Avatar

CashelP14

CashelP14

About

Username
CashelP14
Joined
Visits
12,593
Last Active

Comments

  • Die on hook. Not too hard, rewards the killer and removes a hook from the game which can help the team.

    Players like you are the reason the game isn't balanced. I don't like rage quitters and I think that ruins this game. I don't want to wait 15 mins for someone to just leave immediately because they couldn't last 10 seconds in a chase.

    You can't complain about facing swf teams as killer then. It's players with your mentality that make players join swf teams.

    You can't complain about the balance of the game because your rage quitting is more than likely killing your team. Which then gives the devs stats that say killer is getting easy 4ks.

  • @Rattman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144179#Comment_1144179

    You talking as if mathcmaking working perfect and SWF with green and red ranks don't exist. Welcome to reality: killers don't gain pip with 3k and being genrushed. Not to mention, some adepts are painful asf for literally no reason.

    And yeah, my proposal is to make killer pip system easier, not survivor one harder.

    I agree on the adept part but that's it

  • @Rattman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144164#Comment_1144164

    How the hell it would be killer sided if killers literally have to put more efforts to pip? Survivor is already easy asf while Killer have to play like Olympic champion to pip.

    I think you missed my point. The point of pipping right now is only for two reasons, bragging rights and to face better players.

    90% of red ranks at the minute are no better than green rank survivors. This is because the game is making it easy for them to rank up and now they are facing killers who will destroy them. If it wasn't so easy to rank up as survivor then killers would be facing more sweaty survivors at higher ranks.

    On the flip side as killer your less likely to face a sweaty swf since it will take you longer to rank up. If there was rank rewards then I may agree with you but since their isn't I don't mind the current ranking system as killer.

  • I see it in a similar light to spine chill. Its normally used by bad players but actually has a good purpose. I see noed as a second chance perk like some survivor perks. I also see the potential of it as a good reason to not completely gen rush a killer. It can be frustrating but I don't think it should ever be touched.

    I created a perk a while ago that if run, wouldn't work with noed. The idea behind it was to give the killer early game slowdown, without the potential of a late game instadown.

  • I actually think in maybe trying to be survivor sided on this, it's actually killer sided. If it's easier to rank up as survivor, your more likely to face babies as killer at higher ranks.

    Also if it takes more to pip as killer then your getting stuck with players who are probably worse than you.

  • @Deathslinger said:

    Just a general thought I had and wanted to get some community feedback.

    If survivors could see which killer was locked in their game, would they start dodging lobbies? Which killers would you avoid? Do you think they would bring in specific tools and perks to help them against a specific killer?

    I would dodge hag 100%. Any smart survivor would alter their perks if they get a particular killer. I don't think people would knowingly face a spirit and not equip iron will.

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/135355/entitlement

    hahaha i didn't see your post...I just made a post about jund's video 🤦‍♂️

    It's ok lad lol I tried to check if someone made a thread before I made mine. I'm happy that this thread went well and people didn't look at it as me trying to kiss the behind of a streamer lol

    I don't think many read my message (tl;dr) lol but as long as the video was watched I'm happy.

  • @KillerFuzz said:

    The entitlement is definitely crazy. I played a round of billy, got a 4k, then in the end chat a survivor called me toxic for killing them

    I had a person complain to me because I only used Billy's chainsaw to down people lol

  • @thesuicidefox said:

    Scott makes a super strong point about hypocrites though. Like I've played against players, on either side, that will do super scummy things. But then when the tables are turned and you do the SAME EXACT THING TO THEM they get seriously salty and call you trash. Absolutely no self awareness. The guy in the video is a perfect example, he complained about Scott camping and then Scott goes back just 1 day into his Twitch VOD and finds a game of him as Plague face camping a dude. Like at least when I play scummy I acknowledge it.

    Had a game recently as Spirit where a Meg brought a key. I generally have a rule that key = mori, so I put on an Ebony (since I have like 30 of them, I only have maybe 8 Ivory because they are actually rarer), catch her second then tunnel her off the hook and mori with 4 gens left. The rest of the game was a breeze, not because someone was dead but because I could tell these were not red rank survivors. I felt kinda bad, I played SUPER fair with the rest and went for 3 hooks no tunnels, only mori'd the last guy for fun because the game was over when I caught him anyway. Got a message from the Meg thinking it was salt he said...

