Cayde1342
Cayde1342
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- Cayde1342
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Comments
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@horsegod386 said:
Genuine question because from what I've seen of my solo queues and playing as killer.
Nobody in this game can hit ruin so I am genuinely wondering how much of the player base can hit the wretched ruin?
I can hit it about 85% of the time
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@SaintDenisSlasher said:
So we are in a string of nerfs right now and people have already moved on to call nerfs for ghostface. But my question is who's next? Freddy? Billy? Hag?
My idea is that we should call for Legion nerfs. Hear me out, legion is already the weakest killer. He should take the bullet to ensure at least a little more time for killers who aren't trash tier, it might even buy us enough time for a freddy type buff for one of the other weaker killers.
If we all ban together we can #NerfLegion
As a Legion main I don't agree, but I can definitely see where you're coming from and I think you could be onto something.
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@Raccoon said:
I needed the 4 Bear Trap challenge and a Kill for a daily.
I let an Ace do a generator in exchange for the 4 Bear Traps.
David came by expecting to farm, but I downed him and camped him out of the game (during EGC).
David has been verbally abusive to me during several games, so I was delighted to camp him out of the game.
David said I will be banned in 24 hours.
Are my days numbered?!
No 😂😂😂
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@JakeLovesHuntress said:
I'm nowhere near new to dead by daylight, I've had my fair share of terrible games. I play on the ps4, and I just finished a game with a salty hillbilly player. I get people play how the want to and that's fine, but this guy had no reason to camp me nor to slug me.
Let me explain...
On Autohaven, one of my teamates gets found straight away, so I was hoping tp flashlight save them but he had infectious fright on. Therefore he begins chasing me but gives up due to me pallet looping him, he goes back to pick up the guy, luckily I get there quickly to flashlight save them. Unfortunately they get downed again and i can't save them, they get hooked in the basement. The other two also get caught and put in the basement too, so it's just me. I loop him around the shack for a bit, without the god pallet because it was used early.
I manage to save one of the players, the other two died on hook. I get hooked, and he just facecamps me until I'm in struggle, the player from early saves me but I get tunnelled and then slugged because of my ds. So I just dcd out of frustration.
How is that fair? Why the facecamp? Because I looped him for a bit and flashlighted him? I don't understand it.
(Also he messaged me calling me a crybaby? What? Haha)
Why do survivors teabag spam and then get mad when they get face camped
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@SmellyCat said:
So I main Amanda, the pig, she's not strongest killer for sure and has some weaknesses.
I thought, let's play one last game before bed. waited 10 minutes for a lobby.
Game starts. I see a nea running around and i start chasing her. She teabagged everytime she vaulted a window, pallet or whatever, it took me 3 generators to take her down and hook, so after all the teabagging she kept doing after getting unhooked ( i usually chase the guy who is rescuing).
I tunneled her so hard because i find that teabagging the entire game making fun of the killer is not a behaviour that I accept, so that's it, i tunneled her until the third hook and resumed my normal gameplay.
Managed to hook 1, 1 gen gets done and 1 to go. I get and hook another one, and then the last gen pops up and seconds later i see some scratchs mark when i was walking around looking for the 4th and last survivor. i catch him unhooking a survivor (failed) and i put him on a hook.
No one survived.
1 WORD: SATISFACTION.
after getting hard mocked (that is what made me not wanting to play killer for a long time)
I still think we can enjoy this game without doing that, you can loop without being quite an ****ole*
Great, 10/10 amazing. People can't ######### about killers tunneling when they teabag.
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@harry14141414 said:
MORIS ??
no more insta heals or brand new parts
I dont even know why the brand new part is still pink add on ( its so funny that its still pink )
anyways.. why killers are allowed to have OP stuff but survivors arent?
is this game killer favoured?
It's 1v4 and survivors have op perks.
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@HorrorLover74 said:
https://us.v-cdn.net/6030815/uploads/420/BZQ52YNH6PJV.jpg
https://us.v-cdn.net/6030815/uploads/344/J9XYSK3HYC7R.jpg
Just felt like playing spirit and for some reason I get this salty dude, i dont understand some people. Also is it really bannable to body block someone who put themselves in the corner?
Hit him up in a week, just so say nothing happened.
