Aven_Fallen
Aven_Fallen
About
- Username
- Aven_Fallen
- Joined
- Visits
- 18,449
- Last Active
Comments
-
Not really. For me, I preferred old Ruin over new Ruin, I was able to hit great Skill Checks like 8 or 9 times out of 10. The progression was still slower (because there was no Bonus Progression for hitting the greats and I did not hit all Greats), but at least a Gen cannot regress from almost finished to 0 with old Ruin.
However, old Ruin was a terrible designed Perk. It did not do that much against good Survivors but was very frustrating for new Survivors. Also, it was effortless Slowdown, the Killer just got the Slowdown for equipping a Perk. While the current Slowdown-Perks are also not really a pinnacle of Skill, the Killer at least has to do something to make them work, as little as it is.
Also, old Ruin and Undying would be really annoying. Let alone that the synergy with PGTW would be back and I dont really want to play against Killers who use Ruin/Undying/PGTW.
Ruin and PGTW was already annoying enough and I can imagine for less experienced Survivors, it was simply killing the fun - you struggle with hitting Greats and then the Killers comes around and kicks away the little progress you had.
-
It is probably the Baby Killer-Build. You get carried a lot when using this build on Blight. Shows basically that you are not really confident when playing as Killer.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2284530#Comment_2284530
Not necessarily. Camping and Tunneling wasn´t an issue during the short time Undying Ruin was meta. Survivors complained more about having to do totems then getting tunneled or camped.
When killers don´t feel pressured by the gen speed, then they are more likely to go for a 12 hook game.
Not really. Killers tunnel and camp all the time if they get the opportunity. Some do it with 5 Gens and their Totem(s) still up.
Blaming the Undying-Nerf for that is a weak argument (if I even want to call it that way, "a lie" would be more suitable).
-
One of many reasons why the Sacrificial Ward is a really bad Offering. You are already burning it without any information (maybe a little bit, if you go against a 4 man SWF, you might have a higher chance of getting sent to Haddonfield or Coldwind), and you still might end up on the same Map.
Aside from removing this Offering (really, it should not exist in the first place), some changes:
- Cancelled Offerings should also block their Realms. So no Coldwind Farm if a Heart Locket has been burned and negated by Sacrificial Ward.
- If no Map Offering is burned, the Sacrificial Ward is not burned either. This would mean it would only burn if it would actually do something (my friend burned like 10 Sacrificial Wards at some point, no Map Offering was used... Game 11 without a Sacrificial Ward, there was a Map Offering... )
-
Correct me if I am wrong, but this is the case for every Killer - you use their powers if it is useful.
-
Finally someone brings up the important things in this game.
-
I mean, nothing new. It is known that those tournament squads can only be beaten by a really good Spirit or Nurse. So its not something groundbreaking.
DBD will never be balanced around those teams and it should never be balanced around those teams. You cannot balance for Top 1%-Players and ignore 99% of the playerbase. If we start to balance around Top Level-Survivors and Top-Killer players, most of the people in this game will have a miserable experience.
And it is a casual game, after all. Umbra once talked about it in her Stream and she is surely one of the best Killers in this game. And she also was not really into the idea to balance around the Top Level (apparently the same was done with Deathgarden, which lead to the game dying, but I cannot confirm it myself since I did not play it).
However, quite "interesting" that tru3 did such an experiment, but he did not do the 1v1s, because the game is a 1v4. While playing against Oracle is a 1v4, it is as far away from Public Matches as 1v1s against Spirit is. And tru3 did not want to test something here, he did not want to test if Wraith can compete against those teams - tru3 is not stupid at all, he knew from the start it will not be possible.
But I think he wants to give his opinion with that, but dont want to show that Spirit is indeed problematic, which is the reason he refuses to do 1v1s.
Overall, the experiment is mildly interesting. It does not show anything new and it certainly should not be a factor to take into consideration when balancing this game.
-
We have 24 Killers. With that number, it is entirely possible to not see a Killer for a few days just by coincidence.
Also, a new Killer got released, this usually means that many people are playing the new Killer for a few days.
-
As Survivor or Killer?
I have had multiple Pips today as Killer. But as Survivor, I can get a 23k BP-game, die and barely make the Blackpip (yes, BPs have nothing to do with the Emblem System, but it seemed odd to get so many BPs and still barely make the Blackpip).
