Brokenbones
Brokenbones
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- Brokenbones
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Comments
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2021645#Comment_2021645
Well she’s the weakest kill in the game so she needs to play hard
I think you mean she's the hardest to learn, which sure - you'd be correct
And while I agree that doesn't mean it's okay to slug everyone to death at 5 gens. It's not exclusively nurse's who do this but they probably make up the majority of killers who quite literally slug until everyone's down, their unbreakables used then they 1 hook everyone to death
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@Dizzy1096 said:
This perk is about all that have killers have to combat the gen speeds. Maybe there’s a reason the killers are slugging.
Tell that to the Nurse slugging the whole team to death at 5 gens
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Most streamers I come across are pretty nice people so I don't mind too often, I'll sometimes try to avoid killing them too early if I can
It's always nice re-watching a killer match I played and seeing it from the other side.
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I dunno what it is
It's one of those 'feel good' perks that you wish you could run all the time but it's not good enough on it's own to fit into a typical build
The week or two where tenacity's crawl speed was basekit (as a bug) was interesting, made me miss it
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There's an odd quirk with auras in general, It's a bit hard to describe it but whenever a survivor is infront of an aura, sometimes you can see their outline even from a short distance away
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Jason will complete the cast
Having Jason, Michael, Freddy, Bubba and Ghostface all together at last
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Yui's one of the best original designed survivors
Oni's one of the best original designed killers
The chapter came with a bunch of much needed balance changes. Legion was buffed, Spirit was tweaked and nerfed slightly. Balanced landing was reworked slightly & Kindred was made even better
What a package that chapter update was
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Streamers who don't consistantly berate their opponents have my respect
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@KiwiCoattails said:
Also, don’t try to tell me that this isn’t a Beaver chewing on a piece of wood. 🌚
https://us.v-cdn.net/6030815/uploads/14LF71NDMBUT/5e8b88bb-b1a7-44a0-b012-24529c2c332c.jpeg
It's an alien looking down at his cereal bowl because he doesn't have any milk
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It's a love hate hate love relationship
We're all in it together
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Toolboxes were significantly nerfed last year
If you look up the DBD wiki and look at the old versions of toolboxes, you'll see they had a huge amount of charges
Are you watching older videos on his channel by chance?
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Only with Topknot
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2018826#Comment_2018826
The Tombstone nerf seems Overkill. ngl,
What makes you think that?
An addon that straight up lets you kill off a survivor needs a hefty downside because it's incredibly unfair as it is right now.
Judith's Tombstone has the movement speed downside on-top of needing to run it with another ultra-rare to actually get the full benefit of running it
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2018826#Comment_2018826
i agree on all of those.
however, i'd like the stalk limit to somewhat stay in the game, just to make it impossible for him to just get an infinite tier 3 + tombstone off of a single survivor.
we could say that there is a limit of how much he can stalk an individual survivor at once, which goes back after time so he can come back to them at a later point of the trial and stalk them again.
and we could add it as a downside to the Fragrand Tuft of Hair that exactly that new mechanic wont be applied, so he actually has to go and stalk other people to get to his infinite tier 3.
Reset on hook maybe?
Idk random idea
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Random list of things
- Remove the 'limit' on stalking survivors. Oni has a much stronger power than Myers and he can get it a theoretically infinite amount of times. Maybe this was balanced when Myers was one of few killers in the game but it's not anymore
- Reduce the amount of time it takes to get out of Tier 1/Change Tier 1 to be more of a resource than a hinderance. Maybe let Myers decide when he wants to tier up instead of having to 99 stalks to do that
- Nerf Tombstone Piece. I would hope this is self explanatory. If it were up to me, I'd make it so once you use it, you cannot use Tier 3 again for the whole match. That way if you use it instantly on the first survivor you see, you're permanently stuck in T2. Even this might not be enough for it
- Rework the 'movement speed while stalking' addons to have a better effect
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I also had a similiar experience where I spawned, took 2 steps and heard the Doctor's TR but I'm pretty sure it was just the addons/perks he was running
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2018781#Comment_2018781
Some wants Hag to not be able to put a trap close to a hooked survivor for example, but all Hags do this even Michi because it's a good strategy. That kind of change might be detrimental, even if survivors would be happy about it.