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@StupidPallets said:
Because
a) The duration length for pulling them off their hook onto your shoulders is so short and inconsistent — that is, reliant on capricious ping — that at least a safer measure for what should be an obvious down should happen.
b) Think about it: You're in the worst possible spot imaginable. A brutal Killer is right behind you. You deserve to go down if you're going to make greedy or self-sacrificial saves.
c) The Killer should not be attacking the bloody HOOKED survivor by accident when there is a body right next to them trying to save them. Imagine in Nightmare on Elm Street movie Freddy Kruger hooks a victim, then his obvious effect is to take down to rescuer, but misses and hits the hooked victim. Well then Freddy just looks like an idiot. Not scary! But with our controls, and with body blocking, it sometimes does happen that you miss a very clear, available, open target.
You'll have objections, but I will counter all of them. "Well, just hit them correctly!" Look above, bodaggit.
Hell yeah
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@yobuddd said:
It’s a common argument. Longer gen times vs they are fine. Personally, I feel like they are too fast, but I also understand the issue from both sides.
As survivor, staring at a gen bar gets boring. As killer, having 2-3 gens pop during your first chase is discouraging at best.
So If we were to Increase repair times, we need to address both of these concerns to keep everyone happy.
Here’s a possible solution, but please read it all before reacting, because it starts with:
- Increase base gen time to 2 minutes and 20 seconds, ie 140 seconds. (I know, I know! Just hold out and read on)
- Once the 1st gen pops, remove 20 seconds from base gen time (think of it as shortening the progress bar).
- Rinse and repeat for all gens.
Why do I like this idea?
- It increases total base gen time by 100 seconds. Yes, a similar result could be achieved by adding a 6th gen, but this would be more dynamic since it changes after each completion. As a result, the added time is delivered in more bite-size chunks, decreasing the “boring” factor for survivors. (Current: 80+80+80+80+80=400. Proposed: 140+120+100+80+60=500)
- It gives killers a chance to actually do something in the early game. It also prevents the “whatever, no point in trying” mentality when they feel defeated before they’ve even crossed the map. This alone improves the game for all players, because both sides remain fully engaged.
- Survivors don’t have to simply stare at longer gens all game, because only the first 3 are longer than current.
- This regressing time requirement is fair to survivors as the game progresses, because there should typically be fewer survivors remaining when the final gens are being worked on. The last gen would actually be 20 faster than current. the final 1-2 survivors actually have a better survival chance as a result.
- Survivors can enjoy the snowball effect of increasing repair speeds each gen. They can also sometimes chain-pop multiple gens when a completed gen reduces the gauge of a nearly completed gen, so it pops by default (even if nobody’s there working on it!) Imagine memeing a 5-pop chain!
- Toolboxes are generally used on the first gen anyway, and then just carried for the rest of the match. With this, that toolbox effect is applied to the gen that really matters: the longest one! This idea also buffs BNP significantly since it is based on percentages.
So? What do you think? For what it’s worth, I’m trying to propose fair adjustments, not start killer vs survivor arguments.
Gotta be longer in my opinion.
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@Killmaster said:
Speed Limiter now counts as an Instadown and standard chainsaw is only used for mobility and getting a lucky hit, now that instaheals are going byebye it's time for instadowns to receive the same treatment.
LOL GET GUD
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@GuardianoftheCrystal said:
https://us.v-cdn.net/6030815/uploads/010/JAOHZ5WAX7C5.jpg
My career in DBD is over, I abused in game addons and perks to get a solid 4k. I'm being reported because survivors don't know how the game mechanics work...Good bye my friends it was nice knowing you all. I'm sure I'll be perma not banned for this OP addon build! OMG but on a serious note how are survivors so freaking blind to not realize what perks and addons do but insist your hacking?
Lol super good load out for survivors and they get butt hurt when they loose.
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@LordGlint said:
So, just had a game as Freddy. I managed to down someone near basement, so hooked em up in a prime spot. I then went ahead and placed a snare at the top of the stairs and started another chase. Halfway through the chase, a scream notified me that someone tripped my basement snare. Went ahead and teleported to a gen near the basement to catch some survivors trying to run out, and managed to down both of them due to the unhooker already being injured and the freshly hooked guy apparently not receiving BT. 3 ppl DCed after that with the 4th jumping in hatch.
Endgame chat consisted of being called a camper, tunneler, ect.