-
@RockScorpion384 said:
lol at everyone saying bait. Youre just delusional. Killers get ran round all game flashlighted everytime they pick someone up, 40 seconds in and 3 gens have popped etc.
this game is extremely survivor biased. Their jobs are simple, they just have to not screw up. Killer actually have to make an effort to get any value.
1 survivor can loop the killer for 2-3 mins around pallets and windows. All while the 3 others get freedom to do gens. Its disgusting and they need to nerf survivors simple as.
Survivors got nerfed for the last 5 years.
But apparently, there are still people out there who are not able to kill them.
-
I am desperate for admiration.
Nah, I just like Forums. I have several thousand posts in multiple Forums, the DBD-Forum just one of them.
-
The only Slowdown-Perk you need.
-
Maybe it should get unlocked when doing Adept with every of the original Characters, which are in this Bundle.
But other than that... Those are just Charms. We already have so many nobody is using..
-
@[Deleted User] said:
i wonder why they didn't give it the preschool treatment, and make that concept actually interesting by blocking off/opening up entire sections of the map depending on what version you're playing
obviously i have yet to experience the map myself so
I think it would be really confusing for new(er) players if that would be the case. The Map in itself is already very confusing, I think it would be really complicated if you have multiple versions and have some blocked off-areas which are accessible the time you played on it before.
@Topic:
I doubt that they will rework it. And I think it is alright, they should keep it like this in the game for a while. It is one map out of many, and nobody will have serious problems when getting it from time to time. It certainly is not my favorite map tho.
However, I hope they make it brighter, like in the PTB. On the Live Servers the Map was really dark and while I am always for dark maps, this was a little bit too much for me.
-
Yes, he is the weakest Killer ever. This is what you want to hear, eh?
I have seen 8 out of 10 Nemesis yesterday. Which is the normal rate after a new Killer-Release.
-
@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2280805#Comment_2280805
Ok i know dbd community is famous for gate keeping but please listen to yourself. Are you implying that he missed a saw so his power should be on a very long cd. If so explain to me how that is good for players learning billy. How am I encouraged to go for difficult saws if the consequences are so high.
There is no killer with a cooldown as long as billy. You can't just make a killer who appeals to those who have learned him and is unapproachable/painful for beginner/average billy players. It's illogical because then you get abyssmally low playrates for a killer the commumity has gone on record as saying it one of there favourites to play against.
This argument get's raised every time but people casually ignore this because hur dur git gud meanwhile the payrate of the killer tanks further and further.
There is also no other Killer who has such a high mobility-advantage. You cannot just focus on the Overheat and ignoring Billys strengths.
And as I wrote in my other comment, he messed up at least 3 times before overheating. He should not be rewarded with an Instadown when playing that bad.
-
@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2280805#Comment_2280805
That timestamp is pretty much why people don't like overheat. It made some of Billy's counterplay even more effective, which was unnecessary because his counterplay was fine. You can't expect people to play perfectly.
Yeah, but you were hiding this. Like, he deserved to Overheat, he was trying way too much and he played bad. You cannot really deny this.
He messed up at least 3 times (getting 360ed, when Nea unhooked the other Nea and when the unhooked Nea bodyblocked (he should have known that this is gonna happen, he is a very experienced player)). So after making 3 mistakes in a row, he should be rewarded with an Instadown?
-
@glitchboi said:
My man Coconut just made an epic fail compilation for Billy. I can honestly relate to him, oppressive Billies are in pain rn.
BHVR please change overheat.
Also I think https://youtu.be/xELkqkQjJ6w?t=347 is the best example of overheat being braindead in this video. Timestamp btw.
Funny how you use this timestamp and not this:
https://youtu.be/xELkqkQjJ6w?t=331Where he messed up and got 360ed. Which is the main reason why he has so much Heat in his Chainsaw to begin with.
And the Survivor being smart to bodyblock with BT is not really a problem with the Overheat-Mechanic. In fact, the Overheat-Mechanic is finally shown to be doing what it is supposed to do - punish people who play badly with the Chainsaw. And he played bad.
-
@Emeal said:
How many get out of trouble free card do you think you need before you start encouraging fellow survivors to improve their gameplay?
How exactly should someone encourage other Survivors to improve their gameplay?
I can blame them in Postgame Chat, but this just creates a toxic environment. And if I say to them that they should not unhook me in the Killers face, they will not stop doing so, why should they? People who do that know exactly what they are doing and they wont get lectured by those who know it better.
