Beelzeboop
Beelzeboop
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I started actually playing just after Christmas.
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@SkeletalElite said:
Use the locker tactic against pyramid head.
He can't send you to the cage while you're in a locker.
If you're Tormented, he can still just drop you on the ground and then cage you.
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I literally don't even run hex perks anymore because of this exact issue.
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He's hackin' and wackin' and smackin'
He's hackin' and wackin' and smackin'
He's hackin' and wackin' and smackin'
He just hacks, wacks, choppin' those pallets.
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This is a good post.
I like this post a lot.
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Make it a horror game.
I'm literally working on a 4v1 horror game right now just because this one sucks at both being a 4v1 and a horror game.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/1930978#Comment_1930978
Oh don't worry, I was ignoring your primary argument originally not because I can't make a point against it but because it was just garbage and I didn't feel the need to address it. Did you want me to go piece by piece and rip it apart? Because I can gladly do that. First of all:
It isn't very hard. But there is little to no reason for me to have to.
Considering you literally wrote and made in bold a huge portion of your "argument" trying to explain why Spine Chill is a bad perk, it seems there is a big reason for you to have to do so because it clearly impacts your gameplay.
THERE ARE VERY FEW OTHER GAMES, INCLUDING IN THIS GENRE (4V1 HORROR), THAT BROADCAST THE LOCATION OF THE POWER ROLE TO THE TEAM. THE REASON IS SIMPLE: THEY DO NOT NEED IT.
Okay? Would you like to list some of these games? Because if we look at the "More Like This" section of Dead by Daylight's steam page your argument falls apart extremely quickly.
Even if we go into the top sellers of Horror on steam, you have absolutely nothing to support your argument. The fact of the matter is in the horror genre that Dead by Daylight encompasses stands atop the totem pole and more or less is alone in that nature. Unless you wanted to use something like Friday the 13th, a game which broadcast the power role location to you.
Fact of the matter is, DbD is more or less the only game of it's kind that hasn't failed for one reason or another. To say that other games do successfully what DbD can't isn't a strong argument to make considering most of those games are struggling to survive as communities.
IN THE EVENT THAT THE POWER ROLE UTILIZES STEALTH, THE TEAM SHOULD HAVE TO LOOK AROUND FOR THEM, AS OPPOSED TO HEAVILY RELYING ON OBVIOUS, BLATANT AUDIO AND VISUAL CUES THAT HAVE LITTLE TO NO REASON TO BE IN THE GAME.
Has it ever crossed your mind that maybe a killer's Terror Radius is a weakness? And that getting rid of it is a little strong?
Wouldn't you then agree that killers who's whole powerset involves getting rid of a major weakness of the entire class would have an advantage of sorts over the competition?
If you then have the advantage over everybody else because people can't tell where you're coming from, what is so wrong with survivors equipping an optional perk to MAYBE have a leg up against those killers.
You seem to forget that this is a multiplayer game. Not sure if you knew this, but the world does not revolve around the role you decide to play as. There are other people who are also playing this game alongside with you. You are trying to kill them of course, but they deserve an equal chance as you do.
FURTHERMORE, IF THE POWER ROLE IS SACRIFICING THE ABILITIES THAT COULD BE AVAILABLE TO THEM IF THEY CHOSE A DIFFERENT ABILITY, THUS CREATING AN OPPORTUNITY COST, THEY SHOULD BE ABLE TO USE THAT ABILITY, WITH THE CAVEATS THAT ARE ENTAILED WITH CHOOSING SUCH AN ABILITY.
They're not though. I mean I've explained this several times. Just look away when you're approaching a gen if you really don't like Spine Chill. You are not sacrificing any abilities. You are willingly not adapting to the game that is presented to you and would rather complain.
Doesn't matter if you put it in bold or leave it plain, it is the same argument I've stepped all over time and time again.
IF THE POWER ROLE HAS AN ABILITY THAT CAN BE CHEAPLY AND EASILY COUNTERED BY AN OPTIONAL ABILITY ON THE TEAM, ESPECIALLY ONE THAT GIVES OTHER BENEFITS, THEN BALANCE IS IMPOSSIBLE BY NATURE.
This is just wrong, see my response to the previous line you wrote.
