Aven_Fallen
Aven_Fallen
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- Aven_Fallen
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2251291#Comment_2251291
However, it really doesn't give the killer pressure at all because the time survivors have is more than enough. If someone is hooked or whatever the case may be, you'll have ample time to save them. If you couldn't save them, which could be within 2 - 4 minutes — then you were probably not going to save them to begin with. The EGC is just doing you a favor by saving you time and making you go to the next game.
Besides, I find the EGC to add more strategy during the endgame. If someone gets caught, it makes the other survivors be creative to get their teammates out. The timer alone makes you feel the pressure and know it's now or never. Even through you get a lot of time, it still feels like any mistake can be very costly.
The only creativity is the decision if you leave them behind or unhook them for a shorter timer, which might result in not enough time to make the Gate.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/2251291#Comment_2251291
https://us.v-cdn.net/6030815/uploads/DO43G7R63S80/image.png
EGC doesn't really give any pressure to survivors when they don't even have to start it until they are in danger. A killer leaving the survivors to go all the way to a gate and open it is the same as going to a corner and afk, it can't even be suggested as a strategy.
It just should guarantee that the game comes to an end. And not some Survivors decide it would be "funny" to crouch around the Map so that the Killer will not find them and is taken hostage.
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2251323#Comment_2251323
Yeah, I know. Yet I still hate it. Never had many problems with people holding the game hostage, and I would return to that time if I could.
Having a timer at the end of the game is just...bad.
I also never have experienced this. Survivors at the Gate to teabag, give me points, wanting that I see them run away - yeah. But got never taken hostage.
But apparently enough people did to make this change.
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My Youtube-Recommendations show that Smooth McGroove has released a new video. Which I like.
But yeah, if you watched some of this Content, you will get recommendations. Thats why I fell in the Gordon Ramsay Rabbithole a few months ago and have probably watched every Kitchen Nightmares- and Hells Kitchen-Clip on Youtube.
So enjoy your Spirit-Videos, Youtube seems to think that you like them. :P
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@GeneralV said:
I absolutely despise the EGC, so I would like to be able to open doors right away, instead of having to 99% them because of a timer.
Sadly EGC is the necessary evil. Otherwise we would have funny people who hold the game hostage and force Killers and Survivors into DCs.
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@DawnMad said:
I don't think it's fair. "Killers can open it" isn't a fair argument for it since every single second is precious in the end game. It gives the survivors indefinite time to help their teammates, wait out a killers powerspike or heal and reset while still being able to instantly leave if the killer chases them.
And? EGC (while killersided) was never meant to be a tool to give additional pressure to the Killer. And if they want to have the EGC, they should take some of their precious seconds and open the doors themselves.
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From the amount of complaints about this topic, Killers think that people who 99% Exit Gates are also eating little children.
I dont mind if Survivors do that. I just hope that they stay at the Exit Gate when doing so, I got killed multiple times because someone 99ed the Exit Gate and went away to loot a chest.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2251216#Comment_2251216
No one would play them
https://forum.deadbydaylight.com/en/discussion/comment/2251221#Comment_2251221
A native American survivor would be nice too
Fatshaming, I see...
I mean, it would look fantastic if they would vault a Window. Or use Sprint Burst.
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A very fat person. Like 500 pounds.
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Strong and Add On-reliant. The Add Ons to tier up faster when hitting Zombies or Survivors are pretty important on him. Like, the Tiers are fine, especially Tier 2 is strong (breaking Pallets). The Range-Increase of Tier 3 is also really nice, but you need to hit a lot of Zombies to get this. So while they help with buffing up, they are not really that helpful.
Those Add Ons might need to be nerfed and transferred to the Basekit, but currently I feel you want to run them when playing Nemesis (talking about Marvins Blood (yellow) and Tyrant Gore (green) here).
But Nemesis overall is a strong Killer, but I guess he will be annoying to go against on Indoor Maps because of the Zombies.
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I mean, there are also really good Totem Spawns.
Yesterday I faced a Bubba on Swamp, he had his Ruin-Totem the entire game. I would have made a Screenshot to show this amazing Totem Spawn, but it was never found...
