BuddhaBing
BuddhaBing
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@PsyQuil77 said:
There's a difference between Teamwork and bullying. they crossed that line SEVERAL times in that trial, and they aren't the only ones today.
BT Bodyblocking and BT protection hits need to be stopped permanently. If you have BT, you shouldn't have collision.
If you come from the side and pallet stun the killer during chase, the one being chased should get 1/2 the stun the killer gets.
next time I see even the slightest hint of coordination like this, I'm just gonna make them play Skill Check Simulator while I strafe back and forth on the exit gate, opening it the INSTANT the last gen is done. these SWF Bullies are not getting ANYTHING from me ever again! Not until the mechanics are fixed and the game is less Babysit the Gen RATS!
Great idea, if you just throw the game when you get a good team, you can avoid all the effort of actually having to improve.
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@TTV_WAWAbyWibWib said:
https://forum.deadbydaylight.com/en/discussion/242952/why-is-tunneling-so-bad-atm
Killer doesn't win by racing the survivors. Killer wins by flame horizoning the survivors. You want to find critical mass, a pressure point of no return where you bring them to a complete, screeching halt. Tunneling, like slugging everyone when that's better, is a time tested and proven tactic to do so and something that killers should not only be comfortable doing but actively, aggressively and earnestly seek out.
a person on death hook can do generators just as quickly as a person who was not yet hooked.
Furthermore it takes time to pick up a survivor, to carry them and to hook them. The benefit of doing all of that is getting THEM out of the game faster and spending some of that time and effort invested into a survivor to give an ultimatum NOW. Ie a hostage situation where that person gets unhooked or progresses (a whooping 60 seconds per hook state which can be frozen with a nasty perk mind you). Hooking also enables some of the strongest survivor perks in the game, we'll make it, breakdown, decisive strike, deliverance, second wind and borrowed time and kindred are all really nasty. If you commit to hooking your survivor, you want the best case scenario, for them to actually die and give you something more than what you could have gotten from slugging them and NOT to accidently help the survivor team because ranger medkit claudette with we'll make it reset everyones health bar and oh they used kindred + open handed wall hacks on you for awhile, your hook is gone and deliverance incoming if you want to hook someone else later.
Like all things in dead by daylight, a lot of the skill is in getting a good version of something that happens or is done a million times. There are many games (especially on the smaller maps) where if you're not going to seriously tunnel and finish the job hooking is a mistake and you're better off slugging everyone to death and one hooking the last guy.
"a person on death hook can do generators just as quickly as a person who was not yet hooked"
That actually gives me an idea. What if the amount of times you've been hooked actually did effect generator repair speed? Seems like that could be a way to reduce tunneling from a game mechanics standpoint because it would make it less desirable to do.
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https://www.youtube.com/watch?v=hKr5ormU5zg@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2116392#Comment_2116392
SEE This is exactly what I am trying to say, to do those characters justice they have to make their powers to where you shouldn't even try in the slightest to Tbag them like Spirit or nurse
Just because you can tbag or mess with a killer in other ways doesn't mean they can't still be threatening. Mr X felt like a real threat in RE2 Remake, but you can still do stuff like in the video above. Hell, you could even shoot his hat off to BM him. Besides, there's always been a hint of silliness in the Resident Evil franchise and I don't think tbagging will really push things over the edge.
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I think you misplaced a few ab characters in your post. Those survivors weren't abusing mechanics, they wer USING game mechanics. It only becomes abuse because you don't like it. Granted, they were dicks for being toxic in the post game chat, but if you shout abuse every time a survivor outplays you, you're going to keep getting outplayed.
By the way, killers can bodyblock too to guard pallets and windows. Is that abuse too?
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@Dweet_Unfairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2108528#Comment_2108528
MMR will destroy dbd. Facing nurse and spirit playing as sweaty as possible after a 2 hour wait isn't fun nor balanced.
People exaggerate the issues with the game like gen rush and sweat squads or tunnelers to excuse their own failure.
MMR will just suck the fun out of the game and drive away all the content creators.
You seem shortsighted and selfish with nothing of value to add to dbd.
Please go play something else if you're going to ignore any different opinions and insist that killing dbd will save it.
So you want to intentionally put top players and streamers against much worse players to stroke their egos? Who are you to call anyone shortsighted or selfish? You're just mad because someone disagrees with your opinion. You are literally arguing against matching evenly skilled players with each other.
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@Ketrab2703 said:
Recently i did tier list of fun killers to go against with 2 friends. There is result
Mine:
https://us.v-cdn.net/6030815/uploads/7WTGB9JT8QGS/aaaazrzut-ekranu-2021-03-28-202923.png
Theirs:
https://us.v-cdn.net/6030815/uploads/SI9ZHRP1BG6V/unknown.png
https://us.v-cdn.net/6030815/uploads/9UC7ALMB2HG2/sdfvsdv.png
There was this thread from a bit ago where people ranked how fun killers are to go against and Bubba was consistently pretty high on the list.
He has a bit of a bad reputation for face camping, but I think a lot of those opinions were from before his rework. It seems like people are definitely coming around on him now.
