BrightWolf
BrightWolf
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- BrightWolf
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256304#Comment_3256304
Nothing wrong with stacking perks or using their add ons to win lol
I was about to say, running 2-4 gen slow-down perks is a perfectly valid build to bring to counter gen repair speed builds, toolboxes and maybe even sabbo squads. Like it's comparing apples to oranges.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3255138#Comment_3255138
https://forum.deadbydaylight.com/en/discussion/comment/3255197#Comment_3255197
https://forum.deadbydaylight.com/en/discussion/comment/3255225#Comment_3255225
This must have been what happened, although I only remember him getting one other teammate who tried to bodyblock. Maybe my memory is a bit fuzzy, but it seemed like he hit me, continued the chase, my friend bodyblocked and then he continued after me.
Either way, good to know! Thanks for the info.
No problem! Given how prevalent hacking is in DbD I can understand the paranoia, it legitimately makes it difficult to discern the difference between legitimate bugs/glitches, ping, serverside problems and gameplay with actual hacking, cheating and exploits.
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It's a Frenzy basekit update, if you manage to chain four hits on survivors a fifth hit is an instadown.
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Try moving this to the Bug thread. You might be able to find an answer there.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3253919#Comment_3253919
There's nothing BHVR can do about mics since SWFs are using Discord and BHVR has not control over that. Even if they introduced a in game proximity voice chat system SWFs will just continue to use Discord to bypass any proximity chat. Also SWFs are in all sections of MMR not just high ranks. Yes low ranks there are very few but they are still there and if players are in the average gamer category they will definitely have at least 2 man to 3 man teams.
I'm in low MMR and I see low-ranked swfs all the time, any time survivors seem just a little too "coordinated" like one gets downed in the EGC, one goes to 99 the gate while the others run to swarm the killer/hook and go for a save before they all bolt to immediately open the gate. Or they just seem to "know" where the killer is at least 80% of the time then it is a 90% chance that they're in a swf. Granted they might not be a good swf or even sweating, but the advantage of being on comms is a pain in the ass for the killer who has to guess where everyone is.
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@Akumakaji said:
Just give us the perk "Just Leave": if a survivor crouches ìn the exit gates area more then two times per second, the Entity blocks the exit gates for them for 30s. If a survivor stands inside the exit gate area for more then 30s the Entity gives them the exposed status effect. If a survivor flashlight clicks more then 2 times out of the exit area the Entity knocks the item out of their hand and holds it in place for 30s"
All not very strong effects and actually not worth a perk slot, but I guarantee that loads of killers will find a permanent place intheir loadouts for this perk, and the ensuring meta would quickly educate survivors about exit gate etiquette.
I would pay for that perk. It'd be like lightborn or Franklin's, not a necessity when it comes to all builds for all killers. But would certainly help "discourage" certain types of behaviour from survivors.
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It was a fun event, if a little buggy. It kind of proved to me at least, that DbD needs more server locations in some countries so to ease the burden a little.
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@Viamont said:
in all honesty the positive of having multiple playesr with the same outfith is that they cant complain about tunneling, have happened to me a couple of times and hits kind of hilarious to just guess go you got this time
Haha, but they'll try. Dear lord they'll try.
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3253084#Comment_3253084
I always thought about Darth Vader as a killer on here he's , pretty intimidating,Maul would look sick and the bald chick that I just call Savannis Wind Runner.
As cool as that would be I don't think if they'd be able to get away with having Darth Vader, Maul or Ventress being a killer in the realm. They're practically kid friendly these days. But they could make their own sith killer, double points if they make it one of the more beastial or "alien" races from SW. Like iirc, there's a race of humanoid vampire-like aliens that are forece sensitive and can be turned easily to the darkside by their nature, which is where they use tentacle-like appendages to eat their victims brains out of their skulls via the nose, could be a fun idea for a mori kill.
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@[Deleted User] said:
the Xenomorph in Dead by Daylight
Power: The Perfect Organism
Upon reaching a Survivor, instantly pounce on them and Mori them (on par with Tombstone Myers but without needing any stalk).
The Mori would be like in the game 'Alien Isolation' where upon getting caught you are thrown onto your back and see the Alien in front of you before everything goes black.
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All jokes aside, the only way I can see this realistically working is if there were flame throwers for the Survivors to use all over the map.
