Brisingr
Brisingr
About
- Username
- Brisingr
- Joined
- Visits
- 765
- Last Active
Comments
-
@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1088674#Comment_1088674
The game isn't meant to be determined by length of chases though. It's determined by pressure overall. Leaving some people on the ground and initiating another chase creates more incentive to leave the generator or end up with a 3v1 or 2v1 very quickly. Pressure isn't solely based on kills.
That's how the game is now, but I think most people would find it more fun if it worked the way I suggested. Again, most people don't like slugging, whether they are or killer or survivor.
-
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1088674#Comment_1088674
I think the killer should also be able to maintain pressure, the killer failing slugs doesn't exactly fit the definition.
It doesn't, however I don't feel slugging should be so necessary in order to win--it's not fun for either side
-
The fact that people are still defending survivors after watching (or not watching) this video boggles my mind.
The game's outcome should be dictated by length of chases, but obviously it is dictated by whether or not people feel like doing gens.
-
@DBD_Pinhead said:
https://forum.deadbydaylight.com/en/discussion/comment/1082669#Comment_1082669
Really? Because the last new map in the DLC suggests otherwise.
What do you mean?
And the new map is really good for stealth killers, but heartbeat killers can still easily lose on the Hawkins map. There are quite a few safe areas and windows to run around, including the gen resting above the glass in the infected room and the room in the middle of the map with the metal ramps and multitude of windows.
-
The devs don't care about killers or high rank play. Nothing new here :(
Old Ruin at least helped with early game pressure, but now there is nothing to stop survivors from completing a couple gens easily in the beginning of the match; this especially hurts killers with low mobility or early-game setup.
-
One day the devs will listen and actually address the gen speed problem (preferably by implementing an additional, mandatory objective).
They have shown that they're listening to the map size complaints, so that's good.
-
Quick Flapping motions mean the killer is camping; long, almost escape-attempt flaps mean that no one has started running for the save yet and the person wants to be unhooked.
This has proven to be consistent for me in red ranks, at least until the rank reset changes that allowed more unskilled players into red...
-
Yep. Maps are too big, early game pressure is non-existent and a gen can be nearly completed by the time the killer walks over to it, only objective survivors really have is generators, etc. The game is awful now that Ruin has been changed.
Don't get me wrong, Ruin was an unhealthy perk, but it was a necessary band-aid that helped in the early game.
-
@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/976271#Comment_976271
I like how the one dev who shows up to comment compeltely ignores the post itself to respond to a random comment about deranking. Bloody brilliant, man.
The fact of the matter is that this problem exists even if matchmaking is working properly.
-
@liarcy said:
https://forum.deadbydaylight.com/en/discussion/comment/970963#Comment_970963
I said you didn’t have experience not never use it to move around
also exactly this shows how absurd ruin is you don’t need to pressure gens ruin does it for you
I think you responded to the wrong person, but it's all good.
But sure, Ruin is not an interactive perk by any means, but the problem here is that it is physically impossible for slower killers to pressure gens properly with how quickly the gens get done.
-
@HauntedMandalorian said:
I'm completely against the idea that Killers need to have Hex: Ruin to have a good match. I don't understand the complaints; I feel like the only people complaining are literal weak gamers who lack the ability to apply map pressure and play skillfully.
I never, ever run Hex: Ruin. The Hag is still Level 1, and I never bothered unlocking it. They could remove it from the game for all I care. 🤪
Weak donkey players.
Yeah let me take a minute to walk across one of the many larger maps with my 110% killer, and pReSsUrE gEnS. Give me a break. Your bias is showing.
-
@altruistic said:
Nobody cares if you leave the game.
80%+ of players using the perk, just as Self Care did. It needed to be nerfed, sorry to bring you back to reality.
Regardless of the bias clearly at play here, it's more detrimental to the game if killers leave than survivors. If one survivor leaves, only one needs to take its place and there are already a ton of survivors (hence the long queues). If a killer leaves, that means four more survivors have to wait for a game.