IT IS SHEER INSANITY TO THINK THAT IT IS FINE TO CRIPPLE THE BENEFITS OF AN ABILITY THATS SOLE PURPOSE IS TO REMOVE AN UNUSUALLY STRONG ADVANTAGE WHILE KEEPING THE DISADVANTEGES OF SAID ABILITY, AND IN THIS FORM, IT SHOWS EXTREME FAVORITISM TOWARDS THE TEAM ROLE.
But it's not insanity to completely ignore all arguments opposing yours and continue to say the same disproven thing over and over again expecting something to change? Didn't Farcry 3 say something about this? Oh well...
Anyway your abilities are not crippled, just look away until you need to stalk or whatever. Loads of stealth killers have no problem doing this, not sure why it's an impossibility for you to. Spine Chill is there for counterplay, so you therefore have to counterplay the counterplay.
This was meant to be a horror game, if you remember.
No I'm pretty sure this is meant to be a multiplayer game as much as it is a horror game. That's probably why you can choose which role you get assigned. That's probably why you can bring perks and items into the game to help you.
It's almost as if the survivors have the ability to prepare a loadout beforehand to potentially counter whatever they may face in the realm. It's almost as if this was done on purpose.
Stealth killers complaining about Spine Chill is like Spirit players complaining about Iron Will. Boo Hoo, you actually have to try when you play the game :(
If you don't like the fact that the other team should be allowed to have an equal chance of succeeding than you do then I'm afraid this isn't the game for you. Either that or you should just switch to a different killer.
While I do believe survivors are extremely overpowered, the ability to equip Spine Chill or even Iron Will to counter killers is very far down the totem pole of problems the side has.
Thank you for acknowledging my primary argument. I still have points that I wish to bring up, but I very much doubt that we will reach any form of agreement.
I felt like I was talking to idiots the entire argument, and I believe the feeling is very much mutual.
I plan getting this post closed soon, due to the fact that evidently participating in intelligent conversation is not my strong suit.
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@Avarice10 said:
"I honestly don't think that the Red Stain and Terror Radius should exist. The fact that you think that you are entitled to them, or other abilities that give such a strong advantage, is a result of how poorly designed game this is. This was meant to be a horror game, if you remember."
Deadspace, Resident Evil, Bioshock, Dying Light, these are all horror games that give the survivors access to really strong equipment, and they're not "running" from danger, they destroy it. Horror has nothing to do with gameplay or balance choices, it has to do with atmosphere which dead by daylight has been improving on with the latest graphic updates. Though I'm not a fan of the new junkyard, too dark for me.
The Red Stain and Terror Radius is about game play, and I've never, ever, seen Killers complain about them in the forums before. Rank 1 Killers know how to play around these things. If you are going to make the case to remove the Red Stain and Terror Radius from the game on the grounds 'survivors aren't entitled to this" then scratch marks and blood trails should go too because killers aren't entitled to these either.
I'm not saying that they should be removed. I'm saying that survivors rely way, way, way too much on them, seemingly need to have an indicator of the killer's location that requires no skill or effort put in.
I would be fine if they removed the bloodstains and scratchmarks, because killers wouldn't have to rely on them if survivors couldn't detect them from a mile away.
If they made killers actually intimidating then maybe I would be okay with it. They could probably just put survivors into first person to do it.
There shouldn't be perks to counter entire powers. At all. Period.
I've studied game design and the horror genre for at least five years and counting. The only kind of fear (which there are multiple kinds) this game can illicit is "Horror." Horror is a mixture of shock and possibly disgust. Cheap. Easy. Becomes boring and predictable fast. Think of jumpscares.
The strongest kinds of fear are terror and dread.
Terror is fear about what you don't know. Fear of the thing you heard lurking outside. Think of Alien, or FNAF before everyone knew just about everything about the game.
Dread is fear about what you do know, and is going to happen, but hasn't happened yet. Fear of the thing about to look under the table and gut you alive. Think of A Silent Place, or the Weeping Angels from Doctor Who.
Neither of these are possible if you both know the full capabilities of the monster and have the means to counter them perfectly.
Stealth killers could of been actually scary. Scary in the sense that you know that they're there, but not when they'll get you. Hell, if you removed the Terror Radius and red stain, the game could be almost as good as the trailers. Imagine a game of cat and mouse instead of ring-around-the-rosy.