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Are you really complaining about the Totem-Missions in the Tomes? Which are basically all secondary Objectives for Survivors?
Killer-Tomes are those which are done via gameplay... Hooking, sacrificing, kicking Pallets, all what you do during your normal rounds. Survivor Tome Challenges provide secondary Objecitves - Totems, Sabotage, Glyphes...
And in the end, you can counter those evil Totem Perks by not running Hex-Perks. Its not like Killers are forced to run a Hex-Perk, e.g. you dont need Ruin, you have PGTW as an excellent alternative if you want a Slowdown-Perk.
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@Nathan13 said:
As much as I hated old ruin/undying I would revert it back to it's original for a few reasons.
- Totem spawns are bad
- Small game and detectives hunch.
- Counterforce is gonna be much easier to track and destroy hex perks faster.
Survivors want to do more than just gens so why not.
"Survivors want to do more than just gens so why not."
Sad excuse for slowing down Survivors. Sure, Survivors want to do different things than Gens. But Totems are not different, they are Gens without Skill Checks, just more M1-holding. Wuhu.
@Topic:
This change should never be reverted. At least now Undying is used with other Hexes and not just Ruin. And you dont have to cleanse Ruin a few times.
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@Toastyy said:
Thanks for clearing that up, I didn’t understand why he was just standing h there teabagging until I downed him and got smacked with it.
Lucky that you go against people like this.
Not only did he not do anything during all this time, he also made another Survivor waste 16 seconds to heal him for no benefit.
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If you have a big problem with Iron Will, you can just run Stridor. Then it is 3 Slowdown-Perks + Stridor, should still be good enough.
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Twins are just a horrible design. You can just see that BHVR did not put many thoughts into them, some things are fixed (like Victor getting destroyed by lockers), but the Devs neither saw this nor saw the immense camping and slugging potential.
And Victor is just the biggest piece of ######### ever entering this game. You dont even get points when playing as or against him. Then his Hitbox is HUGE - I really, really want to see a visual model of his Hitbox. His visual model can fly past you, still you get downed or have Victor on your back, avoiding him is not possible when only going for his model. ANd if he flies past you, he might went so far that you cannot even crush him.
And even IF you are able to crush him, he is back in a few seconds, which makes it not feel rewarding at all. But on the other hand, it has to be quick, because you dont want to remove the power of a Killer for so long.
Let alone the slugging - it is just stupid not to slug, if you have multiple Survivors injured, because Victor is so strong. But this is also not really the most enjoyable way to play. I play like that, if I get the opportunity. I dont really have fun while doing so and the Survivors have even less fun, but it basically gives you the win.
So, tl, dr: Twins are a really bad design and dont feel rewarding when you do something against them. Also, they have tons of issues (Hitboxes, slugging potential, etc.).
I am at the point that I want to suicide all the time when I see that the Killers are Twins. I dont do it, but this is the first time I felt like that since old Mixtape-Legion. I just hope Twins dont get a Tome anytime soon.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2248992#Comment_2248992
How killer rewarding so much? You are meaning BBQ? Yes BBQ gives so much point but also when i use We're Gonna Live Forever on survivor, i also have so much points. So if you are thinking survivor is not rewards well maybe you are playing with only meta perks. Try Prove Thyself + We're Gonna Live Forever and see how much points you will get.
And playing killer is how easy? If you are playing with strong killers, kinda easy yes. But still maps are so safe for survivors. Million pallets and god windows. If playing killer is easy, why there is not so much killer? Why i have to wait long time for get lobby as survivor?
I think most Killers expect way too much from the game. They expect to win far more often, but most Killers are also pretty bad.
And well, it is not only BBQ. You can say that Killers already get 30%-50% more BPs just by playing. A mediocre Killergame is a really good Survivor-game, when it comes to BPs. BBQ just adds to this, because you dont have to go out of your way to get the Stacks, you just play the game.
So I can only shake my head if people say there should be more BPs for playing Killer. You already get around 90k BPs when playing a game with BBQ and Pudding, this is a lot.