@topic:
Unsure about that. It would be one solution. Personally, I would also be fine with a longer timer and more Anti-Tunnel-Mechanic (like hidden Scratchmarks/Blood/Sounds for a few seconds after using DS). The last one would also help against the strongest Killers, because a Nurse or Spirit dont really care if they get hit by one DS (or even two DS by the same Survivor), however, removing all Tracking-Tools for a few seconds would actually allow to give distance.
-
@Marik13 said:
Personally I don't like it. I think it needs a passive effect. It just doesn't feel like it's worth being down a perk slot after the first 7/8/9 seconds of the match. Plus on the bigger matches (or if survivors are running distortion) it makes it that much harder to capitalize off of it. I think lower it to 6 or 7 seconds across the board for the info and give some little passive effect for it that sticks around. What the passive should be? Honestly I have no idea to be honest.
That said though, in its current state I can see it being very useful for high mobile killers, like Nurse, Legion, maybe Spirit, and definitely Blight.
I quote Dowsey, who said that Corrupt Intervention and Lethal Pursuer will be great:
"Yes, you are down to two Perk Slots after two minutes, but you are setting yourself up for the win"... And I agree. You can get into a Chase basically ASAP and if you down the Survivor quickly, you have Map Pressure. And better Map Pressure than any Slowdown-Perk can provide.
@Topic:
I really think way too many people are sleeping on this Perk (same with Corrupt Intervention btw, when it came out, not many people thought it will be a good Perk). But it is no Slowdown-Perk, so the majority of Killers will not pay that much attention to it, however, if you are decent at Killer in Chases, you will have more value from Lethal Pursuer than any Slowdown-Perk, because the game slows down A LOT with your first hook.
-
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2276180#Comment_2276180
why guess where they might spawn when you can know exactly where and how many spawned in each location?
this Perk is going to be amazingly good on Killers with quick map traversal such as Blight and incredible when combined with Corrupt Intervention, as said Perks counterplay is to hide and wait out the two minutes.
and even if both of these scenarios dont apply, you still get told where exactly you need to go to interrupt and stall the most people as soon as the trial starts due to you not only getting an spawn location reveal on them, but also you get told where they wander off to.
Exactly. Pretty sure that we will see this Perk very often in Killer Loadouts, maybe not instantly after the Release, but after a few weeks or maybe months we will see it frequently.
-
@tahilix said:
Bad news for you then friend. Franklins is nerfed, and since killer cannot get rid of key with it, i predict mass slugging to prevent hatch escapes.
Oh my.
Are we at that point again that we use Nerfs nobody really bothers with to explain Killer behavior? Pretty sure that at least 90% of the people complaining about the Franklins Nerf did never use this Perk to begin with.
And saying that Killers slug for the 4K because of the Nerf is simply a lie.
The same happened with Ruin back then when this got changed, Killers claimed they had to tunnel and camp because of the Ruin-Change, but ignored the fact that they did it before already.
Same with the Franklins Nerf, Killers slugged for the 4K before, they slug for the 4K when no Key is in the Lobby at all. Claiming they are doing it now because of the Franklins Nerf is nonsense.
-
If you have one of the Characters, you will get those which are missing and you will get the Resident Evil-Charm.
-
@Sir_Child1234 said:
sorry for my grammar and thanks to anyone who answered
Which DLC are you talking about btw.?
-
If that Character has some Cosmetics which are exclusive to buying the DLC, you will get those. Or, if you are talking about the Silent Hill-DLC (for example) you will get the Charm.
But other than that, nothing. You wont pay a lower price or anything.
-
If the Devs think he performs too good, they will nerf him.
Pyramid Head also only got the most problematic things nerfed - seeing Cages lead to PHs camping all the time and he got an increased Cooldown after cancelling his ability, because they were lose/lose situations at Windows and Pallets (if the Survivor vaults-->use M2, if they did not vault-->use M1).
-
I agree. The Add On was more fair when Wraith had to give up an Add On-Slot for Windstorm.
But now with Windstorm Basekit, they can tone down All Seeing a bit.
-
Yeah, they are still bad. Especially the idle animation and the injured Running Animation (even worse for male characters).
BUT: The Devs said in some Livestream that they are working on those. And even if not, I dont really have the mood to bring that topic up every week and I guess this is the case for most people who complained.
I also still think that the new UI is terrible. But again - it would not help to complain about this on a regular basis.
-
@Mandy said:
It's been confirmed to have been disabled, just double checked. I do suggest restarting game if you've had it open since prior to the map being disabled to double check that.
Thank you all for helping with this.