    "######### this key challenge. That's 10 keys used I will never get it :("

    I felt REALLY bad. This guy was like rank 7 or 8. It was clear he wasn't very good at the game. He got like 1500 BP because I killed him so fast. I basically told him sorry dude I bring mori's for keys, nothing personal and no hard feelings. He kept on about the challenge, and I'm like "had I known you guys were all low ranks I wouldn't have done that, but there is no way for me to know and I've been nice to players with keys in the past only for it to bite me in the ass later."

    He was actually very understanding. I gave him some pointers for the challenge, specifically that he should run Plunderer's and Left Behind because bringing a key into the game makes him a target. He said he didn't have Left Behind but he will try Plunderer's, and I said you can get a key once every 3 games or so but you have to rush the chests at the start. He was happy with that info because he didn't realize that would work. Hope he got his challenge.

    Point is, I did something really scummy to this guy and basically apologized to him, explaining why I had to. He was cool with it, which most people aren't. But people need to have some awareness of the situation. If I bring a key I half expect to get mori'd. I'm not mad at the killer honestly. It sucks yes, but they did what they had to do. I have that awareness. And the problem with toxicity is too many people lack that awareness, which just makes them more toxic over time.

    It's like that whole thing where if you work in customer service that you put a mirror behind you, because people are less likely to be pricks if they see themselves acting like pricks.

    I have a similar rule to you. If I see two or more toolboxes or a key I bring a mori. I remember someone complaining to me after the game about this because I used a mori when I "shouldn't have". They got disturbed ward as a map and after mori-ing a survivor after 1 gen done I choose to 3 hook the rest of them. The game ended with them only getting that one gen done. What I thought I saw was a 4 man swf because there was 4 Kate's with 3 toolboxes but apparently it was just a coincidence.

    They were saying it showed I had no skill yet they brought a brand new part in a very easy gen rush game. Survivors seem to be more entitled than killer but I think both sides have a bunch of entitled people.

  • That's not the point though. The madness not decreasing means I can keep you in madness tier 2 the whole game if I want. If I pay attention then I will know exactly how close everyone is to madness 3.

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142984#Comment_1142984

    What a ######### buff, only Doctor one is acceptable. Trapper's traps always moves when gets trapped or disarmed and i almost don't see any plague, also its even harder to see a plague using her fountains

    Trappers traps move but I think that's only if a survivor steps in them. The plague one is really good because survivors can't now deny her of her corrupt if they decide not to cleanse. For me they aren't massive buffs but they are enough to make the killer a lot more fun to play.

  • Trapper can re-open his traps without having to pick them up. Plague starts with one fountain already corrupted. Doctors madness doesn't passively decrease anymore, only snapping out of it decreases madness. Doctors shock is made more consistent so he can track exactly how close survivors are to going up a madness level.

  • They buffed killers, not nerfed. Doctor, Trapper and Plague were buffed.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142652#Comment_1142652

    Right! “Man Tru got 4K almost every game Wraith must be OP... oh wait now I just realized Tru was gonna 4K against that team with any killer.”

    The forums are funny to read. I would love to see them linked to peoples profiles so we can see exactly why they see things the way they do. It's funny when someone with less than 500 hours is complaining about doctor being op but also watches youtubers saying they are average lol

    Tru3 and a bunch of youtubers will say using noed won't help you get better at the game but people who watch them will also complain that it is needed at red ranks.

  • I thought ruin would have had a bigger impact on me but it surprisingly didn't. Still get a 4k 9/10 games. I don't play spirit, freddy, nurse or Billy everygame btw. I like to play a different killer everygame and at red ranks you can still win quite easily.

    Sometimes you just have to accept that against a top 1% team you will struggle to get kills.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142417#Comment_1142417

    Maybe it’s a stretch but it could be impacted by the popular streamers. After Tru did his day of GF and day of Wraith twitch/YouTube I remember facing a lot of those killers for about a week or two, it’s actually what caused spine chill to be in my base all the time now.

    Simolarly I know Monto does some “odd builds,” and I see that killer a lot the day or so after even if the build isn’t the same.

