Carmina_is_cute
Carmina_is_cute
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- Carmina_is_cute
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Here's mine: walking past a tier 1 Myers on RPD. We both scared each other.
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Yeah you'll get 4-man swfs that want to win every match but those are pretty rare. Most of the time troll swfs just circle around the killer to do everything they can to deny you hooks (sabo, head on, flashlights, flashbangs). In those situations, you'll still probably win unless you suck horribly, since gens are progressing very slowly.
It doesn't happen often enough to me for me to feel annoyed. They're just memers. I find them funny.
And to change your mind, I won't. You clearly have made up your mind and won't accept any different perspectives. You're just mad you got both out-skilled and out-played by players who definitely play more than you do. Accept the defeat and move on.
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If anyone is struggling on how to loop, just watch a 30 min guide on looping. I improved significantly after watching it. After that just get familiar with safe buildings and pallets and you're good to go.
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I don't think "nerf pallets" is the title you wanted. Shouldn't it be "balance map RNG"?
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@KayTeeBee said:
https://forum.deadbydaylight.com/en/discussion/comment/3222724#Comment_3222724
The idea ist just to make tunneling impossible and to let the unhooked survivor decide when to "get back into the game". The first action towards survivors instantly means that you are "safe" and from there on the killer is able to hit you again.
OTR and BT basekit are just useless if it comes to tunneling, as this only means that the killer needs two hits instead of one. Especially when the unhooked surv gets the hit directly after the unhook, the effect is zero.
In general you can say that if the killer wants to tunnel, he tunnels. No matter which perks you run or which basekit perks you have. And this also means that if you spawn in a bad location and the killer gets in a chase with you in the first seconds of the game, like due to lethal pursuer or something, you have no chance to get the game back to good, especially in soloQ. And this is a no-go IMO.
This might work but could lead to unforseen issues. If the player can't get hit at all then that means the killer won't even bother chasing them, meaning that you're completely useless until you get rid of that effect.
This would force the killer to go after the other survivors, but what if the unhooker hides and you don't know where any other survivors are? With how fast gens can get done, this will create an issue where you can't chase the only survivor you saw, and they can go to a safe location where they can meet up with other survivors to heal and go back on gens.
With the game's current state of balance, a solution like that would need other problems addressed before it's introduced to the game.
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I got the impression that the lore is a convoluted mess because they used the "different timelines" excuse.
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Legion and Plague.
Legion because losing a health state with no counter play and then immediately going into deep wound is unfun. Legion players are also usually the most boring killers.
Plague because no one in solo q knows how to counter her and she gets red puke all the time. Plague players seem to be cool at least.
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@KayTeeBee said:
Don't give survs any basekit perks. Just take the unhooked surv out of the game by completely deactivating their hitbox for the killer so that they can't take any hits. As soon as they get fully healed by a teammate or they do a conspicious action, their hitbox is active again. In this way the survivor remains completely useless while the hitbox is not active and is thus no problem for the killer. Thereby tunneling gets useless without buffing the survivors.
Of course the unhooked surv needs to be marked, like with a white aura or something, so that the killer knows which surv is not worth to be chased.
So essentially give them basekit OTR but better?
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I can see that with the new Pinhead. It won't work for every killer tho.
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@johnlikesguns2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3222143#Comment_3222143
Taking a break from gaming in general? That sounds like a good idea but yeah i don't know what to do that's fun other then gaming.
You can play a completely different genre, preferably something that isn't multiplayer.
If I feel stressed after multiple difficult matches in a row I play Stardew Valley to relax.
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@Marc_go_solo said:
I don't like this as a basekit idea, but as a perk it would be a nice perk to have. However, there should also be a caveat that this effect does not increase endurance if a survivor also is within a set radius.
Bandaid perks are not a solution. We need basekit features since a killer doesn't need a perk to camp.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/3221928#Comment_3221928
Oh right, i DID read up on Devour Hope.
Big yikes, the fun for me was getting to kill, not to get the Entity to kill.
Minor correction: Devour Hope still allows you to mori people. The mori rework has not gone live and will not go live in the next update.
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Nothing special, just Kindred, Windows, Adrenaline and OTR.
If I wanted to try something new, I'm willing to replace Adrenaline with something else. I do have diversion and own all RE characters, which have at least one fun perk each.
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I'd prefer if it was more of an easter egg.
For Myers in Haddonfield, if survivors maintain line of sight on Micheal they'll hear those piano notes from the trailer.
The statues in sanctum of wrath would get red glowing eyes when Oni activates his power.
The television screens in the game map would show a survivor interacting with a jigsaw box anywhere on the map.
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Pinhead and Demo mains in shambles, while Wraith and Hag mains rule over.
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The Halloween and Cursed Legacy trailers were pretty fire. I also like Spark of Madness. Just something about the Doctor's jumpscare feels iconic.
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Not a chapter, but an event. We'd get cosmetics themed after characters from the shows by participating in the event. At the start of the trial, the killer would wear a large goofy mask, and the survivors goal would be to stun the killer until the mask drops. Killers would gain points for downing survivors near pallets, and would gain some points for holding on to the mask over time.
All chase music would be replaced with different music, preferably unlicensed so that streamers can enjoy it too. Survivors would sometimes randomly teleport to different lockers when jumping into them quickly.
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This will anger some but I genuinely believe that a FNAF killer is an incredibly ridiculous idea.