Think of the Stalkers from Subnautica. You could fight them, unlike most hostile creatures, but they were still scary because you didn't know where they where at any given moment.
Think of the RE2 remake. You always had an idea of where Mr. X was whenever he was a threat, but he was still scary because you couldn't stop him in any way.
Both of these are good horror and good game design. I could easily put terror or dread into a 4v1 game. It's been done before.
But no. If anything, the killer should be stressed to hell because they can't stop the survivors. The survivors should feel little to no connection to the game itself, and should have a quick, easy task and the ability to counter or stop anything the killer. Immersion? What's that?
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/1930340#Comment_1930340
You are literally using a perk designed so that you don't have to take into account that the opposition isn't broadcasting their location and line of sight to you to let you run away before you reasonably should.
You mean like how Killers are using Ruin + Undying so they don't have to waste time kicking a gen and can apply gen pressure without having to stop what they're doing?
Tell me, how hard is it to look away for a few seconds while you approach a gen?
It isn't very hard. But there is little to no reason for me to have to.
Since you seem to be deliberately ignoring my primary argument, allow me to make it more visible, as, judging by the nature of my argument and your sheer inability to respond to the actual point, you seem to be unable to see.
THERE ARE VERY FEW OTHER GAMES, INCLUDING IN THIS GENRE (4V1 HORROR), THAT BROADCAST THE LOCATION OF THE POWER ROLE TO THE TEAM. THE REASON IS SIMPLE: THEY DO NOT NEED IT.
IN THE EVENT THAT THE POWER ROLE UTILIZES STEALTH, THE TEAM SHOULD HAVE TO LOOK AROUND FOR THEM, AS OPPOSED TO HEAVILY RELYING ON OBVIOUS, BLATANT AUDIO AND VISUAL CUES THAT HAVE LITTLE TO NO REASON TO BE IN THE GAME.
FURTHERMORE, IF THE POWER ROLE IS SACRIFICING THE ABILITIES THAT COULD BE AVAILABLE TO THEM IF THEY CHOSE A DIFFERENT ABILITY, THUS CREATING AN OPPORTUNITY COST, THEY SHOULD BE ABLE TO USE THAT ABILITY, WITH THE CAVEATS THAT ARE ENTAILED WITH CHOOSING SUCH AN ABILITY.
IF THE POWER ROLE HAS AN ABILITY THAT CAN BE CHEAPLY AND EASILY COUNTERED BY AN OPTIONAL ABILITY ON THE TEAM, ESPECIALLY ONE THAT GIVES OTHER BENEFITS, THEN BALANCE IS IMPOSSIBLE BY NATURE. IT IS SHEER INSANITY TO THINK THAT IT IS FINE TO CRIPPLE THE BENEFITS OF AN ABILITY THATS SOLE PURPOSE IS TO REMOVE AN UNUSUALLY STRONG ADVANTAGE WHILE KEEPING THE DISADVANTEGES OF SAID ABILITY, AND IN THIS FORM, IT SHOWS EXTREME FAVORITISM TOWARDS THE TEAM ROLE.
Also, Ruin+Undying exists because the Survivors have a much easier, faster, and simpler task to complete. Giving them an additional task, forcing them to focus on their task, or slowing down the current task, even when combined, is not entirely unreasonable.
The fact that you made such a comparison shows just how little you understood my argument. You essentially have an extremely powerful variant of Whispers in your basekit, along with the ability to see where the killer is looking.
I honestly don't think that the Red Stain and Terror Radius should exist. The fact that you think that you are entitled to them, or other abilities that give such a strong advantage, is a result of how poorly designed game this is. This was meant to be a horror game, if you remember.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/1929174#Comment_1929174
Lmao, it's you that you are only seeing it from the point of view of killers.
Stealth killers with undetectable have:
- No Terror Radius.
- No Red Stain.
- Blocks aura reading perks
Spine chill just lets survivors know the killer is somewhere around, it DOES NOT disable any of those features. It doesn't even tell the direction they are coming from nor how close they are.
Don't forget that survivors have to use one of the 4 perk slots to counter something that they might find or not, that's another reason why i'm saying the perk is fine. PLUS YOU JUST NEED TO LOOK SOMEWHERE ELSE TO COUNTER IT, JUST MOVE YOUR CAMERA A BIT FFS LOL.