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Killer is the easiest it has ever been. You cannot really make it even easier to attract more Killers in playing. Also, the rewards for playing Killer are much higher than playing Survivor.
Dont know which incentive people need to play Killer at this point.
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The 4th Anniversary Event got prolonged because the Event Cakes were bugged. Instead of giving 104% to all players in the Trial they gave 140% to the player burning it.
But I have to agree, it is a little bit lackluster. So was the Stream, because they did not really give out that many information. For a game which is around half a decade now not really impressive.
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@Psycho_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2248415#Comment_2248415
all shooters limit ping, it would be region based.
The question is if those Shooters have Servers next to all players. This is not the case for DBD. You cannot prevent players from playing the game when it is not their fault that BHVR does not have Servers in their Country.
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You cannot punish players for BHVRs bad Dedicated Servers. There are some locations in the world were no Dedicated Server is possible. E.g. I play with Russians on the EU-Server, they have high Ping. Because there is no Server in Russia, because BHVR is using Amazon Game Servers, those are not supported in Russia.
Should those players be punished? They are not doing anything wrong, it is not their fault.
I am all for punishing VPNers who connect to regions far away to gain an advantage, but not for punishing players who did nothing wrong on their side.
However, I agree that the Killers Ping should be visible to Survivors in the Lobby. Because this is the actual relevant information, not the own Ping to the Server.
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@nursewannabe said:
Yes. This:
https://i.imgur.com/oxleGbV.png
This stuff should not be allowed, nor should stridor spirit even be conceivable
Nurse with 4 Slowdown-Perks and Double Recharge...yikes.
@Topic:
No. Some Perks are too strong on some Killers, but I would rather nerf the Perk and not prevent the Killer from using it. A Prime Example would be Infectious Fright, not useful on most of the Killers but on Killers like Nurse, Billy and especially Oni simply overkill. So this should be nerfed, but it should not be the case that those Killers are not allowed to run those Perks.
But I have to say, banning Perks from specific Killers would at least help with the Balancing, because some Perks are alright on Killers and not too strong, but become busted when used on the best Killers.
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@Jacoby2041 said:
All I see is that big juicy +1000 BP, nothing else matters
Those 1000 BPs dont mean much, it is Boldness, one of (of not THE) easiest category to max out.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2248158#Comment_2248158
Bad red ranks yeah, I was playing killer today and games ended within the first 2mins, you seriously cannot call these people red ranks lol.
Most Red Ranks are bad, this is nothing new.
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For Pig, watch Scorpionz. He is an actually good Killer Main at this game (way better than bigger Streamers, also complains a lot less about the game). He plays Pig without any Slowdown-Perks (in fact, I have only seen him using Surge as Slowdown on his Killers).
Good Killer players usually dont need to stack Slowdown-Perks. Let alone that this is the most boring and cheapest way to play the game.
And well, regarding weak Killers... Every Killer is strong enough to win at Red Ranks.
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Cleansing Dull Totems is a waste of time. As long as you are not running Small Game or are in a 4 man SWF, you dont know if all Totems are gone. And the more Totems you cleanse, the more likely is it that NOED is the most hidden Totem.
Let alone that one person less doing Gens is beneficial to the Killer, regardless if they have NOED or not. But in general, cleansing Totems for a Training Wheel-Perk the Killer might not even have is a waste of Time.
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@Mooks said:
Wait, Plague loses her power when she gets stunned?
Shape is considered by many to be outdated and in need of a rework/refresh..
Yep, if you stun her with a Pallet, she loses her Corrupt Purge. But only on Pallet Stuns.
@Topic:
Since you mention Myers, he is outdated. When I started playing, he was ranked as an A-Tier Killer, now he barely makes the C-Tier, there are many more Killers released which are stronger, so his power is not really that strong anymore.
The only thing which is important is that the Stalk Limit stays. Otherwise you would have one Survivor who feeds him Evil the whole time and the rest of the team is suffering. This can already happen, but at least the outcome is not as extreme as it would be without any limit.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2247161#Comment_2247161
Ok I was gonna say, I feel like when there were no dedicated servers hits felt better in general. I mean with exception of those instances where the killer’s network connection was bad.