-
@SandySushi said:
Originally constant spamming on book meant that the killer was camping, now this is what I think spams are.
Constant short spamming = Killer is camping
Long spamming that doesn't mean you attempted a Kobe = Nobody is getting me, help!
Using a kobe that won't put you in struggle = Someone is getting me
I commented this as well after you, but yeah I believe you hit the nail on the head
-
It seems like people are still mixed on its meaning, but in red ranks on Xbox everyone appears to agree on this:
1. Rapid, short-duration arm movements signal camping.
2. Infrequent, long-duration arm movements signal to survivors to come save (meaning no one has made an attempt yet).
3. No signals either means the hooked survivor doesn't feel like doing signals, or a survivor is already on the way so there is no need to make any.
Can anyone confirm this for me? This behavior has been pretty consistent for me in my games.
-
@EridianBlaze said:
I agree that DS needs to be changed. If another Survivor is downed before the 60 seconds is up, then DS should deactivate. The Perk is meant for anti-tunnelling. And if someone else goes down, then the DS user isn't being tunnelled.
As for BT, I don't personally mind it. I run PWYF a lot, so that just gives me an extra stack. I can just catch up to them and give em a nice slap on the butt and call it good.
And lastly, Iri Heads. They're fine. They have their upside, and they have their downside. Upside being that do 2 hits of damage instead of 1, and the downside being that the Huntress can only have 1 hatchet. Yeah, they can run the bag to let them carry +2 for a total of 3, but it's an Iri Rarity add-on, so it deserves to be powerful.
Before anyone says "Oh, but BNP and Iri Syringe are both Iri and...", here's the thing. There's only 1 Killer vs 4 Survivors. The 4 Survivors can run much more items/add-ons than the Killer. Higher quantity = lower quality per thing.
I like the way you think good sir 👍
-
@TheKnot said:
Hey look guys. An entitled killer that has a problem with survivors running a crutch perk when utilized fully can give you a decently strong play ONCE PER GAME. Wow. Isn’t that crazy? Once per game? I don’t even need to mention Noed, Bbq, Ruin, these perks have been the center of attention way more than a perk that if you land a difficult skill check within a time window after being unhooked you can escape the killer for a WHOLE WHOPPING 5 seconds. That is if they’re not running Enduring as most are with spirit fury.
you’re asking for a perk to be reworked again or possibly removed because of how strong it is when killers have specific perks to IGNORE the only escape tools that survivors have on the map; pallets.
if They nerf DS without touching on any of the five perks mentioned above. This game is going to have a serious problem with entitled killers such as yourself
Just wanted to point out that enduring no longer affects DS
-
@Blueberry said:
I agree completely.
"DS has slowly become an "invulnerability" perk, used to perform really risky plays that wouldn't work without the use of this perk"
This is the issue. It's an invulnerability window instead of an anti-tunnel perk currently. It is being abused in its current state. 60 seconds is way too long.
It either needs to last 40 seconds or deactivate when a different survivor goes down.
The locker play is also pretty broken.
The locker play is not broken at all. It's a counter to slugging, and also requires planning on the survivor's behalf. I've even used dead hard to get to a locker before. If the killer is hooking survivors so fast that the 60 seconds is an issue, then the killer has enough pressure to deal with the 5-second stun from DS. It would actually be more time-efficient to eat the stun than to leave that survivor alone, too.
-
@oh_0k said:
You know being hit through windows isn't a bug right?
It is when you're a couple feet away from it. Although I'm speaking about high ping on console, not dedicated servers
-
@CaptainCastle said:
Dude give up. Its never going to happen.
That's the spirit! Let's solve our problems by just giving up!
-
@StupidPallets said:
Ya, ya, some people don't feel we need one. I do. Not to make the game harder for Survivors, but rather reduce monotony.