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The DC change would be absolutely devastating to the game. On death hook with a second gen almost done? Just DC, get a free gen out of the deal. It can also feel bad the other way. Another survivor could rage quit and the killer could find you with the aura. It's just bad for both sides.
Also, how would increased the spots on a gen or giving survivors a free hook escape reduce toxicity? Those are just random survivor buffs thrown into the list.
As for the tunneling and camping, BHVR would need to change its stance before any changes like those are made. Right now, they are considered valid strategies and typing it out in alternating caps doesn't change that.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2090807#Comment_2090807
if the Killer wants to tunnel me, they are objectively bad and only want to make the game as quick and insufferable for me as a Survivor.
Your opponent is not bad for winning with a certain strategy. Quite the opposite, in fact. Can you name one game where winning makes you worse at the game than the guy who lost?
Probably any game that guy plays. People will go through ridiculous lengths to explain why losing wasn't their fault.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2089145#Comment_2089145
Well I do see a problem because you're telling me that 4 survivors looking at him won't reveal him unless they go all the way to 100% revealing him? What a joke. This happens, too. I'll hear the reveal music get to 99% and then oh, my character covered 15% of his body for 0.3 seconds: start all over and get fully exposed because the killer got undeserved extra stealth mode time! It's not stupid that survivors break him out by looking at him because that's exactly what Ghost Face and Myers do: stare at you to get instadowns. That's all it takes. And it's why Myers has less counterplay than Ghost Face, because you can't break him out and he can use his ability to instadown multiple people at a time, including the ones who didn't feed him that power. So they're both annoying, inconsistent, polarizing stealth killers.
So the reveal doesn't work when you mess up the reveal? That sounds like it's working as intended.
Revealing him 99% isn't revealing him. That'd be like a killer complaining because they swing at at a survivor and missed and said "but I chased him 99%!"
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2088491#Comment_2088491
I get it during the endgame screen before anything shows up. None of my progress is saved from the match it’s a waste
Yup, I've been getting the same exact thing.
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@selflessnea said:
Yeah I know some killers are going to enjoy getting taunted like they are a cat.
This emote needs to come at the same time as a cat cosmetic for the demogorgon.
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Gave one to a baby nurse the other day. She chased me for the majority of the match and used Blink once the entire time. I remembered my first time playing nurse and how confusing it was so I didn't want them to walk away empty handed. It was also great for my 'get chased for 2 minutes' daily so I got mine anyway.
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I doubt it. BHVR probably doesn't want to remind people about the game they abandoned.
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How dare people try to win at a game! They're truly monsters, don't they know that them trying makes it harder for you to win? I'm sorry you had to go through that, with any hope someday people will realize that the only appropriate way to play against you is to blindfold themselves and randomly smack the keyboard.
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@FrenziedRoach said:
This actually is a pretty decent idea...
Rewards survivors for doing the totems, helps the solo survivor, but keeps the power of the perk.
I'd modify it though... have it break the Hex totem, but let the totem migrate to the next available dull totem until they are out. Do that and I'm behind this idea 100 percent.
That was my original thought, but then it could create a situation where a survivor finds the NOED totem after it lights up and starts cleansing it, then when they're almost done, the killer hits someone and the totem relocates.
I do like that'd it keep in more in line with other perks though and maybe the situation I mentioned wouldn't happen enough to be an issue. It would be pretty rare, now that I think about it.
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@Im_Tired said:
This sounds pretty good actually. I don't think NOED needs any changes (small game exists) but if it gets any changes, this sounds like a more friendly nerf
Yeah, I don't really think NOED is overpowered or anything, this is more trying to change how it feels to play against rather than how effective the perk is.
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Agreed. I really like the killer's style and I even like the noises he makes during the match that a lot of people complain about. His power is just too situational though. In most loops, I find it better to not use the power at all and even when I do use it, it doesn't really help me out all that much. Not sure what kind of buff he needs, maybe increase his speed while a knife is readied or something. He definitely needs some help.
This might be broken as hell, but maybe it would be cool if he could throw his knives so they stick into the ground. They'd then act as a trap and give the survivor a laceration point if they step on it. Just spitballing here, but I do think I'd prefer some sort of mechanical change rather than them just changing a number.
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https://dbd-stats.net/skill-check
So I think this is what you're looking for. It lets you play your favorite part of the game without having to worry about that pesky killer ruining your good time.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2045287#Comment_2045287
What damages IT in that instance is the lack of fear of the assailant and the belief on his part the object would harm IT not the inhaler itself (the kid believed it was acid and extremely harmful so his beliefs made it manifest), the same when the kids used silver which they believed harms mystical creatures.
IT works a lot like WH40k Orkz in the sense if enough people believe something is harmful and feel no fear they can actually damage IT using wathever.
I think the survivors would believe the pallets would stun him, considering they've stunned every other killer the survivors threw them at in the past. In fact, Pennywise would basically be forced to play by the Entity's rules because that's how the survivors believe things work.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2043513#Comment_2043513
In my opinion IT would only work as a new master for a diferent gamemode, more centered about jumpscares than action like we have now and I mean a master as in a diferent gamemode where IT takes the role of The Entity as a NPC and players keep playing regular Killers and Survivors.