I think Michi put a proposed change forward for this
Essentially if you manage to unhook a survivor and there's some traps nearby (let's say, a couple of meters) then those traps wouild just vanish. That way survivors who just run at hooks and trigger traps will be punished, however survivors who recognise that they need to crouch are rewarded
Right now survivors are screwed if they do either, because if a hag runs back to the hook that has traps around it, they will be set off
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I play Pallet Freddy whenever I want to mess around, mainly with perk combos
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@EZayn said:
So I see that not to many people think that Surveillance is a good perk. I personally think that surveillance is really good including its ability to pair with ruin. And recently I tried it with discordance and surge and it worked tremendously. I got a easy 4k because of that and it was constant. Can you tell me why Surveillance is so mediocre to everyone?
People used to run it a lot more when it was 'bugged'
Basically at one point gens that were regressing hit zero, they would stay permanently white
This was a bug that got fixed semi-recently and now when a gen hits 0, it goes back to being red.
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The only thing I dislike about Spirit is Stridor
I'd take playing against a non stridor spirit over some other killers any day of the week
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@Boss said:
Not to nitpick, but why do you say lorewise, then say Executioner because he can kill with base Killer Power?
I think he says "lore wise" to basically say "this isn't about gameplay"
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I think Oni is canonically the strongest killer considering the Entity turned him from an ordinary skilled samurai into an actual Oni, a demon.
If all killers were pitted against each other in a battle royale type setting, It would probably come down to Pyramid Head vs Oni. Demo's also a close contender considering he's a inhuman monster as well
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2015881#Comment_2015881
lmao I got called trash for being slugged within a minute of the game (so pretty much the whole game) for going down to a spirit with MD ring and amulet when everyone couldn't do anything just the other week
"Just play better bro"
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Someone called me a bot the other day for playing safe against an Oni (Pre-dropping pallets and trying to delay his first hit as much as possible)
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Map RNG is probably the bane of the game's balance at this point
You could be an amazing looper but good luck if rng decides you're getting dead-zone and L wall, T wall city
You could be an insane killer mindgamer but good luck if the Survivor can just daisy-chain jungle gyms into shack into other structures
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Yeah honestly if you want to just brute force the challenge, drop a pallet, reset it then brute-force a stun by camping it
The killer can't hit you and avoid getting stunned at the same time unless they are a ranged killer
(Make sure you're healthy when you do this though)
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Killer is already very punishing by definition, the nature of asymmetrical games in general. The gravity of a mistake made by a one man team outweighs that of a four man team.
You can lose whole matches if you decide to spend a bit too much time on one survivor. There's also very few methods of recourse for those mistakes as killer. Survivors have multiple hook states and can heal off injuries. Killers cannot undo a completed generator.
Some killer mistakes can basically decide the outcome of the match way before it's over, at least in my opinion. There's always room for recovery and comebacks on both sides, that's when the game is at its most intense
Also you mention Nurse as an example and I agree she's one of the most rewarding killers...But she is also one of the more punishing killers too. A mess up while playing nurse can cost you a lot, I'm sure a lot of Nurse mains will agree. Especially when sometimes those mistakes aren't even the players fault (Due to bugs and so on)
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Got another one for you
- Bring back the 'swap to Killer/Survivor' button please
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Is it possible you got head-on stunned?
If a survivor uses head-on with quick and quiet, there's no sound effect when it happens
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Golden Chainsaw: Oni.
It's Thematic. It's gruesome and it's what every Mori animation should aspire to be like. I wonder what it'd look like from a first person POV
Dull Machete: (Excluding the original trio's mori because come on), Twins.
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@[Deleted User] said:
We have shirts for other streamers, I wanna know when I can get an Otzdarva themed shirt in game....
If they ever do streamer themed cosmetics again, It'll probably be in the form of charms. You know how much they love their charms
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I think what I like about him the most is the experimentation factor. He's always messing around with different killers, perk combinations and always striving to improve his gameplay as well as his content. They go hand in hand
The most recent example was his recent Nurse streak, he struggled quite a lot to get it and it made it all the more greater when he finally settled on a build and got it. I know some people have given him flak for his streak videos recently but to me the videos aren't soley about 'winning', it's about otz having a goal and trying all different methods, builds and playstyles as a means to achieve it.
He's also one of the dbd streamers who doesn't berate their opponents on a frequent basis. He gets tilted at times obviously, It's just part of the dbd experience but when he's up against inexperienced players he doesn't go out of his way to be immature about it like some other streamers I've seen do.
I can say with 100% certainty I've learned more from Otz about Killer (And by proxy, survivor) than any other dbd content creator I watch consistantly
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His addons are actually trash though. They are annoying but not strong
Especially after they were nerfed. Most of his better ones are purple/ultra-rares which is fine because those rarities are meant to actually make a difference.