    I think people almost forget about killers, then they see someone playing it or face them and are like “oh yeah Demogorgon is a thing.”

    I remember that time when tru3 talked about GF and Wraith, we did face a lot of both. But once they realised it wasn't the killer who was good but the person behind the killer then they became less popular.

  • It depends on the day I think. I've had days where I've faced multiple legions at rank 1 but others where I haven't seen him for a week.

    On console I've had billy and freddy the most. Doctor and Trapper were popular today. Didn't face a spirit in 20 games as survivor which is surprising.

  • A possible fix to 99% exit doors. Open the door yourself..

    Can't believe the devs didn't think about this sooner.

  • Killers don't tunnel just the obsession. If anything seeing an obsession means you could have ds which would scare them from picking you up. So don't panic about being the obsession, it'll make basically no difference.

  • At red ranks I get 4k probably 8 out of 10 games. I don't play the same killer the whole time since I get bored quite quickly.

    If your smart you should win most games. Even against the really sweaty gen rushing teams you should get a kill or 2 if you play smart. You will get those games where a really good team will gen rush you but it's unlikely you'll get that over and over again.

  • I'd personally like to have a fifth perk slot for both killer and survivor where that slot makes the game more difficult.

    This 5th slot will allow the killer or survivor to make the game more difficult in exchange for additional bloodpoints. I.e No mither for survivor should be one of these perks.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138307#Comment_1138307

    Except there's no risk for the survivor, and nothing but risk for the killer. If the survivor knows they're going to get hit, they can just get in a locker after an unhook, and have nothing but, at worst, neutral outcomes. Meanwhile, the killer has to worry about everything you just listed, and has no real way to mitigate that risk.

    One of many risk and reward scenarios in this game. There are many of these on both killer and survivor.

    I think the game is at it's best when you do mind games. I think of all the "problems" this game has this isn't one of them.

  • The locker trick is a very unique mind game that should stay in the game. The killer doesn't know if the actually have ds or inner strength. They also could have head-on so it is a very cool mind game.

  • Seeing babies cry over stuff like this makes me smile lol it's like some survivors legitimately don't understand how to play killer.

    People complain about this game being unbalanced but when you face people like that you understand why the devs have to balance it the way they have. 99% of this game its balanced, only the smart 1% is why the game can be unbalanced.

    Gg you handled yourself well mate 👍

  • These "idiots" make up 99% of the player base. You probably got blood lodge which is the worst map for this.

    It all depends on how "skilled" this team was. At times you've just got to accept that it was a bad map against a good team, where any kill is a good game. Also the killer you're playing makes a big difference.

    Either way map rng can be annoying since it can screw either the killer or survivor. The most reliable maps for pallet spawns are mount ormond and hawkins

  • I play survivor more because I love to talk. If I'm not in a swf I'll either play killer for a hour or another game.

  • Nerf both keys and moris together.

    Ivory should only work after hooking a particular survivor twice. Ebony should only work after hooking every survivor once. Key should only work after the hatch is closed. Keys are also not dropped on death.

    Ebony is now a reward for hooking multiple people. Keys now only help the last survivor instead of guaranteeing multiple survivors escape at once.

    Survivors have counter play since they can keep track on how many different survivors have been hooked. Killers can now focus on the key survivor to remove them from the game.

    These are just quick ideas I think that would make the game a lot fairer. Maybe they aren't perfect but it's better than what they are now

  • Hag.. least fun to face and least fun for me to play as.

  • I wouldn't really call this is a massive buff but it's something that bothers me. Sick survivors should spread the sickness regardless if they are broken or not. Currently if your not broken the sickness isn't spread between interactables or other survivors. This forces you to break survivors in order to spread the sickness which early game can maybe take sometime.

    Also if a survivor is in a locker and you vomit on it then any survivor in it should become immediately sick. Ino they become sick after leaving the locker but I don't think it is very fair.

  • You've chosen the wrong update to say this mate. I think the new update will be really good. The doctor, plague and trapper changes are really good. The new killer and map look cool but I don't know till I face him how good/bad he is.