Yeah, I was wondering how you'd be able to play as the Alien from Alien without her (if it is a she, haven't seen the movie in ages) being too OP. Like I suppose her eggs could be used as ways to "trap" gens or pallets, but other than that, she'd be gutted. :-/
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3253213#Comment_3253213
exactly. It's not killer's responsibility. You need to be ultra nice to keep track of this and THAT is unfair. I mean - you have no way to know who you want to commit to if they do this. And just because they gave you no option to distinguish between them and you downed "incorrect one", you should not be "punished" by it and not allowed to hook your downed survivor.
To be fair - killers should have harder time tunneling survivors as this is not a fair thing (maybe they could get compensation buffs elsewhere when camp/tunnel is properly fixed making it possible but not easy AND rewarding). But at the same time killer should be able to know who is actually who and not go in blindly.
Makes me kind of wish there is only one survivor per lobby like you can't double up. I.e there can only be one Dwight/Bill/Nea/Meg/Feng. Like you can't be a four-man Nea or twin Dwight.
Like I get that it would ruin the fun of bein gable to choose your player survivor, but it would make situations, like the one I was in less likely and then killers can accidentally tunnel especially if they're going out of their way to avoid doing so.
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@Archael said:
https://forum.deadbydaylight.com/en/discussion/comment/3253206#Comment_3253206
I wont say its 100%, but 90%? In act of chacing, not everyone keep track of hook stages, and which portrait was hooked or downed. But killer who is constantly looking at portraits, can tell which one (not who) was downed, hooked etc.
If i see two same Dwights, im trying to call them first and second, depending on their order on UI, and tell the difference once i hit them and see which one status changed on HUD. Tho its not killer responsibility to keep track of this.
I'm still new to playing killer, so I'm still learning the many things that help with gameplay and how to be better. Still, I definitely won't say I should be entirely responsible for keeping track of who is on death hook, especially in the case of twins, triplets or quads. It's a bit unfair, especially if they'll give me an ear full about it in post-game.
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@Loldino said:
If 2 or more survivors have the same outfits u take it as a tunnel pass if they don't like it done come into a trail looking like identical quadruplets
I've done that on accident, I had a set of triplet Cheryl's in a game. They had just unhooked one of their squad and all ran off in the same direction, I hit each of them one went down and I picked them up and then hooked. Lo and behold it was the Cheryl that had just been rescued, and they were "sacrificed", and then DCed.
I got such an earful in the post-game lobby about being a toxic killer main and being a tunnelling pos, even when I pointed out that they had all run off in the same direction and were all the same character and that I was not to know as they were all injured. Yet it was still my fault because I'm "just supposed to know". -_-
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@Akira_Rin said:
My anti-tunnel build is DS +OTR +Dead hard +Deliverance (or Adrenaline).
DS is now a perk requires players to down near a loop to be impactful.
It takes skills now to use the perk which is ideal IMO (maybe drop the charges of killer's power like nurse, blight)
On the killer side,
tunneling at high gen, then setting up the 3 gen with 3 men left is the optimal way to play killers.
Asking the opponent not to try to win is kind of unreasonable.
The current game mechanics isn't encouraging killers going for multiple people,
other than some perks like no way out, gift of pain, thana.
Maybe balancing the game around those perks being part of in-game mechanics will help?
It's hard for killers to play "nice" when they might get BM with 7,8 hooks and 4 escape.
If splitting the damage slows the game as much as tunnel one out,
killers can play nice while being rewarded for good plays.
Not to mention some players complain about certain killers who are kind of built around tunnelling, or at least dash and slash like Legion. I've had people straight up tell me that they DC-ed because Legion is boring and no one wants to play "mending simulator". Like if I can't play dash and slash, then survivors can't play gen rush.
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3250108#Comment_3250108
Not only that...but .....ppsssh...ugh....but ......rrrgg
Disney..######### 😐
Like imagine playing as a Sith, sure they'd be kind of "gutted" but they'd still be pretty fun.
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Honestly, the game just needs better controller support. I can't play with the KB&M due to irl wrist issues, so I use a controller for PC and the jank is just, unbelievable.
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@lagosta said:
According to the wiki, the lunge attacks are standardized among killers, the only variable accounted for being the speed at which the lunge was started.
Your experience missing lunges that seemed to connect visibly might be related to the size of the killer's model. Similar to how smaller killers sometimes seem to connect hits farther away (ex: Freddy, Legion). The hitbox is the same, but the model size differs.