I feel hatch is stupid
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@[Deleted User] said:
Whoever made the decision to make survivor items a bloodweb unlockable as opposed to basekit really messed up as a game designer. Survivor items should be treated like killer powers and be a part of their basekit, and ONLY survivor add ons should be in the blood web, just like killer add ons do.
So every survivor should have an item at the start of every trial, which they can choose from in the lobby. Items effectively become survivor powers. Killer lobby dodge is simply unacceptable given the variety of solutions the community has suggested over the last year and a half. FIX IT DEVS!
And no, ping to lobby dodge is no excuse given dedicated servers and SWF are impossible to identify since all survivors appear at the same time in the lobby. Any IRL excuse to leave the lobby can be mitigated by the devs implementing a time out feature similar to MOBA games when you back out of the lobby.
Lol yeah no, I'm good
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@Karltastisk said:
Who thought it was a great idea to have a longer stun on a power than getting stunned by pallets? Eveytime i try to play legion im always thinking to myself "why don't i play legion? I must enjoy the fast paced gameplay with jumping trough pallets and hitting people left and right!.." And then i go into a game and am like "Ahhh... Thats why. I get stunned for ages, i feel slow even though im supposed to be a fast boy and unsafe pallets become safe since my vault is so goddamn slow now...
#pleasedosomethingaboutthelegionandbringbackendgamepiggythankyouverymuch:)
As a Legion main I can say this is one of the most frustrating problem playing as him.
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@Chickenchaser said:
Seriously. Why? As a killer I destroy a SWF group once in a blue moon. When I say destroy I mean only 1-2 gens repaired with 2 sacrifices. But I still have to slug, and look for the last guy. Which at that point I've already won, and all this hunting I'm doing for a hidden survivor is just a form of holding the game hostage imo. So either the sluged survivor bleeds out, or I find the last guy.
They bleed out, and the hatch opens. Why? Why does the last survivor get to play "who can find the hatch first mini-game?"
As a survivor when a killer destroys my team I find the hatch, and escape about 70% of the time. And although I'm glad I kept my items I always think to myself that I shouldn't be able to do that.
I don't get the logic behind absolutely 100% getting crushed, and still winning.
I know the killer can find it first, and close it. And I know for a lot of people the killer always finds it first. Experiences vary. But it still makes me laugh at how weird it is when I escape when I really had no business escaping.
I think the hatch should be key only, and it shouldn't automatically open when the exit gates are powered.
Just my unbiased opinion.
I feel like if there is only one person left instead of hatch the exit gates should just be powered so people dont dc on purpose so their friend can escape hatch
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@Carlosylu said:
Ok... I've played SWF for quite a whyle and I've discovered that if the killer is rank 20-13 they tend to camp or tunnel, and as killer, from rank 12-1 survivors tend to infinite loop and prank killers for 5 gens in a row.
When being killer I actually believe it's the killer's fault when they become obsessed with catching the looper instead of focusing on doing their job and getting the weak first, but this knowledge will not apply for the new players, cause they WILL NOT face high rank survivors.
BUT, when being a new survivor, going against a toxic killer is practically a rule... HOW are the devs gonna fight this to make new players STAY in the data base of regular players? Any ideas to help them?
THIS IS A MATTER OF REAL IMPORTANCE, WE NEED MORE PLAYERS FOR THE GAME TO IMPROVE IN LOTS OF WAYS.
If survivors try to gen rush I'll camp
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@DoomOrb said:
Hello, it's me DoomOrb and I'm here once again to talk about the weakest killer in the game. Yes' I'm talking about Leatherface.
Now you might think Wraith is the weakest but I would disagree. But if you want to argue about that, please go to my other forum post to do all of that arguing yourself there. Because this forum post is for a different purpose.
https://forum.deadbydaylight.com/en/discussion/81348/my-best-attempt-at-a-killer-tier-list
Now back to Leatherface.
Leatherface is currently in my eyes the weakest killer in the game.
He has a standard movement speed of 115% movement speed.
An Instadown that when he charges it slows down more and when he goes to a frenzy the distance is already too much that you won't really catch up.
The Chainsaw hits multiple people so that's the good thing.
When he bumps to an object he suffers a lot more for it and ends up loosing the survivor for it, unlike Billy that only looses a bit of distance but can be regain thanks to his movement speed.
Leatherface, like Billy can break pallets with chainsaws.
And that's about it. Leatherface in general doesn't have much going for him aside from being the best basement camper in the game. No one can challenge him when it comes to camping. But he really doesn't have much chase potential, or map presence. He barely has an area he can protect and he has no tracking.