    Now the sabo changes are a bit crazy and I don't think it should stay the same. I'm worried they won't change them but we'll see what happens. Other than that I think they have made a step in the right direction

  • I hate stuff like that lol I love patterns so seeing stuff like this puts my head away lol

    That and using awkward numbers I hate. Unless I'm wrong distressing uses the numbers 22/24/26%.. this angers me so much lol

  • As someone who is 80% survivor main but has been red rank killer a lot over the past 2 years I think I understand the balance quite well.

    For me personally its never been easier as survivor. I was actually wanting a buff to ruin because we were escaping too easily. Anytime we lose now I can say it was due to us making mistakes or moris. I've had plenty of games now where my full team has escaped but we can say we were destroyed.

    I understand the argument that increasing gen times can be boring so that's not the best solution. Also I can see how the majority of this player base the game is balanced because they aren't amazing. It's only unbalanced at the top 10% of the game.

    Just imagine a game like overwatch. Imagine if they didn't separate competitive and casual. There would be characters that seem weak to others but the best players know in a team they can be amazing. It's hard to balance it when both are facing the same character, but both see them differently.

  • It depends on the person. Personally I play 80% survivor but I think of every game as "what would I do in their shoes?". So if a gen is nearly done next to the hook and the killer stays close I can't blame him for that.

  • Monto plays the builds I enjoy watching. He seems to be having more fun than many of the others I watch.

    Tru3: I enjoy the competitive mindset and how he analyses the game as he plays it. He helps newer players understand how you should play certain sides. My problem with him is I disagree with his mindset on certain balance issues. I also think a lot of his fans can encourage a lot of toxicity.

    Otz: I recently started watching him and he seems really good. My problem with him is that he STOLE my tapp cosmetic. I was running that cosmetic since the end of August and now people are going to think I copied him which I'd annoying.

    Paulie: I only watch this lore/who's the next killer videos. He seems funny but he isn't a great survivor so I struggle to watch his gameplay.

  • I don't think they ever would do this. They wouldn't like to ruin the surprise of who the next killer is.

    I'd personally rather a perk contest since it's a lot more likely. Or I'd like to see them review peoples ideas and give feedback on how good it is and how balanced it is.

  • The perk Locked Away has been replaced by Sixth Sense. After recent changes to Ruin I think an early game perk to help find survivors is very important right now.

    Added the condition to Puppet Master that the hatch cannot be closed after reopening. Wasn't balanced against killers who could door camp like Demogorgan and Trapper.

    The perk Hex: Silent Night has been replaced by Hex: Hide And Seek. This perk was also created due to the recent Ruin changes. This was designed to help the killer set up during the early game while also giving survivors a secondary objective rather than rushing generators.

  • @Oberon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128762#Comment_1128762

    And that's also a completely viable solution. I'd be interested to see what kinds of buffs would help balance killers against that, but I do think solo survivors have a tough time competing in the current meta.

    Tbf, solo survivors have a better horror experience, tho

    Horror experience is nothing after over 3000 hours of playing this game. Only stealth killers have that feel and they still can scare you even in a swf.

  • I know personally I wouldn't be playing this game if it wasn't for swf. Purely because playing solo survivor is horrible with how bad some players are.

    I always say that people are forced to become swf teams at higher ranks due to the fact the randoms your matched with are usually really bad.

    Also the information gained by an swf isn't the reason it's so strong. Yes it helps a lot but the fact you usually have a full team of good players is why it's so strong.

    I always said the game should buff solo survivor to give them the same info a team gets, while in the same patch buff killers overall.

  • At higher ranks stealthy players usually are the players that lose games for teams. This game is won and lost on how well survivors waste the killers time. If you play with players who run urban evasion and hide from the killer at high ranks you usually get angry with them.

    I don't mind if a stealthy player does gens but generally they don't and spend most of the game hiding from the killer. As a high rank player I want to be matched with other players who can waste the killers time as good as I can, not players who hide the whole game.

  • He used speed limiter so that was his mistake. You don't run that and expect the game to go perfectly.

    Yes Nancy had unbreakable but he made the mistake of not seeing her vault the window in front of him before she got the unhook. The DS was extremely late but I unfortunately that happens. If he run a better build, with better add-ons he wouldn't have slugged as much and probably would have hooked the Nancy.

  • No one truely quits this game. You'll be back eventually.