This kind of just makes me think that the melee weapons should just have different hitbox reaches, but depending on the length means that the lunge is longer or shorter.
IMHO, it just doesn't make sense that a knife/claws lunge (Ghosty, Legion, Wesker, Demo, Hag, Freddy) goes the game length as a cleaver lunge (Trapper, Wraith, Twins) or a Bat/Hammer/Axe lunge (Trickster, Billy, Bubba, Huntress) or Pyramid Head's Great Knife lunge. Like idk, maybe it's to do with the limitations from when DbD first started, but times have changed and other games have weapon hitboxes that change with the length of the melee weapons and it's not like it's difficult to learn to adjust for different length melee ranges. So I certainly feel that a change to the melee or lunge mechanics could be done, at the very least as an immersion improvement because it's districtin when you look and see that the animation cuts about halfway through.
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3249282#Comment_3249282
Yo, the combo that hasn’t worked for years now? Frickin SWEET!
You can still get lucky every now and then, but it's not as powerful as it should be due to the number of complaints that people made about the combo. xO
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Oh God, could you imagine a Disney chapter? Playing as the villians from their IPs like Marvel, Alien, Starwars etc.
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@FinestFantasyVI said:
https://forum.deadbydaylight.com/en/discussion/comment/3249304#Comment_3249304
I believe I actually read that a while back. Yeah its hell not just for a Trickster, but for Chainsaw bros. Thats why I mentioned the bushes actually. They're terrible for Bubba, and the map is too cluttered for a Billy
Oooooooooh, so that's why so many of my knives! I thought I was just having bad luck and that the survivors were just dodging and looping like gods, but the environment just has crappy hitboxes...Holy crap it's like playing Minecraft... xO
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@FinestFantasyVI said:
https://forum.deadbydaylight.com/en/discussion/comment/3249279#Comment_3249279
I actually managed to snipe some survivors on the saloon gen. They would be confused why the f am I throwing knives from way down there out of saloon. Some would crouch around confused and get hit. Some would be smart to go in the saloon. But yeah, with DeadDawg, I am uncertain how to loop that as well. But somehow, it still feels more fair.
Cut Through and/or Edge of Revival has certainly helped to defend that gen from the ground, but it's just a pita to get up there to either kick or pressure off. It's a spawn that I feel should be like really rare or shouldn't have so many escape routes for survivors, idk how I'd balance it.
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@FinestFantasyVI said:
https://forum.deadbydaylight.com/en/discussion/comment/3249276#Comment_3249276
Man, you at least have nice survivors. Mine were all toxic, tbagging, clicking, doing the loud noise notification vaulting. Like anything that can aggrevate you, they did it.
Honestly, while the art team did a good job. I still find Eyrie more breathtaking than that. Even Ormond. Garden of Joy has a bad colour palette, at least to me. Its a bit ugly visually even tho me. Its like not day, not night, maybe dusk-ish. Idk, those colours do not work on me
I got lucky with that particular game, since the survivors kind of realised how screwed over I was by the RNG. No one had a map offering, the game just decided to send us there. On a different note, I can't stand rapid fast vaulting in the EGC, just open up the gate and leave. I'm sorry the survivors were awful to you in that game though, just feels bad man.
Oh I love Eyrie quite a bit as well, it's very aesthetically pleasing even if the main building is a little too strong imho, especially with that totem spawn that can cover the entire map. Ormond is also a very lovely map, just the isolation factor alone makes it creepy af. Would personally love to do urban exploration on that map, if it was an irl location.
I can kind of see where you're coming from with the colour pallet choices of GoJ, I think they wanted to capture a place that had been corrupted by a dark magic vibe, which they nailed ofc. But they went a little overboard in some places, like too much in one area and not enough in another. Like GoJ certainly feels like a real space that was turned into a pocket dimension, but idk, you're right that there is something "off" about the map.
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*Cut Through and Edge of Revival has entered the chat.* 😈
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The house on GoJ makes the Saloon in DDS seem like a walk in the park, Like I hate the DDS gen spawn location with a passion, literally the safest one on that map IMHO. But the house on GoJ is like a jungle gym and Shack had a baby, but fancy. It's just too safe and too dark to see anything as killer or survivor, like I don't play Dredge but I can only imagine just how painful Night Fall must look on that map.