Survivor perks aren't as important as killer perks. Killer perks, in general, can alter an entire trials course easily. Survivor perks effect mostly just that one survivor. If they're expendable enough to use them all on second chances instead of any actual abilities, they're not that valuable.
As I've said numerous times before, and you have repeatedly failed to acknowledge, the Terror Radius and Red Stain don't need to exist. They have no purpose other than to preemptively alert survivors to the killer's location. The fact that you demand a way to detect an ambush predator before they can detect you is.... problematic from a game design standpoint alone.
Most other 4v1 games don't implement a mechanic like this, mainly because, given that they're supposed to be horror, they would rather the team have to look around (suspensefully) for tension instead of semi-uncomfortable noises broadcasting the power role's position and a red spotlight telling you which way they're facing.
On Whispers, it literally just tells you if there are survivors in a certain distance from you or not. It's the only perk in the game (as far as I know) that should have the ability to be downgraded. As you upgrade it, it becomes less and less precise. It doesn't tell you anything other than a rough distance. There could be a four man SWF, all with flashlights, right behind you or a single survivor 40 meters away behind a building and it would give the exact same information: "There is a survivor in x meters of you."
All this does is cut down the time needed to find hiding survivors, which you usually would find anyway, and sightly reduce the time of patrolling gens.
As for the counter... that's not a counter. There are so many ways to know if a killer is coming that your suggestion is basically instantly putting yourself at disadvantage if the survivor has any other ways to detect you (IE, any way that a reasonable game would have you detect them, such as sight, situational awareness and hearing, the first of which survivors already have an advantage at because of the third person view) on the vague inclination that they have a specific perk.
That's so insane it almost makes my suggestion of "play the game like the other team has stealth capabilities" seem, Entity forbid, reasonable.
You also still fail to mention that almost every stealth killer has a power that either is the undetectable buff, or relies heavily on it. I would say the only killer that has any powerful stealth capability is the Wraith, because he can actually go invisible. Ghostface is virtually totally countered by the perk, given that both of his main abilities are countered by this one perk.
@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/1929276#Comment_1929276
Just look away when approaching a generator. You already know where they are. Why do you need to be staring directly at them to approach especially if you know they have Spine Chill.
It just sounds like you're being lazy and don't want to adjust your play
Are you serious? "You're being lazy and don't want to adjust your play?" You are literally using a perk designed so that you don't have to take into account that the opposition isn't broadcasting their location and line of sight to you to let you run away before you reasonably should. Or, even better, you are using
@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/1929391#Comment_1929391
A perk that let's a survivor know a killer is coming ahead of time, potentially avoiding a hit or even a chase, with no cooldown whatsoever, and you call it lazy on the killer's part?
ok.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1926617#Comment_1926617
I've never heard of that game, what is it like is it good, bad?
Amazing. A real hidden gem of a game.
The excellent atmosphere, sound design, music, and gameplay make it a unique and disturbing experience.
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Golden Light, an obscure surreal horror roguelike.
The music, all of it, is amazing.
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I hope this ends up being Gothic Horror.
It wouldn't make sense for it not to.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/1925593#Comment_1925593
It looks more like some killer mains don't want survivors to have some sort of counter to things at all, which is the purpose of many perks.
I'm fine with counters, just not ones that are this strong, especially against more than one killer.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1925385#Comment_1925385
Shockingly, there are survivors who use stealth as their defense and some survivors prefer to be stealthy than to be in a chase, and spine chill helps them accomplish this, you'd be destroying the way some survivors play just so you can score a free hit or expose them. It can also help survivors dodge a spirit using her power or to otherwise escape a chase.
This has nothing to do with balance and everything to do with nerfing one of the few counters to stealth killers so you can have easier matches.
If you want an ability, you should have to directly work for it, at least a little.
Spine Chill isn't OP, it just makes an entire category of killers unfun to play.
If you really need a counter to stealth, looking around is one of them. You shouldn't need the red stain or the terror radius to detect the killer. The survivors basekit essentially gives them permanent undetectable, a wider FoV, and the ability to see the area immediately around them.
The undetectable buff just makes it so that the killer doesn't broadcast their location to you and tell you the direction that they're facing.