  • This game is extremely hard to balance. Killers are generally better than 90% of red ranks so it's hard to balance the game around the top 10% of this, while not making it even worse for every below. The next patch had a few good killer buffs in it, sabo will need fixed but otherwise I think the next patch will be good.

    If we had a bigger player base (maybe from cross-platform) we could create a ranked mode and a casual mode for this game. Give survivors/killers a reward for the rank they reach to keep them playing the ranked version.

  • I never face camp but I understand why it's in the game. A killer can go from losing badly to getting a 4k based off survivors being dumb and rushing the hook.

    Another thing that can happen is a survivor can be very cocky and do their very best to make the game unfun for the killer. I'd understand if a survivor is constantly clicking their flashlight at the killer or t-bagging at pallets constantly then I wouldn't complain about them face camping.

    If the killer face camps, for seemingly no reason then their last game or last few probably were really bad. They even may want the survivors to complain to them, they find the salt funny.

    Lastly if survivors are all rushing the hook, it's not face camping. If the killer plays smart and knows all the survivors are trying for the save then it's quite smart of the killer to just stay at the hook. I'd recommend playing killer for a while, get to higher ranks and see do you consider face camping at any point.

  • I personally don't like that I can't see the number of views and comments a thread has. I also don't like how I can't see who posted the threads.

    I think I would eventually get used to it but I don't think the old one needed changed. I thought it was pretty good tbh.

  • If it isn't broken, don't fix it. That's how I feel about the new look.

    (Basically I really don't like it)

  • I think everyone is getting it. Is it only with this website?

  • @LuluTheLion14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098641#Comment_1098641

    I have tweaked the ability a little bit making the survivor def until they get hit. I have also made it so the killers movement speed is 25% quicker for 30 seconds when a survivor is located making it easier to travel around the Map to get them. I have also messed around with the perks. And please could I get feedback on Rhia Taylor. Thank you. 😊

    Ok I've re-read the ability and you've buffed it a little too far lol being oblivious until your hit is a bit much. 30 seconds of being oblivious is probably enough. The killers speed boost should only last till he begins a chase. 25% speed increase during chases would be way too op and survivors would have no chance. I'd lastly say increase the aura to maybe 6 or 8 seconds that way you see the survivor for a short period while making your way over.

    Faulty Vault: There are two issues with this. Firstly 3 metres is extremely short, the killer would probably down you during that vault if it was that short. 8 metres is probably a better number. Secondly why would the entity help the survivor and block of that window? If the survivor also can't vault this window then that would be good.

    Hooked: I would lower the fake hook number to one. A 4 man swf could bully killers easily with this otherwise. Allow the aura of the fake hook to be shown to all survivors to compensate for this. It'll then help solo players as well as teams.

    Stun Reaction: So you need to be the survivor getting unhooked? Also I like the idea behind this but I don't think it's fair. Camping is a big problem with this game but a swf team could bully killers extremely easily with this. I don't really know what feedback to give since stuns are extremely hard to balance, especially when unhooking.

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101509#Comment_1101509

    it depends on how the bloodwebs in the tomes act, this time around in level 2 i believe had 3 challenges in a row down a single path multiple times forcing you to complete more than normal but like you said its a great start either way! who knows might actually get some decent perks out of all the teachable ones haha

    Yea those 3 down a single path were extremely annoying lol I'd rather complete them before the new killer comes out but I guess I can't then.

    Hopefully we get decent perks but usually we only get one good perk per side. I'll level survivor first unless the killer has an extremely good perk.

  • The doctor is op.. yea I'd rethink that mate lol at higher ranks he still gets looped easily enough and usually they dc after 3 gens are done with no hooks.

    I actually like what they did. They looked at problems that would come from changing toolboxes and made some decent changes. We'll see how sabotaging turns out but I'm happy with the plague, doctor and trapper changes.

  • @Stitch7833 said:

    yeah iv planned the same, havent had a chance to play yet but i did this with the previous levels too so i think i have 500,000bp stocked already so new killer will get about 1,900,000BP straight away haha

    Same I started doing it around level 2 or 3 last tome and it was helpful for levelling up Oni. Think you can get more than that but maybe I'm wrong. 1.9mil bp is definitely something great for the new killer lol

1 … 79 80 81 82 83 … 99