Have it be Freddy Fazbear but in disrepair. Kind of like in FNAF 2 or The Joy of Creation fan-game. His power would be called "power-off". Imagine Dredge's nightfall except way darker, TR goes away and Freddy does that jingle while frozen in place. Once that jingle is complete, Freddy would resume movement but much faster and would be given a limited amount of time (say 5-10 seconds) to find the nearest survivor and down them. Survivors would have to make distance and put obstacles between themselves and Freddy since he can't go through pallets or windows while moving quickly. After downing a survivor using power-off, Freddy would have a 15 second cool-down where he can't move, 10 seconds if he failed at catching a survivor. "Power-off" can only activate after being in chase for 60 seconds.
Perks are:
- Artificial Joy: survivors would receive obliviousness status effect after cleansing a totem for 20/25/30 seconds.
- Inside Us: survivors who stay within 24 meters and within your terror radius for more than 40/35/30 seconds would scream, revealing their location.
- Man Behind the Slaughter (of course I'll use that for a perk name): after killing a survivor by any means (bleedout doesn't count), gain the hidden status effect for 20/25/30 seconds.
We'd get 2 maps, a faithful recreation of all original locations from the first 4 games merged together by the entity, and a smaller version of Security Breach's map. Yes, they'll be down there with RPD and Midwich in terms of design.
Give Freddy a skin for all original animatronics, and a springtrap one since people want that. Blighted skin would just be that model from the Halloween event thingy FNAF 4 had. (and yes, Freddy will get one before Deathslinger does).
Terror radius would be 40m and it'll be Living Tombstone's song, the FNAF 2 one to be specific.
Imagine you're on a gen and you just hear "I don't kno-... my child behind-" as Freddy is chasing a survivor in a distant loop.
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I don't know which game had that but giving praise to a player would announce that to said player and give them rewards depending on what kind of praise they got (helpful, skilled, selfless, etc).
A system like that would be great. Give 500 BP for a regular praise and 100 Iri shards (make them cost 10 to the praiser) as a larger reward.
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Because they rely on the perks the scourge hooks came with. Without them they might be missing a perk or more.
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I say "gg [killer]" when I feel like my solo q team deserved losing.
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As killer I have games with basically the entire skill spectrum. Everyone from Megheads to streamers who have 2K hours in the game.
One time in solo q I got matched against a prestige 93 plague. Not an indicator of skill, I know, but they clearly had more hours than the entire lobby combined. My survivor MMR cannot possibly be any higher than the baseline and that killer has to have high MMR.
I'm starting to think that MM becomes looser depending on how long queue times are.
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I'd argue that DC penalties should become harsher since some players still DC on first hook or even first down.
For the time being, they should just allow some streamers to DC until they fix the hacker issue.
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Forgive me if I got something wrong, but don't all players start with a baseline MMR, and after a few matches, the game adjusts the MMR accordingly? Wouldn't that cause new players to go against experienced high MMR players?
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I remember one match I spawned in with Lethal and saw a Nea literally dropping every pallet she passed by at RPD. Immediately tunneled her out of the game and had a farming match with the other 3 survivors. Those sandbags are worthless.
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Killers get blamed for the game's current state a lot more than survivor. Mostly justified with camping and tunneling.
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I'd love for a Red Dead Redemption cosmetics collab. Adam would have both Lenny and Charles cosmetics, David would be Arthur, Ace would be Dutch, and Deathslinger would be everyone's favorite rat, Micah.
I hope we also get unique chase music with the Micah cosmetic. Something like American Venom or any other awsome track from RDR2.
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Happened to me a couple of times on steam. Stopped happening when I got more stable wifi, so probably nothing malicious was happening.
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@versacefeng said:
I don't know how people aren't bored of playing him.
He is BHVR's best killer yet. He's from an established license that has plenty of existing fans. He's incredibly entertaining with his lines and sounds (the grunt when he dashes is satisfying). His power is unique, easy to understand but has a sky high skill ceiling. He's strong enough to where you don't need 4 crutch perks to have a good chance at winning. He has huge build and playstyle variety. And the most important part, he plays around different loops DIFFERENTLY.
Issue with other recent killers is that they get too same-y after a while. Artist for example, uses her power the exact same way on every loop. Dredge at least has nightfall and the locker teleportation, but other than that it's the same issue. Wesker can do different things to win on the exact same loop. That is what I believe sets him apart.
Also I don't play much survivor but I haven't seen much Wesker. Only Legion, Trickster and Spirit (and the occasional meming basement Bubba). Anecdotal, I know. Still felt strange I haven't seen him much.
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If some absolute gigachad does it I'll let them go. That's up there with pebble perk.
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Those are about the same specs I have on my laptop, and DBD runs mostly fine on ultra 1080p. I think you're good.
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Bend over
Flip-off
Widows of pornography
Hyperforeplay
Take-out
BLT to last
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I think Nurse should become an exception and have her basic attack be basically unachievable under normal circumstances. She doesn't need perks that activate with basic attacks.
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I wouldn't want ranks to determine matchmaking but the MM itself should be based around emblems. It should be obviously more nuanced than pipping and de-pipping. I don't want matches to suddenly become hard or easy based on the last few games.
As it stands, current MM doesn't identify skill at all. Kills and escapes don't mean you played well in that match. You loop the killer for 5 gens but then get caught, hooked and abandoned? The other survivors who escaped without you played better than you according to the current MM.
Killer would also benifit from emblem based MM. The game does detect if you camp or tunnel, and emblems do change based on that. Tunneled two people out? No Iri devout (requires 9 hook actions). Camped and didn't chase survivors when given the chance? Evader emblem is silver or less (penalty for camping + low score in general).
Make the penalties harsher and emblems would identify skill much better.
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I'd love to be able to tell survivors to change cosmetics so that I don't accidentally tunnel. If you can be toxic in post-game chat then you can't use that as an argument against pre-game chat.