CalamityJane
CalamityJane
About
- Username
- CalamityJane
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/1576626#Comment_1576626
Red/Purple Ranks, I got tunneled out of basement, killer was Doctor, I 360ed twice and ran him long enough for a gen to be popped, wasn't being toxic, even gave him a 'gg' after I died. I wasn't salty that he killed me (not implying you called me salty, I swear) just wondering, he didn't tunnel the Claudette either when I unhooked her from basement. It was just me.
Depending on the killer some get salty over 360s. Really it's just exploiting the terrible hitboxes and lag to make the killer miss for the most part.
Personally, I only 1st hook mori if the person has shown they're really good at running and time-wasting, because I'd rather them be out than have them waste my time for a whole extra chase or two, or if they're teabagging and flashlight clicking, they're choosing to be annoying and cocky so I don't owe them niceties. That said I generally only bring a mori for dailies, or if I think someone deserves it, which more often than not is because they screwed me over when we were both survivors.
-
@kaeru said:
I like to see how YT Killers noticing survivor with a key. They drop everything to chase and destroy survivor with a key with unstoppable passion. So nice to watch.
Such a terrible mechanic. That SEEMS like a mssive overraction to seeing an item, but it's literally all you can do to not be completely screwed and lose like half the points in the match.
-
@Slashstreetboy said:
When clown came out I was still new to the game and I loved the idea behind his power. Unfortunately I have to agree with a lot of what you say though. He´s underwhelming in every aspect.
I still play him occasionally though (p3 50 all perks...) and if I get to verse a good team best I can hope for is a 2k unless I go all out ruthless. The salt you can farm with him is real - I imagine the particular brand of "Survivor Mains" feel so humiliated losing to clown, and rightfully so.
If you encounter more casual survivors though it can be lots of fun. Before the Killer lock was implemented I was fortunate enough to verse a full team of Dwelfs as Santa Clown, good times:)
Regaring your last paragraph: Let them spew their BS into the void, like when they claim they 4k 5gen 100% of the time at rank 1 with clown, no perks or addons and only using one hand while writing an essay about why Clown is the best Killer out there with the other one. They´re trolls or have issues that can´t be resolved here.
I agree, but I never understand the mentality. Everyone knows he's not great, so is it that they want to keep him bad so they feel unique playing it? Or just that they want something to lord over others.
-
It's been pretty good all round for me. It's lovely going into matches knowing they aren't 4 stacks.
-
It adds 15 seconds of time where they HAVE to mend and they aren't healing or getting gens done. It definitely does add time over a match, but it's by no means as good as the devs seem to think it is.
-
I think I'd rather stand in a real beartrap than play Trapper.
-
I don't mind people using streamers opinions to back their view up. What I hate is this annoying mentality of WELL SCOTT JUND SAID IT SO ITS TRUE!
-
The MAIN point of Spine Chill is to counter stealth. Anyone can tell a killer's approaching as the terror radius gets louder, Spine Chill is basically to show the killer is approaching when you don't have other cues to tell you they are. So basically your suggestion is "shouldn't Spine Chill just be deleted?"
-
I often get clicked at when there's a few survivors to choose from, and one wants attention, often because one is dead on hook or something like that. I'm generally not a dick as killer and won't intentionally tunnel if I have an equally healthy survivor next to them, but if you click, you better believe I'm going for the other one until you learn not to be an attention seeker.
Best part is it usually means 3 hits instead of 2 because as soon as you down the other person, clicky will be behind the nearest object waiting to blind you.
-
It's mostly just the amount of time you pump into her. There's a streamer in my area who plays nothing but Nurse, and always tries to make a big deal over how difficult it is. (Like running heartbeat monitors while he plays) It's just a mssive load because after you play Nurse for a while the game becomes WAY easier and less stressful because a really strong Nurse player just crushes survivors, especially with the recent flood of console players who just don't know what to do against her because they never play against her.
-
Can't find an answer that suits what I think.
They should have second chnace perks, however they should be better designed to not perfectly cover the limitations or counterplays for each other the way Unbreakable and Decisive Strike work. The only counterplay to someone with Decisive Strike who gets in your face and wants you to hit them so they can DS you is to slug, and if you slug they pick themselves up with Unbreakable, bonus points if they also run Soul Guard to counter the counterplay of hitting them once they've got up with Unbreakable.