I launched the game after the Map was disabled (it even popped up in the Ingame Newsfeed), and still got it. So restarting might not fix it.
-
I am way too clumsy to be stealthy.
-
I would guess this is a Bug with Nemesis.
-
Yep, Steam as well, first game today I ended up on this Map.
-
Well:
During my Survivor Match I went to second stage on the Hook. I honestly wanted to test out what the Bots will do when someone is hooked, and they act like typical Soloqueue-Survivor - they ignore you until they are too late.
Also, a Jake-Bot did not want to finish a Gen with me and teabagged me next to the Gen because he wanted to get healed. At this point I thought it is an actual player.
And I got a 3K in my Killer game, because Megbot found the Hatch.
-
Ugh and I only thought it was on Trapper and Dwight.
Will be fixed hopefully.
-
@humanbeing1704 said:
Oh yeah do legendary skins actually act like a seperate character now?
Yep.
If I remember correctly, they also should have unique voices, but I bet someone can confirm that.
I am already happy that the name in the Lobby is changed, as well as the picture ingame. Stuff which makes the higher price actually justified.
-
Took "only" 52 minutes to download and install the 3,2 GB. Last 20 minutes were probably just patching.
-
Yep. People who see a Key in a Lobby did not equip Franklins, they just dodged the Lobby. It is just a Nerf nobody will care about in a few Days, but now it has to be the big drama.
I prefer this version of Franklins. I only see that Perk frequently when Survivors are able to obtain Event Items (what a surprise that Killers run Franklins exactly at this time..), so at least there is a higher chance to get this Event Item back now.
-
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2272265#Comment_2272265
True, only ones I've been using. Barb's glasses basically make him Leatherface that can break a pallet from 10 meters away.
Though I think that speaks more to the quality of his other add ons. I thought Whistle was one of the worst yet they also nerfed that.
I also only used those two Add Ons since they buffed them. I guess it is the combination of being his best Add Ons and being so common that you can run them every game without problems.
And I rather prefer the small Nerf instead of something like a Rarity Change.
-
3,2 GB for me. But downloads with 0 bytes/s currently, not that fast...
-
Black Heart and Barbs Glasses were probably the only Add Ons you saw since they buffed Demo. They also only nerfed those two and buffed other Add Ons, the goal is most likely to get more variety.
Given how easy it was to have those to Add Ons every game, it is fair to nerf them.
-
@Mooks said:
They didn’t just nerf Demos addons, there are also some buffs to other addons..
^ this.
The Nerfs to Barbs Glasses and Black Heart are fine. They were his best Add Ons by far and considering that you can get them every game without any problems, a Nerf is fair.
-
The thing is, Hit Validation has to be generous. Not every country has access to Dedicated Servers. Like, I play on EU Servers, living in Germany, closest Server is Frankfurt. I have pretty good Ping.
But I also play against a lot of Russians, because BHVR uses Amazon Game Servers, which are not supported in Russia. So the Russians connect to Frankfurt as well (and to other Regions, as far as I know), so they have high Ping. And cannot do anything about it.
And this is the reason why it has to be generous - you cannot simply say that those never get Hits in, just because they are unfortunate to live in a country without a Dedicated Server nearby. Otherwise Russian players (and others, there are more regions without Dedicated Servers, but I just use Russia as an example) would not get hits, despite the Survivor being right in front of them on their end.
I believe it filters out the worst VPNers, so it should not be possible that some guy from China connects to the UK with 400 Ping and Survivors get hit from meters away. But thats about it.
IMO BHVR needs to show the Killers Ping in the Lobby. The own Ping of the Survivor is not really important, because it does not matter if I have 30 Ping to the Server if the Killer has 200 Ping. So they should give this information, because it has become pretty important since Dedicated Servers went live.
-
https://www.youtube.com/watch?v=jB0DfgcyqWk
This is from the PTB. The Iridescent Add On was bugged, so the Speed Increase is from the purple Add On.
From the values, a Zombie is slightly slower than a crouching Survivor (1m/s Movement Speed, Survivors are at 1,13m/s). With the purple Add On and the yellow Add On this doubles, so they are a bit slower than a walking Survivor.
Not sure how much Movement Speed the Iridescent Add On will give, because it says "Tremendously", but according to the Wiki this is 0,5m/s, same like the yellow or purple Add On, which both say "moderately".
So the maximum Speed is not known yet.
