Crowman
Crowman
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@KrazyKatFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/3220896#Comment_3220896
You don't understand DBD very well if you don't understand that the killer and how they play dictates the way the game plays out, the killer by the nature of the game design is far more influential than the survivor role
You don't understand pvp games.
It's not required that your opponent plays worse just because it's more fun for you.
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@KrazyKatFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/3220832#Comment_3220832
In simple terms, you seem to be saying that doing whatever it takes win is OK even if that gives your fellow game players bad experience.
You say "Its never wrong to tunnel." I say your wrong, being that desperate to win a game of DBD is tragic, tunnelling has long been regarded as a scummy tactic in DBD even by some of those that do it.
It's a PvP game. Neither side is required to make sure their opponent is having a good time.
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There's nothing wrong with tunneling. Anyone who says there is, just wants an easier chance to win.
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Getting more Bloodpoints and having to spend less bloodpoints for thing was a needed change when we get new perks and characters every 3 months.
The only complaint is that buying out a bloodweb takes too long.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3220718#Comment_3220718
tell that nonsense to the people on the other side of that.....and see how long people hang around on the game, if the game is miserable for someone they arent going to play it anymore....and that seems to be the ultimate goal with being able to take one player out every match and it does nothing but guarantees a w for one side.....if you cant see that as a problem, then theres nothing anyone is going to say thats going to change your mind.
I am. I'm telling you there's absolutely nothing wrong with tunneling. It's an effective way to win and killers have no reason to play less effective just because some people can't stand losing in a pvp game.
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There's nothing unfair about tunneling. The only goal the killer has is to kill survivors and focusing out a survivor early is just the best path to victory.
You have teammates who can take hits and try to get pressure off of you, you have perks like BT, OTR, and DS to aid against tunneling, and you can always waste a killer's time in chase.
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The achievement isn't restricted to just pallet vaults.
But the reality is that there's a lot of dbd owners on steam who likely don't play the game anymore (or killer).
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tbf, unless they were playing with their friends. There's little reason to stay in the end game screen and not just requeue when solo.
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I have no reason to not believe it isn't a thing although the wiki does not state how much time is reduced when that happens.
But honestly survivors destroying the remnant is so uncommon that it probably doesn't matter.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3219890#Comment_3219890
Demo has a iri to i think. And pinhead has chatterers tooth. Theres a good bit of oblivious and undetectable addons i think? So on some people its helpful. But yeah i guess. Just feel itd make it better than currently.
Chatterer's addon also prevents starting chain hunts when picking up the box. So no one really uses it because that's a huge drawback to the addon. I don't think people really use the undetectable iri compared to the aura one or at least I've never noticed a demogorgon use it. There's other undetectable addons that killers have, but not a lot of them see actual use because there's better addons to use.
Your change would make Insidious better, but it wouldn't really be used more. Buffing a perk doesn't really mean much if the buff doesn't make the perk useful. And while there are niche situations where the extra duration would do something, it also comes at the cost of being down a perk slot because insidious itself is still not a great perk.
I think it's a cool idea for what it is worth. I just don't see making Insidious that much better of a perk. For example, the change to monstrous shrine making basement hooks also scourge hooks is nice, but the effect and cost of the perk slot hasn't really made it see a lot of use despite Pain Res being a popular perk right now.
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It wouldn't really make the perk see much use imo.
First problem is that the perk itself is just not that good. Lethal is a good perk with a good extra effect.
Second problem the most common form of Obliviousness you'll run into is from Plaything which has no duration and would therefore get no value running with insidious. I can't think of that many undetectable perks/addons I run into since 6.1.0. In general good forms of Undetectable and Obliviousness don't have durations to them. There's a couple of standouts like Tinkerer and the Nemesis addon that would love an extra 5 seconds to their effects, but I doubt anyone would want to be running 3 perks just for the sake of extending those durations.
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@twin187211 said:
Bro I can't say how I really feel about the killer on here them dudes will target me and try to make me delete my account put me on YouTube I been playing this game so much its a hundred killers already If I go against they will go in try hard mode and do the most just to me I can't piss them dudes off I know you can put the best survivor against the best killer and the survivor will lose but I understand what you saying but I can say this the killers are OP now I hope I don't get punished for saying that
I think you need to accept your personal bias about the killer role does not mean killers need this specific nerf. Considering in other posts you've outline in this topic you talk about your teammates griefing you, but you are still focused on making it about the killer being at fault.
I think it's safe to say no amount of changes would actually make you happy.
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Survivors have access to many ways to quickly heal, they don't also need to be able to heal and move. Part of the risk of healing is that you are vulnerable and being able to move would completely negate that.
That said, there are some options that do this.