I wonder if there is such a thing as bad servers. Like, could the servers just be bad? I’m not a technical guy so I just wonder. Haha
Nah.
The thing is, as Survivor you got the relevant information back then - your ping to the Killer, who was the Host. So if you play against someone and you have around 50 Ping, you will have fair-looking Hits. If you play against someone with 120 Ping, you will experience latency.
However, since Dedicated Servers went live, you dont get this information anymore. You only see that your Ping to the Server is 50. But you dont see that the Killers Ping is 120. You dont get this information. So while your Ping is good, you will get weird-looking Hits, because the Killers Ping is bad.
Since there is no way of fixing this (Hit Validation has to be generous because there are simply players who are not living next to a Server without the possibility to ever get a Dedicated Server near them), the Devs SHOULD show the Killers Ping in the Lobby. This is the important information.
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MMR is not active.
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She 100% should be changed, because she is outdated and should have never been in the game like this in the first place.
But this will never happen.
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Were those Console players? Do you know that?
If something like this happens, it is usually from Console players in my game. Had a Claudette were this happened, two times in one game. When I killed her, I looked at their Ping (she was still in the Match) and even while not playing, her Ping sometimes went from around 70 to 800 and back.
And another time a Kate had so high ping that her Boil Over made me actually not get to a Hook, because the Struggle was so strong due to the high Ping that I got stuck with her. I also thought it was some form of Hacking, but she played with 700 Ping constantly (dont know where she was from).
So from my side, this usually happens with Console players...
But in general, when something like this happens, this means that they are losing connection to the Server for a small amount of time, which makes them running into one direction on your end, since the last bit of information the Server got was them heading that way. When they reconnect and send information again, it gets updated.
Obviously it is possible that people do it on purpose, however, it can also be because of technical issues and unintentional.
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Something like this can be posted without censoring any names. The Survivor did nothing wrong here, this was a nice moment, no reason to censor anything (you censor names to avoid naming and shaming, which is not the case here).
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@Trickstaaaaa said:
Yeah they reduced the number of pallets lately, probably since people were complaining. It's fine in most maps that have a lot of strong tiles, but it's horrible in certain maps especially in shelter woods. But then again this proves my point this is the easiest time in history that killers have had in DBD, not saying it's fair, but it's not like how it was before which was heavily survivor sided. Decent killers that are mid to high level killers will win a lot now. Unless the killer one of the weak killers they should win 5 out out 10 times, now some teams are too good. And you won't win but vs most average DBD solo teams killers should win more often than not.
To be fair, Shelter Woods always was pretty miserable. They even buffed the number of Pallets on Shelter Woods some time ago. The main problem is that they did not do anything to Shelter Woods in the graphical Update, the Map is the same as before from a gameplay-aspect (other than other grapical reworked Maps which got Deadzones introduced), but only because it was bad in the first place.
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@SalmonDean said:
https://forum.deadbydaylight.com/en/discussion/comment/2246375#Comment_2246375
I actually can’t remember much from the match or what perks you were using. I just recognised your username from the forums lol. You got a 3K and then chased me at the end but I happened to stumble upon the hatch. It’s always a pleasure to face a Demo. <3
Ok, 3K sounds like my regular build, haha.
Yeah, Demo is one of my favorite Killers to play and verse, and he is very strong since they buffed him.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2246320#Comment_2246320
I had a storehouse game where there was a triple pallet setup, all the same safe loop but interconnected, not far from the shack, but the rest of the map was dead. Easy 4k for me, but man did I feel bad.
Yep, that is Storehouse for you. It happens quite often that you have a bunch of Pallets cramped together, because the Tiles spawned were T/L-Walls instead of Jungle Gyms or Longwalls. So there is one strong area on the entire Map and the rest is basically a free win for the Killer.
@Topic:
I have never seen it myself like that, but Deadzones have become quite common. I have also seen a Resting Place one time with 2 Pallets in total on one side of the Map (and 4 Gens on that side of the Map as well). The side without the Killer Shack... Lets say, the Killer had an easy game.
