weeks or more for the next rift just feels underwhelming now.
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/957115#Comment_957115
Then it's just the vibe you create for yourself. Think of it the other way, a killer that likes playing to feel that vibe of hunting players down and kill them and it gets destroyed by a 4 man of tbagging Blendettes.
Kinda comparing apples to oranges there. Base game possibilities vs adding new features/mechanics.
It just wouldn't feel good to me to have extra communication in the game aside from the ways survivors can already do it: hook wiggling, pointing, etc. The game at least TRIES to be an asymmetrical "horror" game, this would just make it even less "horror" than it already is.
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/957105#Comment_957105
Why not? People thought RPG elements didn't belong in a TBS game yet Fire Emblem Three Houses was one of the most successful in the series. Same with the pace change in FFXII, the examples are endless.
One little feature used in a completely different game doesn't make it exclusive to that genre/franchise. An example of the opposite thing is how R6 siege, despite being an FPS game would definitely NOT benefit from this system since it requires more precise callouts and not to lose visual on what's happening in front of you.
I'm not denying that it would be helpful, I'm just saying I wouldn't like it personally. It would just destroy the vibe I get from DBD as a game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/957091#Comment_957091
I've seen. If the devs wanted to nerf killer sided maps they would choose hawkins or the game. The rework is purely thematic.
Two birds with one stone imo
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/957096#Comment_957096
Well problem is it stopped being a horror game about 3 years ago didn't it?
It's only terrifying for survivors with less than 20 hours and sacrificing the biggest portion's fun to create a scary experience is just poisonous for the health of the game.
Okay, let me rephrase it then. First person shooter command wheels don't belong in an asymmetrical game that attempts to have horror elements in it imo.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/957092#Comment_957092
If you bothered reading the first couple lines of the post you would see that what I'm proposing wouldn't increase queue times at all. In fact it should generate more interest in the game and return players which would mean lower queue times.
I don't think it will at all but to each their own ig.
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/957084#Comment_957084
The easiest most effective way in my opinion would be to add an in game comms wheel like the one used in Overwatch. This way all survivor teams can be coordinated without the need of actually having to talk (and abuse a voice chat system with noise, insults, etc) and devs can buff ALL killers to be able to deal with high rank teams, and allowing low ranks to help each other improve and understand the game better.
I feel like that would totally destroy the feel of Dead by Daylight though. First person shooter command wheels don't belong in an asymmetrical horror game imo.
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@Dreamnomad said:
I've been beating this drum for a while now but this game needs alternate modes to play.
https://forum.deadbydaylight.com/en/discussion/17700/alternate-game-modes
Many of these ideas would take a minimal amount of time to put together but would definitely be a breath of fresh air.
I don't want queue times to be worse than they already are. Will have to pass on this one.
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@TheMonadoBoi said:
Literally just a rebalance of SWF/solo survs.
That's it. Yet it's probably not happening.
How would they do that in your opinion?
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Try out some funky builds and divert from the meta.
And if you really need it, take a break. What's the point of playing a game if you're not having fun?
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Better matchmaking and queue times over literally anything else.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/955469#Comment_955469
They should have reworked someone like Clown or Leatherface first, they're under-performing so badly. Do we really need more killer nerfs when killer is already trash and unfun?
Imagine thinking the Doctor rework is a nerf lul
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If it's Wraith, prepare for spinechill city lol
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@PoisonHurts said:
https://forum.deadbydaylight.com/en/discussion/comment/955959#Comment_955959
That's not even true rank 1s power through ruin about half the time.
There are plenty of potatoes that can't due to rank being so easy to obtain
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I kinda agree, especially since you don't get any benefits after maxing out the rift. It would be nice if you got some extra bloodpoints or something for playing beyond tier 70.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/956500#Comment_956500
Im a red rank surv, bud, Try harder :)
You can see a wraith from the distance and as I mentioned there's a better counter, sprint burst, instead of using a perk that's situational and barely works against no-stealth killer, sprint burst is a counter to stealth killer and normal killers, and let's not mention the 99'ing, that's a very strong tactic.
Honestly the more you talk the more I think you're another braindead spine chill user.
And btw Im talking about solo survs, and if you play solo a wasted perk slot can basically kill you.
Another example of how rank doesn't equal skill :)
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@laurelstroodle said:
It is bad.
For fast vault the diference in seconds is:
FAST VAULTS: 0.075
MEDIUM VAULTS: 0.135
So there's a minimum diference, it isn't worth it.
And has to many conditions, killers need to be looking at you, 2 perks slot and you need to be injured..
And with those broken hitboxes it is even worse.
With broken hitboxes, it could be that little extra time you need to actually not get dedi'd
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@Blueberry said:
So you think the current system doesn't reward enough shards?
Mo' shards mo' betta
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@Fibijean said:
None of those things fulfill the win condition, or even directly contribute to it. This would make the game miserable and boring for both killers and survivors, since any survivor wanting to rank up would just have to bring Stake Out, an exhaustion perk or two and a flashlight.