-
@MojoTheFabulous said:
Because the devs aren't consistent. Take Trail Of Torment for example, the perk that gives you the undetectable status after kicking a generator. Seems decent but it turns out it has a cooldown and also reveals the generator you kicked to the survivors. Now compare that to Tinkerer which gives you Undetectable when a generator is at 70% progression. That perk has no cooldown and gives no warning at all to the survivors.
However Tinkerer is out of your control. It triggers when gens reach a certain point. Trail of Torment is basically on demand stealth for any killer. The downside of highlighting the gen is to not make all the killers with stealth abilities completely redundant when any killer can get decently long stealth whenever they want.
-
It makes sense that it's red.
When new players start, the immediate assumption is that two people on a gen would get it done twice as fast. By adding a red bar it's made clear that coop is less efficient than two people doing solo work, but still faster than one person on a gen. I don't think anyone's dumb enough to think 2 people on a gen would do less than the progress of one.
-
Hexes cleansed under Undying lose tokens, so you would need to get 5 more hooks every time.
-
Yeah, Warframe does it for their challenges and it's almost never intrusive. At worst make it a toggle in the options. Would be nice for dailies too.
Also delete emblem challenges.
-
For the third time this thread has been made in the last 48 hours; no, it would create a survivor meta. Bonuses would either be too strong, like running speed on Meg or repair/coop speed on Dwight, or legitimately useless like exit gate speed on Quentin. Or the values would be so low that they wouldn't be worth the effort of implementing. You would only see the survivors with the good passives.
It would also devalue all of the points and levels put into characters people like if all of a sudden they have the worst passive of the lot.
-
@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1565979#Comment_1565979
Ture but if she had that, good spirits could slaughter survivors with Stridor.
-50% would mean that she'd hear less injured noises while phasing. With Stridor, she'd hear regular injured noises, and with Stridor + Iron Will survivors would be silent: -100% +50% -50%. It would only be during phase so she'd still benefit fully from Stridor outside of phase.
Removing the husk would remove the potential for just standing still being a "MiNd GaMe" as you would know a Spirit is standing still, not phasing. It would still allow you to phase without moving so the survivor would run towards you and you appear in the same place, but would at least require some guess work on the side of the Spirit too.
-
@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/1566423#Comment_1566423
It's clearly a survivor sided comment, we can repair 2 or 3 Gens in the first chase, maybe can we let killers have more chances in loops to reduce chases?
Yeah I definitely don't want survivors breaking or repairing walls. 1 survivor putting time into changing the state of pallet walls isn't a lot of lost time for the survivors as a whole, but it's a severe detriment to the killer who has to waste time breaking walls just to make the loops bearable, or if those walls aren't there then the house of pain gets to keep its name. It's definitely something that should stay in the killer's hands.
-
@dspaceman20 said:
What benefit for the survivor would there be if they could break the wall? Also it has a lengthy cooldown. It would be wasted to use it for breakable walls.
To buff it i would say give it the ability to see the auras of dropped unbroken pallets.
On the new Springwood they've nerfed a lot of the disgustingly strong builds (such as every building on Springwood) by giving them breakable walls that close off some entrances and paths. If survivors could break them it would basically bring them back to the super strong position they're in at the moment.
-
Covid is a pretty weak excuse. It's not like stuff has to be made, it's just adding things to the store. If that were an issue, then we wouldn't have seen the countless recent sets including the whole Greek Legends collection. A pandemic doesn't stop people from making a decision of when to add things to the store when the whole usual game development is still going on without delay.
-
I definitely think that one to see what killer it is in the lobby must still be around. Had a Spirit daily today, and it's been a LONG time since I saw that many Iron Wills, strangely enough it was all the PC players who can say stuff in the pregame.
-
She doesn't need a rework, just something like -50% to injured noises while phasing and MAYBE just remove her husk when she phases.
-
@tylxr_jay said:
i like it. your variation of amanita toxin seems a little powerful though.
They've already been hit by a hatchet, they should know what direction you're in and it's just a matter of looking.