Leatherface is almost the face of a bland killer due to how bland he feels. Sure he has an instadown, but that's really all he has.
Now how to buff him? Well there are a few tweaks I would say that would make him a lot better. For one side when he's charging his chainsaw, make him not move so slow when he's charging it. Another thing is when he does bumb something, let his bumb time be less so is less punishing, and increase his acceleration speed a bit more to make his frenzy more of a threat.
These small changes would make him a bit more viable and would move him to at least mid tier. Playable enough to be viable.
But what do you think. As always your opinion is always welcome here.
With Love, DoomOrb
As a Legion main I can say that if anyone deserves to be relooked at it's him
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@Maelstrom10 said:
Unless im miscounting, leatherface came without a surv, so did ghostface, and ash was independent as well. now we have the new dlc coming with two survivors ;) character balance has finally been restored.
EDIT: nvm i forgot about bill.
Lol XD
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@prayer_survivor said:
We can get another perk for survivors: NOWD No one will die. An object is hidden around the map. If the killer don't find it when gens are done or at EGC the survivors automatically escape. Looks balanced too.
You can still escape NOED, sounds like you can't escape that, and NOED doesn't down everyone instantly. Flawed logic
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@Rydog said:
Here's an idea for an easy Devotion reward: How about 1,000,000 Bloodpoints every time the dial cycles?
It's something that's already in the game (meaning minimal development burden), gaining a Devotion level would be rare enough that this reward wouldn't happen very often, it would provide ample temptation to start prestiging multiple characters, and it would help with DBD's #1 problem -- the super-oppressive grind.
Lol no
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@Paolomitas said:
This guy spent half an hour wounding and letting my teammates die on the ground, he didn't even hang a single person, he simply dedicated himself to down us over and over. we hadn't done anything to him, in the end I went afk because I was not having fun actually the opposite. I wonder if it seems good to the devs that a player has as an objective to make your experience awful, because in my opinion this should be bannable.
It's a light strat
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@xxshinobazuxx said:
So a Youtuber Named The King made a video talking about changes he would make to No One Escapes Death, but i wanted to ask you guys, what do you think, after being where its been for 2 years does it really need to be changed?
My Video Response:
My personal Stance on Noed (Survivor main with over 6000 hours) is that it isn't that strong nor do i actually think its a perk that rewards bad play. In the current state of the game, it is very possible to have 3 gens popped as you down you first survivor. doesnt mean you did anything wrong as a killer. Its Just the other 3 players that you weren't chasing just did everything right. The Devs themselves say they balance around 2 escaping and 2 dying every game, meaning more games then not all 5 gens should be getting done, so you should get to use almost every game unless you are doing EXTREMELY well. that being said, having No one escapes death in a 2v1 scenario can be all you need to clutch a 4k before the last 2 get away if they play too cocky around the last gen popping which i think is fine and exactly what the perk is for. NOED Will not give you a 4k at 0 gens with all 4 survivors still alive unless ALL 4 players make a mistake, and if that happens that's on them, for their misplay. there is counterplay to it. Spread out, get the totems, go for different doors, YOU HAVE OPTIONS. I personally think its fine where it is. You can stop it from even turning on with Perks and items, and it is a fair punishment for going for gens and ignoring all else in the game, like hook saves or totems. I don't think every killer needs it, but it also does a great job of keeping M1 killers like wraith competitive with Hillbilly, Ghostface, or Meyers.
As for the change you proposed @TheKing , I dislike it as well because it would reward tunneling towards the end of the game, as apposed to say a perk like BBQ that incentivizes you chasing people you haven't hooked for more blood points at the end of the game, spreading the chases out among all the players. also i get that it sucks to juke the killer all game and get hit with noed (I've been that guy more times than i can count), but saying you should be safe from one of the killers abilities just because you hid all game doesn't makes sense. you then punish the people who know how to run the killer, and reward players for hiding and using Urban Evasion all game late game. DBD is both Hide and Seek, and Cat and Mouse, that change would blatantly punish players that are used to more of a cat and mouse gameplay loop. And lastly the movement speed is nice for the killer but FAR form over powered. Its a little edge at the end of the game, that last for maybe the last 2-4 minutes of the game at most.