You don't need Spine Chill to counter "stealth."
And you don't need it to be stealthy yourself.
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@Avarice10 said:
The forums have too many salty killer mains who want to gut survivor perks after they lost a match. They don't care about balance, the only thing they care about is their 4k tbh.
I don't care about the 4k. I can get those one out of three matches.
It's just annoying that the powers of several killers are countered by a single perk that takes minimal effort to use.
If it revealed the killers aura, I would be fine with that. But not just "Someones looking at you!"
The reason I like stealth killers is because I can try to force them to look around and pay attention.
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Most of this post is bullshit.
BBQ and Chili is a killer perk that reveals the aura of any survivors that are far enough away whenever a survivor is hooked. The perk was designed to reduce facecamping (standing directly in front of the hooked survivor).
The devs are working on balancing cross platform play.
The Huntress is just glitched.
You have three teammates to cover your mistakes in addition to the multitude of perks that can give you a second chance, and your objective is significantly faster and easier. The killer gets very, very few recovery perks, and has to win two chases on average to down just one survivor one time.
The DbD community is about 80% survivor mains.
The killers have a lunge attack, which moves them forward and increases the range and sweep of the attack. Freddy Krueger in particular has a particularly long one.
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Alien.
To be honest, a Neomorph would fit better than a Predator or Xenomorph.
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@[Deleted User] said:
If they really wanted to make it easier to learn her they could make an addon that stops making her like visually lurch forward farther than she actually moves. I would use that addon haha I keep falling just short because that throws me off:
https://i.imgur.com/AuCoOe5.gif
Mostly just kidding, but nurse has been hard because she doesn't feel....consistent.
I've watched this 22 times and it still physically hurts me every time.
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@Lexilogo said:
As someone who really likes the idea of "microgames" and think they're underused in game design (Among Us is a great example of how they can be used) I don't think it fits Dead by Daylight.
The main reason is because Dead by Daylight is essentially a gamesense/prediction game at its core. Any microgames that temporarily distract you from the core experience would compromise that IMO.
I had an idea for this, where the survivors would have a button to look away to find the killer, but it would pause the action.
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Or at least the killer should get a notification.
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Cowards are my absolute least favorite type of survivor.
If I find out there's one in the match, I root them out and borderline tunnel them, going after them whenever it won't put me at a disadvantage.
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Hi, it's me again.
I'm one of the people who complained about it.
I retain my argument that if you work hard enough to learn how to effectively use a killer, you should be allowed to use the upsides you chose them for instead of pretty much just a m1 killer with no power.
The whole idea of stealth is that it forces the people you are hiding from to pay attention to the environment. I would be happier if Spine Chill revealed the aura of the killer rather than give you a notification.
By the way, another counter to most stealth killers is to look around you.
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Borrowed Time and Spine Chill.
Borrowed time because of the amount of protection hits I have to deal with.
Spine Chill because it virtually negates the powers of an entire category of killers, and my favorite one at that.
Dead hard is almost OK.
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@Yords said:
Yeah, NOED for killers. Not ranting about the perk, but new players do in fact use it as a crutch. I know this because I did the same when I was new to the game. They use it because they know that they will probably not kill the survivors before the endgame.
DS can kinda be used as a crutch if the player using it is new since they will most likely rely on a perk that gives them a second chance.
I tried to use NoED at first, but its sheer lack versatility put me off.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/224669/my-killer-stereotypes-from-800-hours-of-solo-q
This lil Piggy still does love the boops, is aweful using the ambush at loops (can't turn fast enough or clean enough on Xbox), and only t-bags with the survs I have chosen to spare.
As far as that end chat thingy goes, welp........... console.
Did you just do this in verse?
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@EvanSnowWolf said:
**Sees the first sentence of the Pyramidhead stereotype**
Ditto.
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@Slashstreetboy said:
I think a slight nerf would be justified, but not in the way you suggest. If it wouldn´t work vs Undetectable, the perk would lose its purpose.
That being said, it´s too strong against stalking Killers. A range limit of 24m would keep all the benefits alive while removing the need for Killers to never look in the direction they´re moving.
Admittedly, I was in a state of mild rage when I wrote this, so my suggested nerf is equally insane.