-
I think it would be better to keep it as is, but just add blocking pallets to it. The main issue with the perk is that even when it goes off survivors still have sufficent defenses in the area it affects, despite it being a very short, very niche effect with limited uses. It's simply more likely to do nothing than to help you right now.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1565724#Comment_1565724
To play Devil's advocate, you are guaranteed to get Aftercare on the person who unhooks you as well, so you're going to have at least one person highlighted (and your aura highlighted for them) at all ranges for most of the game. If you play altruistically, you could well spend large parts of your games knowing exactly where all of your teammates are.
On the other hand, you're guaranteed not to see your ally coming at you at the start of the match when the killer's chasing them, as the bane of solo survivors are the tools who hear a gen going and think that's the perfect direction to run. Bond guarantees you that. You also always know where the killer is when they're chasing someone after they take a hit with Empathy, where Aftercare is 50/50.
-
Too much work to build it up just to lose all your stacks when hooked. Bond or Empathy is always going to do the job better in my eyes.
-
Recently, Wraith. I've played against a few different Wraiths in the last week or so, and noticed multiple times that they're a fair distance from me, and the full swing animation and noise plays out THEN I get damaged. Never noticed it before but all of a sudden it's happening and only with Wraiths.
-
@Johnny_XMan said:
If they do regress then you shouldn’t be allowed to open it because then that defeats the purpose of having this ability.
Exit gates regressing is about survivors not being 100% secure in anything they try in the end game, because it's impossible not to reach the exit safely faster than most killers can land 2 hits.
Opening the gate is almost always a surrender button for killers, as it means they aren't near a hooked survivor, who is now unhooked and going out the other gate, which was 99ed.
-
@Mikeasaurus said:
They just need to do what the Mobile version did. Someone DC's, it creates a husk of the survivor controlled by the AI. At least then, the killer still gets hook points and survivors are no longer a man down.
Definitely do that, and add a "Reconnect" button that replaces the "Find Game" button. If you reconnect and play out the match, no DC penalty, but if you don't your penalty doesn't start until the match ends.
-
I used it from when Clown came out, back when everyone said "it's so bad on everyone but Nurse and Billy" so despite it being one of the top meta perks, it still kinda feels like my thing to me.
I have been experimenting with Surge though, which I find is really nice on Deathslinger, especially because its got a decent range and makes up for his lack of map pressure when you don't need to walk to gens and spend time kicking them.
-
It's probably because it's one of only two statuses in the game that actually makes survivors feel threatened. That and exhausted are the only two debuffs that actually make survivors worried and panic. Mangled, Hemmorage, Blindness, Oblivious, they all pop up and survivors laugh them off. Hindered doesn't really make sense in a lot of places and is often such a tiny value that it doesn't matter.
-
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1563362#Comment_1563362
And who's to tell them differently? It definitely does more than anti-tunnel - just like they said, they've never called it anti-tunnel except that one blog post they put out when they changed it, the perk descriptions has always been ""There's nothing to be scared of." — Laurie Strode". It literally implies you'd have no fear and do things you probably shouldn't in the face of danger.
Also quite comical
Devs - "hey guys, we're adding EGC to prevent survivors taking the game hostage"
Players - "actually no, this is meant to pressure survivors"
ok lol.
And? English teachers everywhere have been telling authors what they meant in their writing for centuries.
-
I think she's alright, but if they go through with the server-side hit detection they were talking about she could be outright killed. It's already hard enough to ge the game to register that the person coughing and spluttering as they're showered with vomit actually got hit by vomit.
-
Legit the only time I'd heard Candyman even mentioned outside of the forums was in Scream.
-
There really aren't passives you could give them that are both worthwhile AND fair, or they're so low values that there's no reason to go to the effort in the first place.
Like you said, give Meg movement speed. It's either significant enough that it's completely broken in conjunction with certain perks and against 110% killers, or it's so low that it doesn't even matter. Same with Dwight, a bonus to repair or co-op speed? It's either good enough that everyone wants it because getting gens done fast wins games, or it's so low that it's not worth it. In that case too, you have the issue of up to 4 passives doing the same thing working together.
It also creates a meta where certain survivors have a worse passive and so are not worth playing. People have invested millions of bloodpoints into characters they like and associate with, so what happens then? They get lumped with a terrible passive (like Quentin opening exit gates faster) and then you basically just lose all your work because now you have to invest in a character you don't like as much to not have a worthless ability equipped?