Two mandatory parts are missing from generators. You can do three generators just as you normally will, but if you don't have the missing generator parts, you can't proceed.
How do you get the parts? Very easy; random drawers and dressers are assigned throughout the map. You must search these drawers to find a missing part. Once the missing part is recovered, all Survivors can begin completing another generator.
Doesn't even have to be hard to find these parts. It's just something that needs to be done in order to spice up game play and prevent gen rushes.
Sounds like F13
-
I just started using him so I don't have many perks, but I've done well at red rank with bbq, ruin, PGTW, and noed
-
All they need to do is reduce protection hits to 2 or allow hooks to count and increase the amount to 4 tokens. I think either of those would be a decent change.
-
They did fix them before, but people didn't like it so the devs reverted the change.
-
@Hagging_Trapper said:
Blood Warden is crap perk, 99% of Killers do not use it outside of meme builds. Whenever person is hooked during ECG, timer is slowed down. You just wait 40 seconds before unhook and run to gates which will be unlocked by the time of your arrival.
If person is on death hook, just hide somewhere in the middle of map and run after BW is expired.
Edit:
BW could be much better perk, if EGC timer had slowdown only while someone is on hook and didnt work for slugs.
BW is indeed very situational. I agree with what you said for the most part, however BW is powerful on death hook if survivors don't know you have it and you are close enough to the gate already.
-
@WhoDatNinja I'm calling BS unless you use one of the top three killers all the time. I'm a huntress main and sometimes I am at the mercy of survivors due to her low movement speed and powerful looping spots on some maps. Don't even get me started on the nightmare that is balanced landing either.
-
@Johnny_XMan Awesome thanks man. You and everyone else have been very helpful. Cheers.
-
@NoShinyPony said:
I play solo on a regular basis and it happens to me too often that I'm hurt and in a chase and die because somebody 99%ed the gate, left the gate and I had no way to escape.
If you are not aware of your surroundings, open the gate.
Yeah I could see that happening. It seems like the best thing to do is only 99% if you stay at the gate, otherwise it's better to open it
-
@SpyMature said:
Sometimes you really have to 99% the exit gate and make sure everyone are safe, the killer could be chasing someone, and if the exit gates are gonna be open mid chase, the killer could just corner that survivor in a loop with no way for him of getting out, and then everything the killer has to do is just wait for the timer to run out and get a free kill
Very good point. I've had games with leatherface/Billy where they trap me at a loop until the endgame finishes
-
@SpyMature said:
Really hoping Freddy gets the ability to teleport to exit gates and completely reset them in the endgame to make survivors think twice if they want to open the gate right away, or 99% it when they're versing him
Resetting may be too strong but teleporting would be neat
-
@Johnny_XMan said:
Usually if I know the killer is committed to a survivor and especially if I see them wounded I will 99% and wait for a few seconds. Just make sure you remain at the gate and not walk away.
This is very helpful especially since No Ed is more common these days... and if they get hooked it gives you time to look for the totem.
Gotcha makes sense. When I'm the person being chased, however, it helps to be able to see if a gate is open by looking over a jungle gym. If the gate is at 99 and my LoS is blocked, I don't have the information necessary to make a good decision.
-
@KaoMinerva said:
https://forum.deadbydaylight.com/en/discussion/comment/583323#Comment_583323
The solution is simple. The gates should regress.🙃
I agree that's a good balancing idea. Doesn't exactly help me though lol
-
@Peanits said:
Blood Warden isn't too terribly common, so there's not a whole lot of risk to it. Though at the same time, it's not hard to tell if the gate is 99'd or not. If there's three red lights on, it's ready to go. Odds are if you can see the gate, you can check the switch too.
Basically either way, it won't make a huge difference.
Thank you for the response Peanits (and Edgar). To clarify, the main reason of leaving the gates at 99 is to avoid triggering the endgame. This is strategically useful when trying to help a survivor being targeted by the killer and/or if survivors have a lot of hooks left.