I love stealth killers, and I hate how I have to deal with always having to deal with at least three survivors with Spine Chill every match. It makes killers like Wraith almost almost worthless, with no abilities to his name other than a moderate speed boost with fairly major downsides to using it.
@Caleegi said:
A fair perk in the game needs a nerf...what is this?
Spine chill is perfectly fair, you killers have BBQ and Chilli lmao. Leave it alone.
BBQ and Chili is specifically an anti-camp perk. If killers didn't get it, they would have to walk towards a random generator and hope for the best whenever they got a hook. Or facecamp.
The extra BP isn't useful during the trial, and your strategy doesn't need to change all that much if you want to stay hidden from the killer. Just work on generators, hide in a locker, or stay within 40 meters of them (which is outside their terror radius, generally) when the hook a survivor, which isn't hard for you flashlight enthusiasts. I know that last strategy is stupid.
Spine Chill is designed seemingly to at least partially negate the powers of stealth killers. It also speeds pretty much all your actions, at the cost of an admittedly pretty noticeable skillcheck disadvantage.
If you have Spine Chill, Ghostface is barely a problem given that even if he stalks you from far enough away, he's gonna have a really hard time closing the distance in his slowed down stealth mode, especially with your sped up action speed. Wraith would have to bodyblock you into a corner to get a sneak attack. Pig's stealth is basically just screwed over, so she can forget about using ambush dash against anyone who has any reaction time whatsoever. Not sure about Shape, since I haven't played him, but from what I gather, he'll have the same issue as Ghostface.
Stealth killers give up too much for their power to just have it crippled by a single perk that gives another undeniable benefit, even if it has a balancing factor.
As survivor you don't learn an entirely mechanically different character for an ability that is countered easily by a single perk. Every survivor is mechanically the same, but killers go through the process of learning a completely different playstyle with every killer.
My issue is that with the amount of time and effort killers put into learning to maximize the potential of their benefits while minimizing their downsides, it's not exactly fair that a minor ability that any survivor can and should get should so nearly negate it is unthinkable.
You learn a killer specifically for an ability that is difficult to use effectively, but is fun and gives massive benefit, with the tradeoff of a major drawback (unable to attack, slowed down massively, etc.). Spine Chill works the same, giving you massive benefits for a decent tradeoff...
...but with almost no learning curve.
If it required you to do something other than be good at what you're already supposed to be good at just to play survivor, I would be fine with it.
BBQ is similar, but it holds a purpose that isn't purely the benefit of the killer. It allows them to use a less effective, but less toxic tactic than facecamping or slugging without as much of a power tradeoff.
Plus, having to click at the right time a little bit better and chasing down and mindgaming a survivor twice while their friends are generally trying to stop you, and then bringing them to hook that you hope Jake isn't 99ing right now are fairly different skill requirements to utilize a perk.
Hell, with Spine Chill, you don't even need to do the objective to benefit from it. You can just have the killer chase you and let your friends do gens, using the bonus vault speed to bait the killer better or run away faster. Or be a Blendette.
Anyway, my argument was valid to an extent, even if my idea wasn't. I apologize for the high sodium content.
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@TiagoSansil said:
https://forum.deadbydaylight.com/en/discussion/comment/1923416#Comment_1923416
haha Thanks. I'm glad you like it. I learned english on my own, so I try to do my best. <3
Wow. From what I've heard, english is one of the hardest languages out there.
Even english speakers usually have tutors, and even then we still butcher our own language.
The fact that you managed to learn the language on your own and then convey such a complex thing is... honestly astounding.
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Wraith feels like he deserves his own theme music.
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OoO should be basekit
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@ArchFox said:
I gotta confess guys, this was bait all along, I didn't expect anyone to actually want to nerf the corn...
I totally agree.
Buff the corn.
Eyes are for the weak. Pain is for the strong.
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@bepis said:
That's just the way it looks on switch
@NoOneKnowsNova said:
Looks like console Dead by Daylight to me...
Cute. Try Google Stadia. You won't have 16 bits, you'll have 16 pixels.
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Here's an idea: the Trapper can find bear traps in lockers like the way the Huntress finds hatchets.
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@AChaoticKiller said:
guys i think he wants to take away Blights drugs
No!
He-he needs them!
Just a little flower, that's all!
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Pretty good. I like the art in particular.