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Aside from Balancing - who should play this mode?
Solo Queue can already be a mess, who wants to play Solo with 7 randoms? So you will most likely only see SWFs in this Mode, most likely either 2 4 mans or 8 Survivors. And we all know how much Killers love to go against SWFs.
I doubt that this mode will be popular after a week or so. Killers will most likely still play it, because they can play with a friend, but SWFs will play it at max when playing in a 4 man (or when they are a group of 8 and want to play all in one game), and they can rather play against a Killer in the regular gamemode (4 man SWF vs 1 Killer is better than 4 man SWF + other players against 2 Killers, from the SWF-perspective).
So in the end, they will probably put work into a gamemode nobody wants to play.
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@Pilot said:
- One blocks generators far from you
- The other shows you the survivors.
Combined, these two perks give you a huge advantage in the match.
As such, you can very safely get a down before the 1st gen pops.
Not mentioning this is insane on killers such as
- Nurse - She will blink onto your arse in a matter of 10 seconds and be down in 20 when the match starts.
- Blight - Same thing
- Billy - Same thing, not as powerful but still.
- Huntress - Ez snipe
Just to name a few
Against a good Huntress this Perk might turn out funny. Imagine spawning in and getting hit by a Hatchet immediatly.
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Dowsey explains it good:
https://youtu.be/jQ47sF88Siw?t=39With Timestamp.
Basically, if you run Corrupt Intervention, you get more value out of it the earlier you can apply pressure. Lethal Pursuer allows you to get into a Chase ASAP.
Yes, you have only 2 Perks after two minutes, however, you are setting yourself up for a Win at this point (according to Dowsey). I would agree to him, it will be a new Meta-Perk. Not for those players who think that running 8 Slowdown-Perks is the best idea in the world (it really isnt), but if a Killer can make use of the information where Survivors are at the start AND are able to down relatively quickly (talking about the player here, someone who gets looped for 4 Gens does not have any value from this Perk... But those people usually run 15 Slowdown-Perks), Lethal Pursuer will be the Perk to go.
(Except for Killers like Trapper and Hag, obviously)
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@SalmonDean said:
I’ve played against @Aven_Fallen before when they were Demogorgon. Not sure about anybody else. My username on here isn’t my in game username. So other forum members could be the same.
In other news I seem to play with JRM almost every week. I don’t know why I’m always in his lobbies. 😂
Great, I hope I did not embarrass myself too much. :P I used Demo for some Challenges lately and changed my Build for that (e.g. I did the Basement-Challenge with Agitation, Iron Grasp and Mad Grit) and the teams were much better I got with that build than my usual Demo-Build, it was a little bit annoying to get the better teams when memeing around, lol.
(And I did the "Hook the Obsession 4 times"-Challenge with Demo and Nemesis, was way too complicated for me this way, lol)
@Topic:
I played against various people from the Forums. Almost never had a bad experience, except for some Killer Main who decided to camp everyone who got hooked. But I dont think it was because of me, they certainly do not like me (they are a Streamer and were not really nice when I got killed), but was not really the most enjoyable experience.
But aside from that, I always had fun games when people from the Forums were in the Lobby, so the community is not always bad. :P
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@twistedmonkey said:
At this point I would say just remove breakable walls. They simply don't work in game how they are implemented.
They were meant to be a way for killer to chose how to open up the map but in reality they don't give a choice for the most part. You either have to break them or leave up a strong loop or its silly to do so as it opens up a good loop. They are really just a time waster for killer.
Adding a perk to survivors would do the same as they would just break the ones which would open up stronger loops.
Have to agree, their implementation is not interesting at all. As you said, either you have to break them or you have to ignore them. However, we will see more Maps with breakable Walls, the Devs will probably know that it is a failed concept (they are not stupid), but they want to force it anyway.
However, I dont think they are that bad on most Maps. They are pre-dropped God Pallets, but the Main Buildings would be quite weak without them. E.g. Ironworks Mainbuilding does not have anything, but you have that one Loop you can use while the Wall still exists.
But some Maps clearly dont need breakable Walls, e.g. The Game.