(I'm taking this post seriously, even though I suspect you might be joking, out of respect for the possibility that you're not.)
Mainly joking, but unironically those are the most important things that define a good player. If they have a working brain, the rest comes natural.
If red ranks were composed of people who can hit their greats and actually run the killer, it would represent skill to a certain extent. Definitely more than now
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@AllMyLemons said:
https://forum.deadbydaylight.com/en/discussion/comment/944808#Comment_944808
Ranking up is big reason to play in every game. And its kinda sad that you get high ranks so easily without being so great.
This is just my opinion. Its always nice to achieve ranks when you get better.
Well how can you measure someone being great with all these variables in play? The system can't determine a good play from a bad one, just the stats. I could be the worst teammate ever and bomb every hook with BT. I can be unable to hit any hex skillchecks but I still stay on gens for a very long time. These things will still get you to pip.
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That's just matchmaking being matchmaking
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@raulblideran said:
https://us.v-cdn.net/6030815/uploads/604/ASE8COHDONCO.jpg
This was the literal next game after. I think the game just taunts me now.
The first one was because of the rank 4 and the second one was a rank 16 SWFing with their rank 5 friends
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I don't think rank will ever truly represent skill in this game.
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@AngelicLaw said:
https://forum.deadbydaylight.com/en/discussion/comment/943703#Comment_943703
Ah yes because its definitely not the 4 man toolboxes and gen rushing swf's
Its me the currently rank 2 legacy 1 trapper with more then 3000 hours that has to run Ruin and Corrupt Intervention to keep from getting gen rushed
Ah you're using Trapper. Once again, your ability to pressure, especially with that particular killer, is doo doo due to his early game set up.
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Because your ability to apply pressure is doo doo
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/941520#Comment_941520
But if the pickup animation is 3-3.5 seconds and blinding someone takes 3 seconds, the math does not add up there.
Re-read the first line of my response. I don't know the exact amount of seconds and milliseconds to the blind. But I do know the timing has to be PRECISE otherwise you will miss the blind. Seems pretty fair for me.
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I dislike ruin because it punishes the newer players and it might demotivate them from playing in the long run.
I can hit my greats, someone with less than 100 hours might not be so able, and if you get a crap ton of skill checks it can just ruin the match for them.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/941506#Comment_941506
If it's 3 seconds to blind then how come survivors have time to run into my FoV and blind me when the pick-up animation is 3-3.5 seconds and I make sure to look away when picking someone up?
Because those values aren't 100% accurate and you're probably remembering wrong.
Instablinds used to exist, they don't anymore. For a survivor to successfully flashlight blind you, they must start blinding when the killer has just about hoisted the survivor onto their shoulder.
It can't be any more or any less, it's got a pretty high skill cap.
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/941501#Comment_941501
Not true. There are add-ons to increase brightness, making you practically blind much faster.
Pretty sure it just makes the blind last longer, not speed up the blind.
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@Tr0g said:
Purple flashlights that blind me in 0.5 sec need to go.
Actually all purple items should go. Survivors are already stomping killers.
No add-on affects how quickly you get blinded. It takes roughly 3 seconds no matter what.
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@Almo said:
The Killer Instinct addons aren't "useless". Maybe you don't like them, and that's totally cool! But some people do like them. :)
You just got ratio'd pretty hard. Might want to reconsider
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/939058#Comment_939058
Hmm, I see.
A killer told me he was going to get me perma banned for "abusing the bug"
I wouldn't sweat it. Just a salty killer being salty.
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It's intended.
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I'll buy it when I hit tier 70 so I get my auric cells back.
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Assuming that you're on pc, I just told everyone I needed to go for it and they were kind enough to play around it.
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@Smichaels82 said:
https://forum.deadbydaylight.com/en/discussion/comment/937324#Comment_937324
I see what you're saying but honestly - I'm okay with saying, "Goodbye" to SWF groups then.
If you decide to stop playing DBD because SWF is not an option - then it was never really a game meant for you.
My opinion.
Thanks!
I'm glad you're okay with saying goodbye to SWF, but the rest of the player base that play with their friends would not be. You trying to make the game die or something?
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That didn't take long lol
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No
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@badster said:
Seriously? Why was this removed? This was one of the few things survivors had to mind game or outplay a killer. It wasn't a broken mechanic and was something that did not need to removed. Why do the devs always "fix" stuff that no one complains about yet keep broken things everyone complains about in the game?
Apparently it got changed when they fixed something else, they didn't intentionally get rid of it.
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@Exxodus21 said:
I think most of the archive challenges are fun except for the flashlight challenges. It would be different if flashlights weren't lost on death but trying to practice with them is a guaranteed down for the killer.
You don't have to get the save, just the blind. You can blind extra early to ensure you get the blind but you won't get the save. Gotta do what you gotta do