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@FinestFantasyVI said:
https://forum.deadbydaylight.com/en/discussion/comment/3249227#Comment_3249227
I have to give it props that aesthetically it does rock. But its like the art team took predecence in map making and not the balancing team. I love the DBD art team to bits and pieces, but the balancing team needs to step in. I do play both sides, but Trickster is my pride and joy and I do side with killers more. But even so, I dont like it when a map is a stomp for any side. Killer nor survivor. But considering I play killer more, this really isnt a fun map for me. Granted not even as survivor. But that might be tainted from my killer experience
The map IS dark and Im glad its not just me. This is kinda funny since there was a poll saying if day time maps should exist. I think after Garden of Pain, for sure its good to have light maps. Because with this and new Haddonfield. The devs kinda overkilled the darkness
Funny enough, I just had those 2 maps back to back. I had Garden which was a triple Meg and a Mikaela, 0k ofc, when I wrote the og post. And after that East Wing RPD I finished now and had a 4k. I think the reworked RPD is so much better. Old RPD's greatest sin was pretty much that it was too faithful to the game since RE2 is a slow paced puzzle solving game, so it smap should be a large maze. But DBD is fast paced cat and mouse chase game, and a huge maze of RPD was hell with abusable libraray. New RPD is so much better since I actually know where and what connects and I can navigate so much better
The first time I played Trickster on GoJ I got stuck inside the house on an object I couldn't even see because it was so dark, it took me maybe a minute or two to free myself but by then at least two gens had popped and I had absolutely no pressure. At least the survivors were sympathetic in the post-game, so there was a silver lining.
So, much like Midwitch and RPD, GoJ is aesthetically breathtaking no doubt about it, but absolutely poorly designed for a game like DbD.
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Hmm, I've thought about this a lot and I don't even play the guy. Anyway, for such an iconic killer, the face of DbD he is hilariously out of date. Like sure, his whole concept worked and arguably still does to a degree because he was one of the first four killers in the game. But with the addition of new killers, new perks etc Trapper has sadly fallen by the wayside.
How I'd go about improving him, is simple. Give him more traps.
And I don't mean just his classic bear traps, I'm talking about trip/barbwire traps, oil slicks, glue traps, pitfalls, potholes, flashbangs, boobytraps etc. Just types of different traps that allow him to shake up his playstyle, he is called The Trapper for a reason, so it doesn't make sense that he's only limited to beartraps.
Trip/barbwire, pitfalls and potholes to trip and injure survivors. Oil, bear and glue traps to immobilise or slow survivors. Flashbang traps to blind/expose survivors. Just something that gives him information across the map and allows him pressure, especially on hope maps with little to no grass. Boobytrap pallets and vaults so that survivors become exposed or waste resources, E.G: pre-dropping a booby-trapped pallet immediately breaks or fast vault a booby-trapped window and you gain an injured state
I'd also allow him to carry more traps as basekit, like instead of just two, he can carry four with additional ones with add-ons. Also, Trapper wouldn't get caught in his own traps, as basekit as well because that just seems kind of pointless, if a little hilarious. I got this idea from Otz and I agree with him that I'd also give Trapper the ability to "summon/equip" traps from lockers, especially if they've been sitting on the ground for a long time in a part of the map where survivors haven't been. But the whole equipping traps at the locker could also help him switch between different types of traps, i.e can only take two types of traps per match, so you can switch between the classic bear trap and a tripwire trap.
Also, I'd give him the ability to camouflage his traps that way they don't become redundant on maps with good visibility or little to no grass. But they wouldn't be so well hidden that they couldn't be disarmed by survivors, like there'd be a sheen or a "mist" that gives them away.
These are just a few of my thoughts and ideas, coupled with a few that were spitballed after watching Otz and a couple of other streamers talk about Trapper and what could be done to bring him back into the meta.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3249044#Comment_3249044
at least you have a bit of range in your attacks, i play pig and sadako and sometimes i drop chase simply because i can't deal with whatever jugle gyms bs the survivor is going, not because im bad but because its a waste of time and i need TO PRESSURE THE DARN GENS
It is true that I have a lot of range as Trickster, but I'm also pretty screwed if I get lured into a jungle gym. Especially if I don't have Cut Through, Trick Knives or Edge of Revival equipped which has some counterplay.