-
The thing is, the players wanted easier challenges after the first Tome. Those are easy Challenges - you just have to play for them. Like, either they are grindy or they are difficult, but you cannot have easy Challenges which are not grindy, because in the end, the Tome Levels should not be finished after one Day and then everyone has to wait 2 or 3 Weeks for the next Level.
I dont really like the grindy Challenges, I prefer the more unique ones (except for the Plague-Challenge, this one was a little bit too early in the Tomes, it was more a Level 4 instead of Level 2-Challenge).
But at least for Killers, the grindy Challenges are just normal gameplay. For Survivors, they add SIde Objectives (like break a Gajillion Totems, loot 500 Chests, etc.). Those are more annoying IMO.
-
@Deon00777 said:
My personal idea was that if there were a fifth perk, it would either have to be one of the general perks (Like Kindred for survivors or Whispers for killers) or a character's own perk (Like Sprint Burst for Meg or Bloodhound for Wraith).
Both ideas are not really good.
Character Perks-->This would build a Meta, at least for Survivors. While some Survivors have really strong teachables (like Meg), others have really weak teachables (like Ash). This would just mean that some Survivors are played way more often than others, which is already the case, but it would be more extreme. Also players tend to main one Survivor, what if it is a Survivor with weak Perks? They either have a worse Survivor than others OR they need to switch their Main.
Same would go for Killers, some might jump up a little bit in the Tierlists, others might drop down a bit. But I dont think that this should be the case.
General Perks-->Also not a big fan. There are some really good general Perks on both sides and Players should have to think about using them or not. Like, if someone wants to use Spine Chill, they should deal with having only 3 other Perks. Especially since Spine Chill is part of the Vault Build, which would just become stronger with that. Also; I dont want to see NOED on many Killers, just because they can play the game with 4 Perk Slots + NOED at this point.
@Topic:
I have to say, from all "5th Perk Slot"-Ideas, I like this the most. Because it gives a chance to underrated Perks which would normally not be used.
However, I would not do that with a 5th Perk Slot, maybe as an Ingame Event - choose this Perk in your Loadout and you receive more BPs/Shards/whatever for the games while running it. So keeping it at 4 Perks, but giving the option to earn rewards when going out of the comfort zone.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2271339#Comment_2271339
Seriously?!
I didn’t know this. That’s pretty frustrating
This is why this interactive, fun and skillful Standstill-"Mindgame" exists where she gets free Hits for doing nothing.
So yeah, "pretty frustrating" is about right.
-
No, not anymore.
I did it for the first three Tomes, but afterwards, I did not catch up. And I wont catch up at this point, I just complete the Challenges for BPs and Fragments.
-
"No Gen Defence Trapper"... Thana and Surge.
Honestly, this is to expect if you give him Builds. He will just tell you that you should run the Perks he would run and thats it. And yeah, he often claims that he is going against insane Survivors (which is not true - I play against the same people as him and in 6000 hours I only faced exactly 1 tournament squad... at 4 AM..) or that it would not work against the Top %-Survivors - the last thing is true, but if we balance around those Survivors, Killers would steamroll every game. And if we balance Killers around Top-Players as well, probably 99% of the community would have a bad experience while playing the game.
Your build will be alright against most of the teams you face.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2269233#Comment_2269233
Saying 70 % is to early of a tell is so incorrect it's not even funny 🤣. If it's 2 people on it. There's 0 shot at saving it. And if it's one person and you're across the map. Most killers arnt making it. Hell nurse can't even make it across the map. Or blight. Only maybe Freddy can do that
If a Killer makes its way to the Gen with 1 person working on it, they have 24 seconds to interrupt. This is 110 meters for a 4,6m/s-Killer. 105 meters für a 4,4 Killer.
This is a lot of distance.
-
@Warcrafter4 said:
I am here mainly wondering what streamer/content creator cried about tinkerer to get the community to try to get it nerfed?
I mean tinkerer isn't a very good perk as its symptomatic perk as its usually a "Hay your losing" perk a lot of the time and if the killer is getting constant value from it that means survivors are pressuring generators hard.
It getting constant value means generator completion speed has gone crazy as it never saw any play when gen rushing wasn't the status quo.
The difference is that 70% of Gen Progress is a really early tell compared to the previous 85%. 85% made it really situational, 70% basically ensures that every Killer can go to a Gen being worked on by one Survivor and high mobility Killers manage to get to every Gen, maybe except with 4 people on it.
And it is not like it only has its value if the team is focussing solely on Gens. even the most chill and unproductive team can get to 70% repair progress at some point, which can be denied by the Killer.