It's better that it just stays as choosing a survivor you like because you like them.
-
It's got some interesting synergy with Cruel Limits.
-
Just wait for double bloodpoints, chuck on BPS and iridescent heads and farm it.
-
@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1561222#Comment_1561222
Petty insults aside (I play more killer than survivor, FYI), you didn’t answer my question. If pallets are the sole determining factor for map balance, why is Haddonfield widely considered a survivor favoured map?
No, see, it's pallets TIMES windows + map size divided by number of floors, all divided by the angle between the exit gates squared
-
I'd prefer they get a real license, rather than trying to make someone's 15 min fanfic anything more than it is.
-
I dislike your suggestion around add on retention. Survival keeps add ons but the killer only keeps add ons if they get a 4k.
That is very skewed, a survival is a win for a survivor, but a 4k is above and beyond a win for a killer. Losing a survivor to the hatch because you didn't go full tryhard and slug everyone until you found it isn't a loss, it's still a win.
It would also cause an even greater divide between add ons. If you base retention on kills, then 'good' add ons help you get a lot of kills so you keep them. Iridescent Heads and Infantry Belt would be very difficult to lose, meaning their ultra and very rare status are both redundant because as long as you don't suck, you never run out.
-
I rarely use it, but it's not that it's not useful, it's that most of the time scratch marks and sound are sufficient. As soon as someone tries to stealth after breaking line of sight I try to see blood where the scratch marks end.
Hemmorage is useless though.
-
@Dpooly said:
It's just what it randomly chose, that's how bloodwebs work. Sorry if that's a little blunt, but like pretty much everything else in the game, it's completely RNG based.
But it certainly shouldn't "randomly choose" when the last node it took still has a path to progress on. Surely the only logical movement at point 6 is to take the tooth but it just decides it's going to the opposite side of the blood web at a completely random place. Guess spaghetti code is the only reasonable explanation.
-
I think it's pretty bad at the moment. With every DLC added there's 3 more perks added to either side and an extra character to level up, at the minimum just for their teachables.
Considering that the actual income of bloodpoints doesn't change, it just means the later a new player joins, the more insurmountable the grind looks, and that combined with the massive paywall of obtaining the full cast turns a lot of new players away fast.
-
@Quol said:
Devs said they are not going to change it. This is because tier 1 or 3 are both good it is just up to preference if you want notifications quick or not.
...Let's just not talk about the fact that you can't switch between whichever you prefer.
Tier 1 is categorically worse for information than tier 3. The only difference between them is that tier 1 keeps a gen lit up longer after multiple people are no longer on it.
-
If he was done well I think he could be cool.
Bit of a confusing poll since the game, hornets and verse versions are all essentially the same with small tweaks. Really anything but the movie would be good.
-
@Superyoshiegg said:
Only applies to Hawkens, and to an extent Lery's.
The Game is small enough that you can get from gate to gate with relative ease, and Midwich is the most killer sided map in regards to the exit gate spawns, given you stand in the middle of the courtyard and watch both with minimal effort.
Kinda forgot Midwich even existed, but yeah Lerys and Hawkins are disgusting. Even a 115 killer struggles there, and if you're 110, well then enjoy a big teabag from the devs.
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1557746#Comment_1557746
i was playing the oni 😂
Gee, now why would an Oni player be the first one to ever complain about Calm Spirit, I wonder?
-
@RepostRiposte said:
There's a lot more to learn seeing a good killer play than watching xXsUrViV0rMa1nXx spin rank 20 Billies and hold M1.
Yeah that's always the highlight of the stream, when they brag about what an insanely good match they had and it's cos they're in swf with a bunch of rank 20s to get a killer who barely knows which button swings the weapon.
-
I find killer more interesting. Seeing what they do, how they use their power, what perks and add ons they use and how it all works together is really good. I just feel like I can learn more about how to play, and specifically how to play killers I don't do well at, from watching how others use them. Watching survivor tends to be watching someone follow the killer around with a torch and smol pp then running in circles for a long period of time, and either laughing as all their safety nets go off or blaming the game when the killer outplays them/counterplays their safety nets.
That said, I don't watch a lot of streams.