In the long run, I think it would be healthy for the game if all the maps were completely reworked. But I also feel that some killers need a movement speed buff, especially if they don't have counterplay those jungles and deadzones.
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@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/352833/vaulting-speed-should-stack-with-bloodlust
Bloodlust should not even be needed as a mechanic but its there since map design is not good right now. They should be fixing maps, not buffing bloodlust even more.
Especially for low mobility killers, I play Trickser a lot and it feels like such a slog to get anywhere on the larger maps because I can't cover as much ground as say Blight, Spirit, Legion or Nurse.
Like the most I feel I can do is hope the survivors trap themselves into a 3 gen situation or play arround the last gen pop, depending on how good the survivors are.
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I've been in lag city, my game is fine while in lobby but the moment ai get into game I'm suddenly warping into walls/door frames, getting stuck while vaulting pallets and windows. Missing what should have been very easy hits.
So I haven't been playing for a bit, as I don't know if it's my internet or the servers that are having a stroke. 🤔
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@SEREFKI said:
Im mostly talking as a survivor solo q player but at the end, DBD is a tic tac toe game where survivors are filling spaces somewhat blind.
a killer can choose 3 close gens from start and guard them, with that he ensures control over the game.
the killer can start the game normally but always paying attention to their desired gens, once 3-4 gens are done, he can closely guard the other 3 gens and hook survivors in the close area.
my proposal is so killers should not be able to see gens from the start of the game but unlock this ability once the killer hooks survivors 3 or 4 times.
this ensures the killer cant chose what gens to guard and make it a little fair for solo q players.
Oh god, that is the worst idea I've heard so far on these forums. Liek bro, it'd be completely unfair for new killer players, especially if they're coming into the game cold. Not to mention with all the gen repair-speed perks, coupled with swfs and a new or even a low mobility killer all five gens would pop in 90 seconds without the survivors even seeing the killer. I'm sorry, but your suggestion is a bad, very bad idea.
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@GentlemanFridge said:
Okay but when I'm the person that has no hook states, I am often actively ignored. Like, I have been in front of the killer in those instances, and they will just abandon chase the moment I take them away from my teammates.
I've been on that end a few times, heck I've even been the "never seen" survivor, in that I'm just quietly running arround getting gens done and only going for the unhook if it is 90% safe to do so.
The few times I do try to get the killers attention, they always break chase with me to go after a teammate. It's really weird. 🤔
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I've only had to DC once and that was due to extremely bad ping and lag. I was warping into walls when I was trying to go through doorways, I got stuck in the middle of the vaulting animation and during chase, I'd suddenly find myself running into a wall or other objects instead of going around them among other thigs. It was a nightmare. xO
I still feel extremely guilty for CD-ing and I hope that I never have to do it again.
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@Magic_0ne said:
https://forum.deadbydaylight.com/en/discussion/comment/3234815#Comment_3234815
Yeah fair honestly I'm just getting games where people just give up as a survivor and man...idk. I want something to be done but maybe nothing should or can be done. I'm just annoyed really and want my team mates to play the game they signed up for.
I hate to see it, even playing as killer. I played about ten or so games on Monday and at least every game had 1-2 people who DCd on first hook or after the first person was hooked. I was so angry with them, not because I was denied kills or a chance to play the game but because they literally threw the other players under the bus and ruined the game for them.
Like I know I'm not obliged to be nice to the remaining survivors if 1 or 2 people DC, but it still feels bad like we were all robbed of a proper experience because people are cry-babies and DC because they're against a certain killer or on a certain map. Disgusting, unsportsmanlike behaviour and makes me wish the DC peneltry was working right now (unless it's been turned back on).
I do try to give benefit of the doubt, because of crappy internet or the servers having a stroke. But idk, something about this sudden uprise in DC's after first down or hook makes me very suspicious.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3232735#Comment_3232735
But general Map balancing would be better then making the Maps "Killer specific"
one map that is balanced for an m1 killer may not be balanced for another killer. for example these new autohaven loops help make weak chasing killers like wraith more relevant in the chase but blight does not need these loops to be stronger. his power is already balanced for the stronger maps. that is why i wish that the other killer had more oppressive powers but still remained to have minor outplay potencial from survivor side. wraith for example was really close to being a killer that could be good on all maps with his extra lunge, a little more on that and he might be a closer to blight, unfortunately whenever a killer becomes a little bit strong, casuals complain that he is over-tuned.
now the maps will be over-tuned or under-tuned based off rng and killer.