One of his biggest strengths is being able to camp and tunnel more effectively than most killers because BT is practically a non issue against him.
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I disagree
The most boring killer to face is Infectious Fright Slugging Nurse
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The opinion that because the game has some silly non-default cosmetics (mainly seasonal, promotional or otherwise) that automatically means the game isn't 'horror themed' anymore and therefore criticism of newly designed killers just isn't valid
Whenever people criticise Trickster's design, it's the main opinion I see repeated.
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I have a small theory about why there are more 'god pallets' in some of the newer maps like Midwhich and The Game rework
Maybe their idea is to have strong pallets that can't actually be 'looped' but can be dropped to make distance. As much as people hate those super safe pallets, it's not like the survivor can do anything more than just drop them and run (Which is still bad obviously) but they aren't loopable like say, jungle gyms or Shack.
You can also see this philosophy in play with breakable walls. Which isn't great tbh
Could also be because they don't want to make new tiles that are loopable/loopable tiles don't fit into these maps to begin with. The pallet on the stairs of Midwich comes to mind, it's 100% safe, but the survivor can't loop it
Hopefully what I'm getting at makes sense, it's a random thought that came to my mind about why the devs keep placing these kind of pallets
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@Zesty said:
https://forum.deadbydaylight.com/en/discussion/comment/2006617#Comment_2006617
Talking about twins.... Here is my ULTIMATE Twins guide <3 Hopefully it will change your perception on the ideal way to play them <3 https://forum.deadbydaylight.com/en/discussion/233212/the-ultimate-twins-guide#latest
I'll check this out! I don't hate the twins, I just think their power being released unfinished + Charlotte lacking a power of her own aside from Victor makes them seem badly designed.
ngl though Trickster's design is worse imo, hence why I picked that poll option.
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A few months ago I would've said Blight
However I actually really enjoy his power and think it's one of the better designed ones
Has to be Twins and Trickster for me personally.
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I think we'll probably get a new map, if the theory that the chapter will be a big license one holds true. (Complete speculation)
The main realms left for rework are Swamp, Red Forest and Haddonfield with Coldwind the next one in line according to some datamine stuff.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2004321#Comment_2004321
I disagree with making Topknot ultra rare cause people said the same thing for Prayer beads and they nerfed the addon without Changing the rarity. All it needs is a reduce in numbers
I feel like it'd be an ultra rare because it does drastically change Oni's power to a high degree imo but hell maybe it just needs the numbers nerfed
I'd be fine if it stayed as is and was made a purple tbh. Oni's one of those killers who I feel is basically perfect basekit wise although I'm sure not everyone agrees with that
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I feel like Oni without addons is already really powerful, his addons only make him even stronger
That said, they could nerf topknot and change one or two addons that adjust the demon dash charge time. Or make Topknot a Purple/Ultra Rare. It's far too powerful for a green
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Very happy to see Wraith getting some much needed work, he's one of those killers that suffered the most from 'power creep' being outmatched in his main asset (stealth) by newer killers like Ghostface. Hell, probably others. This is talking basekit only, though
With his higher mobility built in, experimenting with his addons is going to be great I can already tell. Same goes for Trapper, not needing to bring a bag if I want to use his power effectively will mean more addon mixups will be possible.
As for Demo, I really hope they do more than just make rat tail/rat liver basekit. Even something as simple as shred attacks applying some status effects like mangled would be miles ahead of what he has now.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2003834#Comment_2003834
I'd still run it as that's double of the double amount, that's triple the bp.
I must concede to this point.
(I totally would as well though)
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Pig
Hard to pin down exactly why. Probably a mix of RNG and bad experiences (Pig players who play really scummy)
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If I could have double BP every game permanently then I wouldn't run it
And neither would 70% of the killer playerbase
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Part of me thinks it's the survivors fault if they all managed to get slugged at once
But there are also some killers who will do nothing but slug until everyone's down. Killing everyone on 1st hook
I guess that's what anti-slugging perks are for, it's not very enjoyable though.
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Here's a weird analogy
If ruin wasn't a hex, everyone and their dog would equip it and never remove it
If surge was a hex, nobody would run it
Although I have some agreements with the sentiment because a ruin that stays up all game does nothing for you if you can't pressure survivors from the get-go. Likewise surge does nothing for you if you don't down survivors near gens that are being worked on
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Marketing
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If only sacrifical wards were a yellow offering instead of a green one...
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Claudette
For a character who's backstory and character is all about empathy, the people who play her certainly don't know the meaning of that word