The translation is a bit poor, but it's better than some native english speakers grammar.
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@wertykelpie said:
i just meme this
https://us.v-cdn.net/6030815/uploads/VX83TVAFJH46/survivors-vs-killers.png
Yes, playing ring-around-the-rosy in between holding m1 and occasionally clicking at the right time is more complex and difficult than hunting down four people and catching each of them at least twice each, all while trying to predict their moves.
Play killer at some point. It's not all that much harder, but it's more complex and leaves you stressed to hell and back even when you're doing well.
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@wertykelpie said:
https://us.v-cdn.net/6030815/uploads/A7DBF4Y8LILG/screenshot-2021-02-06-201416.png
how add ons like this have place in this game? the red add on permits the killer teleporting to every trap in the game synergising well with the purple one.
we had a frustating game where the hag just showed up on our backs without notice and we had esposed status whole game, this game is very frustrating as a average survivor , and there are people who watch pros playing this and they joke on the killer face as SWF , making killers crying for nerfs on the survivors, but this game is extremely unfair for the average survivor. even the killer admited that was unfair, my friends who play this game with me agree with me, killers who have gen rushing is because they are not creating presure at all on the map so that is not a argument. survivors have to worry with gen spacing that is impossible to coordinate with randoms.
killers perks do too much impact on the game , they already run more and have a power in advantage to the survivor and still win blood lust this game conspire to help the killer. survivor perks on the other hand only few make impact and most are not viable.
undeserved hits throught windows and palets hapens too often, windows and pallets its the only thing in the game that survivors can use against killers and i get hit even when i vaulted. this game is lazy, and the core of the game doenst work.
noed perk rewards killers who camp whole game and get undeserved kills without activation effort.
This is one of the worst posts I've seen on this forum.
But not to an extent that surprises me.
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Saw, Silent Hills, Texas Chainsaw Massacre.
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@SkeletalElite said:
Underperform seems useless? You lose tokens when skill checks are hit and only get them on fails? Like you're almost never going to get more than a single stack on this.
Problem with hex: recress. Generators do not regress by any means while blocked. I think the idea was a generator being worked gets 20 seconds worth of regression for free, but while blocked gens dont lose progress to regression, which is an intended mechanic. Don't believe me? Try using repressed alliance and blocking a gen thats almost done when facing ruin, when the gen unblocks it will have lost no progress. Still seems pretty good though.
Extra credit. This would be incredibly overpowered. Additionally there are already 7 generators in the trial.
The idea is that the Teacher would be mainly for low ranks, so if matchmaking was ever fixed then Underpreform would be to help teach new survivors to help out their team. We have a problem with survivors not helping their team, if you haven't noticed. But, notably, you are very correct. Maybe I should make it so that it punishes survivors for not working at all, as opposed to making work harder for them.
I was thinking that Hex: Recess would have a special thing where generators blocked with it can still regress. Also, it would work a bit as an information perk, allowing you to know which gens were being worked on.
@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/224569/perks-for-the-scrapped-teacher-killer
Extra credit is very overpowered, but otherwise good job!
Maybe Extra Credit could also increase repair speed significantly? Like maybe 25/40/55%?
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I would like this.
It would also be neat if killers could unhook survivors, like to Mori them or let them go.
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There should be an "I don't want this perk" option.
I don't want tier two insidious on the Wraith. Let me have something else. Can I take Sloppy Butcher instead? No?
Tier two insidious it is, then.
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@ItzZane_ said:
Nothing can beat the OG DBD theme
Have you even listened to PH's remix, man?
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My headcannon is that Bubba makes survivor pudding from the survivors in the Void.
He does not discriminate.
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Terrifying.
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@[Deleted User] said:
10/10 Thread you guys are great.
10/10 Comment you are great.
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As a Pyramid Head main, yes.
Please.
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@DjangoTheGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1920833#Comment_1920833
Im sorry your problem with him being a tribute to a serial killer/######### is that they weren't true enough to the source material?
God is dead and we killed him
My issue is that they glorify serial killers.
Ghostface comes off as a fun, quirky guy with a good sense of humor and a penchant for violence. That's about it.
For those who want the story that inspired the first Scream movie, it was called the columbine high school massacre.
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If it isn't, then I hope you realize that killers have been deleting the game a lot lately.