After playing as Trickster on Auto haven five times yesterday, I wish it was a smaller map or they'd give Trickster and small movement speed buff. Like it just takes forever to get around the map to pressure gens, like he cans till drop movement speed when throwing knives, but he needs more map presence. And this is the same for any low mobility killer, just a small 2-4% movement speed increase would be idea.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231776#Comment_3231776
I haven’t seen this myself. Just people quitting against Nurse, Trickster, Legion and Blight. At least that I remember.
I play both Trickster and Legion, I've been seeing a lot of DC's. In total today, I played about ten or so games and had at least one-two DC's per match. It was always after the first down or first hook, I was so angry. Not because they "cheated" me of kills, but because they threw their team under a bus. Just rude unsportsmanlike behaviour and I hope the DC penalty is turned back on soon.
Like to give benefit of the doubt, in that perhaps it's crappy internet or the severs having a stroke. But all the DC's are just too convenient for my liking.
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I've seen the killer bot warping around the map, it's hilarious to watch.
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I've heard it has something to do with how unstable the connection to the servers has been since the latest tome release, even more so since the ranks reset. I can understand why the DC penalty has been removed, but all it does is encourage unsportsman-like behaviour. Especially against Nurse, I'm trying to learn her, but it's been impossible to get a game because everyone keeps DC-ing.
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I played eight games over the weekend and in every game, I had at least one person DC after the first down, first hook or death hook. I try to give the benefit of the doubt when it comes to internet connection, due to mine being really terrible at times. But the way how they'd just conveniently DC after "loosing" was just too sus for my liking.
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@Veinslay said:
There's no chance that they will ever do this. We'll be lucky if we ever see a nerf to even Garden of Joy or Eyrie of Crows
GoJ can burn for all I care, the map is so survivor sided that the killer might as well just go make themselves a hot beverage or go to the bathroom and let the survivors do gens.
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I always say it at the end of the game, killer or survivor, win or lose. It's just good manners.
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3229367#Comment_3229367
While I do agree that it shouldn't upset people too much and I personally am over it, I also know that some people are a bit more sensitive to these things. A few months back I was just like that and even going there to force them out would force me to look at them doing it, making me upset. What got me upset wasn't the teabagging itself but more that they had to go out of their way and try to be ***holes about it. Of course you shouldn't take everything to personally but sometimes you just can't help it.
Why do we need to BM each other? Can't we all have fun and respect other people? It's just common decency.
I've found that most people, myself included, can brush off a troll or two and some mild BM-ing every few games or so. But when it's nearly every game and several in a row, it can break you a little.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/350778/crouch-dancing-at-exit-gate
I once came up with a perk idea to combat this...
Salvation Becomes Damnation
Killer Perk.
Even the safest places can become their tomb. If a healthy survivor or an injured survivor stays in the exit gate area for longer then 4 seconds, the exit gate for that exit gate area will become blocked by the Entity. It will remain blocked until no survivors are in that exit gate area for 20/15/10 seconds.
I like this idea, but maybe also add that if a survivor crouches in rapid succession in the exit gate, they become "fatigued" and can no longer stand up and instead have to "crouch walk" but at a slower speed than the normal crouch walk speed and they can be picked up by the killer if caught in that state.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/3228548#Comment_3228548
Also just how dark it is in that building. Legit can't see as Survivor or Killer. Would be unplayable if I weren't on PC.
Last time I played on GoJ as killer, I got stuck on an object inside the house. The shadows are just this god-aweful crushing black and I couldn't see a thing. I must have been stuck there for two minutes at the very least. 😅
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3227024#Comment_3227024
I never liked the knife count nerf. It feels like the devs just saw a baby survivor complaining, "60 knives?! That's OP!" and then nerfed that part of him. My own friends were saying stuff like that. It's kind of embarrassing considering the leap in logic. It's not 60 Huntress hatchets. It's 60 knives which, at the time, you needed to land 8 of to get an injure, and they could 'decay' over time for some reason, and the killer would obviously miss loads of shots, especially considering the slowdown when you start to throw knives and the recoil.
I hate that people don't understand this, he runs out of knives way too quickly, especially if he goes against survivors who know how to dodge properly.