I would remove them all and never talk about them again, but this will not happen. So I just accepted them.
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@glitchboi said:
BBQ is by far the most healthy perk in the game. It's a perk that rewards the killer for playing like a good boi. If it gets nerfed then I also fear the outcome.
Again, the Killer can also be a complete scumbag and still get a huge amount of BPs due to BBQ.
But if BBQ would actually only reward the "good boi"-Killers, would that be a Nerf?
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BBQ does not prevent camping. Not at all.
As long as the Killer can camp and still get 4 BBQ-Stacks, BBQ does not prevent anything.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2243753#Comment_2243753
just because you don't like the playstyle of a character, doesn't mean that the playstyle is boring. you just don't enjoy it.
Chases are the most fun. Hag cannot chase. So she is not fun.
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@Zozzy said:
The embodiment of camping has always been agony to go against. It is just lucky that most people find her equally painful and boring to play.
Just place traps and tap away at your ability button for profit. Survivors can't do squat about your traps.
Also watch out for anyone using the word "territorial" to describe a killers playstyle. they are usually hag players and can't bring themselves to say camp.
Exactly, 100%. And this is the sole reason why she has not been changed yet, not many people complain about her, because she is rarely played.
And it is just her playstyle which lets players step away from her, it is just so boring because you cannot chase with her. Either you have a Trap at some Loop and you get a Hit/Down, or you dont have a Trap and get looped into Oblivion (or, to be more precise - dont get to go into a Chase, because it is pointless to chase with Hag).
Also quite a bunch of Streamers really dont like to play her because of her boring playstyle.
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@Trickstaaaaa said:
I'm pretty sure the stats show his kill rate is at a 2 to 3 down range. But yeah he needs a buff maybe make brown bag base kit, give him a 30 second speed boost when a survivor gets trapped similar to bloodlust which works the same way you hit or pick up the survivor. But yeah when I play him I can get downs even vs rank 1 sweat users.
A Speedboost would be bad. Sure, it would be great to get people out of Traps if they step in it. However, I dont want to get downed by a Trapper who suddenly gets a Movement Speed-Buff, because one of my teammates stepped in a Trap (and there is 0 reason to step into Traps outside of Chases, this is totally on the Survivor).
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There are some simple things which would boost him already by quite a bit.
More Traps:
Either: All Traps at the start + Bags increase total number of Traps OR the yellow Bag Basekit (some say brown Bag, but I would prefer the yellow Bag, because with the brown Bag, Trapper has to place a Trap to get another Trap, with the yellow Bag, there would be space for some more) and the other Traps dont spawn in the corner of the Map, but more to the center.
And, regardless what is done regarding carrying more Traps - Dead Hard should not be able to go over Traps.
I think those two things would make Trapper a lot better already. He will never be a Top Tier Killer, unless you change him completely, but a few changes will already help.
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We have 23 different Killers. It is safe to assume that a shortage of a specific Killer can just be bad luck, when you dont face them. But Blights are played, sometimes I dont see Blights for a week and sometimes I see 3 per day.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2242009#Comment_2242009
You been to Blight town one too many times?
Me too.
Blighttown is alright. That from someone who played Dark Souls like a Million times.
The swamp in Dark Souls 3 is horrible, the only redeeming factor are the Abyss Watchers.
@Topic:
I would not mind if they delete this Map during the graphical Rework. Like "whooops". Nobody would be mad at them.
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Handsome most likely Felix. Just look at this guy.
Most ugly Survivor is more difficult. The thing is, you can name Quentin or Nea, but both can look decent at least. Like, P3-Quentin looks alright and Nea has some good Head-Cosmetics.
So I would go with Nancy here. Her face is just ewww.
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Killers, easily.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2241977#Comment_2241977
But isn't that the exact inverse situation vs iron will when you aren't prepared for it, where the killer doesn't know where you are and there is nothing they can do about it now they just have to guess
No.
Perks are no Counter against Killers, because you dont know which Killer you go against.
The Spirit-player however knows that they will play Spirit and that Stridor is a really strong Perk on her.