In closing I get the gripes with NOED but TBH as a survivor player, I think Its been in the best spot its ever been. You can counter it in so many ways, and it mere existence promotes players doing totems, thus slowing down the game and promoting a healthier meta game. I disagree that it rewards bad play because based on dev balance goals it should get activated in every game(Meaning all 5 gens should get done see the 2 die 2 escape goal from earlier), and is the perfect "Oh #########" perk that can clutch a close game into your favor, and again it can be countered.
His original Video: https://youtu.be/1IOWDPpB_HI
Should stay the way it is
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@Cornpopers_Evan said:
Hi, I'm sorry for making another chapter discussion post but this has been bugging me. I recently had seen a post on the DBD reddit discussing how the next chapter could possibly have a double up on survivors. Would anybody want this though? I personally wouldn't simply because killers are what really shake up the gameplay while survivors are simply really nice skins that come with personalized perks that yes, do change gameplay a bit but not to drastic, usually. So I kick this to you guys, would you be happy with this or no, you'd like just a normal chapter, just remember though, it's just speculation for now.
I feel like having a survivor and a killer would be good on both sides. Killer and a survivor mains can both try something new. I agree that new killers add more of a spice but I feel that 1 new killer and 1 new survivor will add new experience to both.
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@Rivyn said:
Lol. Getting three gens done makes them skillful. That's funny.
2 actually
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@danielmaster87 said:
Keys are just another nail in the coffin as to why it's unfun to play killer a lot of the time. I've accepted that the hatch is always gonna be a thing even though I initially thought it was a stupid idea, but keys are the real stupid idea. They were supposed to be in the game for a limited time (which was a lie) and toxic SWF teams are all the more grateful that they weren't. They know that they can get a 3-man escape without completing the gens as long as they find the hatch. Tell me: What is the point of having gens and exit gates as an objective if there's an item that allows the same number or more survivors to escape? That just shouldn't exist. Let me know if you agree or if I'm just crazy.
I say just make it so only the person who uses the key can escape
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@FishFry247 said:
Ok. So I'm not here to make the argument that gen rush is real or not. But rather to make the survivor skill cap for Gen repairs higher and more enjoyable (maybe). All I know is that nearly all builds have to require ruin or some gen slowdown perk or have to be a high pressure killer or run into a clutz of a team. So maybe this could (hypothetically) help in that regard.
Should just be a bandwidth on the amount of gens being done, example
1 gen being worked on = normal speed
2 gen(s) being worked on = 15 % reduction in repair speed
3 gen(s) being worked on = 30 % reduction in repair speed
4 gen(s) being worked on = 40 % reduction in repair speed
Next one is on repair speed on a single gen stacked with survivors. Speed reduced per survivors repair speed not speed overall on gen. (Example instead of 200% repair speed from 2 people, it would be 160% speed.) Following the chart bellow
2 survivors working on a gen = 20% slowdown on the single gen repair speed
3 - 4 survivors working on a gen = 45% slowdown on single gen repair speed
Now these are just numbers I came up with. And would encourage survivors to work more time effectively. Like 1 in chase 2 doing gens and another survivor doing totems opening chest etc. And if this seems a little hard on survivors in solo ques, maybe built in voice should come with an update. So solos are not left in the dust
Love the idea, I feel it will ad more skill based to the game and help people do more than just generators.
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I feel like he is not bad to go against. I play on console where it is harder to move with his chainsaw attack but on PC I feel it is more smoother. I feel like a nerf would be uncalled for, same with a buff.
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Interesting idea with solid points
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High B
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Just look it up if you don't know... no that hard
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Lo no
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/626921#Comment_626921
Ds should only trigger if you're unhooked within the TR and gets disabled if someone gets hooked after you get unhooked
Change my mind
100% agree. That makes the game 100% more fair
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Nerf noed if they nerf DS.
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If they camp just work on gens...
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I feel like the survivors have a huge advantage anyways. I feel the death scene of the hook should be longer or better yet have the killer be able the see the outline of the hatch. Since survivors can just bring keys
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If you mean like lag switching I 100% agree.
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So instead of hiding in the tall bushes you just wanna do an infinite, and the pallets aren't where you want them??? I for one think it is one of the most balanced maps. It's smaller for the killer and the survivors can just hide in the bushes. I feel if any map needed a rework it would be the Asylum
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Having those perks just increases the chance of being the obsession, plus there is no real risk of being the obsession.
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Spirit