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I hate that this is even and thing and the fact they gloated about it after they're the ones who had the #########-fit...speaks levels of their maturity...
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3225369#Comment_3225369
NOED can be cleansed. The totem even gives off its own aura. I don't think I've seen NOED give more than one down at endgame since 6.1 hit. I'd argue Terminus is much better value right now.
I agree, I'm new to killer and I run NOED due to not having better perks. It could just be my lack of experience, but I'm lucky if I get 1k due to NOED and that's if the totem wasn't cleansed before the endgame.
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3226029#Comment_3226029
It is interesting to see the perspective of not being fatigued by rigorous training. Thanks also for sharing why the perspective moves up.
I had also forgotten that he had been throwing knives for a purpose long before he came to the Foggy Forest. But then I guess I'd want him to keep throwing it straight, SMG I can understand.
No problem! :) IIRC it's even stated in his lore that he's been throwing knives since childhood, so his gimmick as an Idol and later as a killer makes sense. Not to mention he was put into an idol program at a young age, so he's essentially Korea's version of a child star or at least since his late teens.
Anyway, tangent aside, its just easier to explain his playstyle and kit when you compare it with shooters or fantasy RPG's he's fast and annoying because he's an SMG or an assassin. Hence why his aim goes up, instead of down.
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@Sifu said:
The fact that they are going out of their way to try to upset me is more upsetting to me than what's actually happening in the game.
It's like they can't even enjoy the game anymore unless they're ruining it for everyone else
I think that's the main issue, is that they're ruin others fun just for the sake of their own.
Most people can brush off a troll or two, especially if they're spread out over a few games. But a full bully squad several games in a row, it can break people.
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I love how they called you "boring" yet every single one of them has DH and UB. At least two Live Forever and Soul Guard, one Mettle of Man and one Quick and Quiet. And ofc they all have flashlights with purple add-ons, if anything, they're the ones who are boring for taking "meta" builds.
It certainly says a lot more about them, because they're clearly the kind of players who get their rocks off by bullying new or lesser-skilled players who don't have the skill set, experience or perks available to counter their bully tactics. Honestly, it's quite disgusting that people like this exist because they know that they can just get away with it due to the anonymity of the internet.
And that's not even touching the fact that these types of players are created by the exact same toxic BS in the first place, like some really horrible feedback loop that just breeds toxicity. It's even more tragic because games that have even the faintest whiff of competitiveness, just bring out the sweat lords and speed-runners who do everything in their power to find the fastest and most "efficient" way of "winning" a game.
Edited for spelling and grammar errors.
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@fake said:
Ever since he came on the scene, I've wondered why the sights keep moving up when he keeps throwing knives?
Yes, I understand that you want to produce the recoil of a machine gun in a shooting game. But that's just the atmosphere.
If I kept throwing knives, I would get tired and the sights would move down.
The muscles that keep the Huntress from being able to throw the hatchet accurately are very convincing. But the trickster looks slender... Or does he have a habit of throwing upwards when he gets tired?
The thing about that is, that in comparison to hatchets, knives are a lot lighter to throw. So it makes sense that Trickster can throw many more knives before feeling the effects of fatigue, and given that he's also DbD's version of an SMG it kind of makes thematic sense that his recoil goes up instead of down. Though from a realistic standpoint it doesn't make sense, unless he's aiming deliberately upwards to counter his fatigue.
As for if he has the physique to know knives continuously, have you seen the type of training that K-Pop stars/Idols go through? They train for hours at a time for many days in a row to perfect their physical performances, on top of vocals as well, while promoting their music with talk shows, advertisements, meet and greets etc. It's a lot of work and even on top of that, you need to maintain your "look". Idols, be they K-Pop, C-Pop or even J-Pop aren't allowed to do certain things, like eating too much junk food, drinking alcohol, gaining anything above or losing anything beyond a certain weight limit, being in a romantic relationship, even their medications can be strictly controlled by their agents. Because these idols aren't supposed to be seen as people, but as "objects" meant to be admired and viewed from afar that also produce money for their labels.
So yeah, as for Ji-Woon being able to throw knives the way he does in the game, even before being welcomed into the Fog by the Entity. I find it very believable that he has the physique to be able to do so and he clearly did for a while. Sure he had to resort to drugging some of his victims, but that was more out of necessity than not being able to overpower a victim.