Sure they can downgrade IT and make it a regular Killer and slave to something more powerful but I think that would look atrocious and it would be adding a license for the sake of adding a license, no ofense to the rest of the posters but I believe people who want certain licenses and dont care about having a watered-down extremely weaker version of said license dont really understand those characters and what made them scary in the first place.
Myers is scary because he is a human (at least in 1978 film, the rest are just exploitative trash except 2018), what makes him scary is the fact you can actually find someone like him in real life, its his "normalcy", it makes sense he can be put in this game and have weaknesses like being ruled by an eldritch abomination and have his human body as a limit (btw we had a Killer in my country that was psychologically speaking pretty much Myers 2.0, absolute 0 empathy and could only feel anything while murdering, he was so dangerous they used a legal loophole to sentence him to life-no parole when we didnt have life sentences).
What made IT scary is its a god hellbent of scaring you to death and eating you, a god who could only be stopped by a dark and old ritual that could turn you insane if you failed, not by 300 kgs of wooden planks, once you get rid of that sense of overwhelming power IT is just a clown poking jumpscares ar you.
You're talking about the same character who was wounded by an inhaler right? So an inhaler to face is perfectly believable, but slamming down a pallet should do nothing? Weird place to draw the line.
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This game already requires a level of suspension of disbelief and you seem to be picking an odd point to stop suspending yours. Survivors can get two hooks through the chest before actually being in danger, there's random generators that survivors can fix with no parts just by pulling some levers and twisting some knobs, a small killer like Freddy can carry someone exactly as well as a musclebound killer like Oni, every killer (except for one shotting killers) does the same amount of damage regardless of strength or weapon, the list goes on.
If you try to use logic in this game, everything breaks down. Even people who are super into the lore will admit some things are just for game mechanic reasons. So no, I don't think seeing powerful killers getting hit by a palate will ruin anything, it's definitely not any stranger than a survivor using decisive strike on someone like pyramid head.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2035417#Comment_2035417
This already happens in tournaments then, My question is How do non S tier Killers win if Survivors don't make mistakes?
I think the fix would probably be to give the survivors more chances to make mistakes by changing the game somehow. The issue is that if both sides make no mistakes, one side is going to win, based on how the game is balanced. It will always be unfair in that case because if no one made any mistakes, no one really deserves to lose.
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@AlexisFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2035349#Comment_2035349
Did you not notice the other people in this thread that offered up suggestions for how someone can leave the match without getting a penalty? People that are going to leave the match are GOING to leave the match one way or another. The penalty is doing NOTHING. So why have it?
Because it gives the other people in queue a chance to not have to play against a quitter.
If it does nothing, why are you complaining about it?
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If the survivors make no mistakes, why should they lose?
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One thing that helped me was learning when to abandon a chase. If a survivor is taunting you, you shouldn't get mad and chase them. You should think, "what are they trying to lead me away from?" It's also good to abandon a chase if a survivor is in a good position. At the end of the day, they'll have to go to where the generators are and that's when you can catch them out of position to make things easier on yourself. You can also try to give a little extra attention to generators that are in areas that are harder to loop in or areas where you've already kicked a few pallets.
Time is the biggest resource in the game and survivors will try to waste yours. Try to always keep in mind how many survivors are on generators. Is it the beginning of the game and you're chasing someone? Three survivors are on gens, maybe don't spend too much time on the chase. Do you have someone on hook and are chasing someone else? Well, one person is on the hook, one person is going for the rescue and one person is being chased. With only one person on gens, you might be able to finish that chase.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2027843#Comment_2027843
Everyone uses BBQ because there is no other perk that you could use instead that would give you more bloodpoints.
Good killers use BBQ, because everyone is using it. Survivors get destroyed by good killers. See that every good killer uses BBQ, but the other perks are generally more varied. Therefore they assume that because every good killer uses BBQ that the reason the killer is winning is because of BBQ.
Exactly. If the bloodpoints were removed, BBQ wouldn't be useless, but it would only be run by a few high mobility killers that can really take advantage of it. It definitely wouldn't be the meta pick it is now.
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@Seraphor said:
Do we need a new topic about this every couple hours?
Right? I've seen a lot of points complaining about killers complaining about holding w, but I don't think I've actually seen a complaint from a killer yet.
I'm a killer main and absolutely don't think it's toxic. If the situation is really that bad (and I don't really think it is), it would be an issue with map design, not toxic survivors.
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Why do survivors use keys?
Should everyone ignore anything strong for the sake of politeness?
I'm absolutely in favor of removing or reworking some of the game breaking perks/items/addons in this game, but you really can't expect people to just let things rot in their inventories because those things are strong.
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So the feature designed to keep people with the maturity of a child from throwing a temper tantrum and bringing their ball home did its job?
Sounds like everything's working fine to me. The game wasted 20 minutes of your time. How much of the survivors' time did you end up wasting by quitting like a baby?
Maybe you should just play the tutorial on repeat, I get the feeling that that's the level of challenge you're looking for.