Renewal: 20 seconds after unhook, heal a health state
Anti-Hemorrhage Syringe: Heals a health state after a delay that is based on your healing speed. Single Use and conusmable
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I doubt it's intended, but I also see no reason to change it. Freddy is already in a bad spot and this ability makes him slightly better at tiles. It's also a small thing that raises his skill cap abit, because let's be honest freddy doesn't really require much skill to use effectively.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/3218537#Comment_3218537
https://forum.deadbydaylight.com/en/discussion/comment/3218548#Comment_3218548
Gonna slightly disagree with this. As of now, the only problematic boon is Circle of Healing. The rest of them aren't worthwhile bringing cause either their effects are too niche or simply not that good.
While this change could balance CoH, it would almost certainly kill off the other boon perks.
Hexes have the same problem, because a lot of hexes aren't worth running because of the huge risk there is for them to do nothing.
Besides most other boons aren't even ran. Dark Theory is bad with it's low impact and small area of effect.
Exponential only ever gets run as part of a squad build and it'll die if survivors get basekit ability to pick themselves up.
Shadow Step is actually balanced around being snuffable since the boon is most effective when placed aggressively which gives the killers more chances to actually interact with the boon. But you'll rarely see it alone unless someone is bring CoH because spending the time to set up Shadow Step vs running perks like Distortion or Lucky Break since their buffs just doesn't really make sense.
Shattered Hope could be made basekit and literally nothing would change, because boons as a mechanic aren't well designed.
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Not really.
Older realms have the issue of being ruled by rng. You can get some fair setups on some of the maps, but there's always the chance you get something highly unfair to one of the sides.
Newer realms have less rng to them as there's much more static spawns in maps like Garden of Joy, Haddonfield, RPD, but the trade off is these maps also have unfair spawns that always spawn.
Personally I like the direction of maps being less beholden to rng, but I wish actual design into the non rng elements were better.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3217988#Comment_3217988
Your "logic" is not a logic. There's no logical link between all the things you list and the conclusions you draw from them.
The fact that items are powerful and that survivors are a team of 4, does not imply that the killer should be able to "adapt their loadout and game plan". No, it does not imply that. In fact, these 2 statements have ZERO connection to each other. And in fact², if there was a world in which your reasoning was true, then survivor perks should also be revealed to the killer, but they are not, so your logic is not even consistent with itself.
In the end, you might just as well say that killers can see survivor items because water is wet.
It does.
The killer has a number disadvantages and instead gets other advantages such as seeing the items survivors are bringing into trial.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3214005#Comment_3214005
You sir need some lessons in reading comprehension. Let's solve the light sensitivity issue, but do it on the person who needs the help. Suppress the rate of flashing lights on the viewer of the light, don't change the behavior of the flashlight on the wielder of the light.
Does that make it clearer for you? I mean seriously, read what I wrote, not what you assume that I wrote.
The problem is that now you are making flashlights inconsistent being players and the option is up to people to have manually select.
Changing flashlight behavior solves the problem and keeps flashlights consistent between everyone. Not to mention flashlights still do the same thing they do on live except you can spam click it.
At some point you have to realize the hill you are dying on is the wrong one. You don't actually care about solving the issue, you just want to keep clicking.
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Sounds like a latency issue as normally if Wesker hits you as you vault he'll just smack you instead of grabbing.
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/3218188#Comment_3218188
When talking about toxic I was referring to OP's example which was Lightborn, Franklin's and Star Struck
That's still not toxic.
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@dbd900bach said:
Honestly I see no reason to change my perks in the first place. If survivors bring flashlights then it's a wasted slot. Blinded at a pallet? Headphones let me hear exactly where a survivors is going. Trying to blind me while picking up someone? Most of the time I just face a wall, and most survivors get too greedy and end up hit while I pretend to pick up. Playing Wesker helps with that too.
Just in general, if a your goal is to make the killer miserable with a 4 man flashlight build, then don't get upset if the killer makes your life miserable in return. If it's just you with a flashlight, then yes the killer is being toxic if they're running a whole build for it. Not that they need too.
It isn't toxic to run a perks.
If the killer is running a perk like Lightborn to deal with a single flashlight in lobby who cares. There's no innate toxicity happening and if you think it is that's your own personal issue.
Plus who knows, they could just be running the perk as a meme too. Lightborn Wesker because sunglasses.
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@twin187211 said:
Bro every game when it 2 or more people with flashlights the killer put 9n a build to counter it the killers are made stronger faster and all are anti Loop all we have is a flashlight and pallets and they are nurfin flashlights just like all the good perks survivors use you are wrong if you think that the ability to switch loadout is not game changing if the survivors could do it the killers would have a real hard time if you ask me it shouldn't be a perk like light born because no perk we have can stop being hit with a knife or blades or anything like that at least on Friday the 13 we have real weapons to fight back on this game we are not survival we are sheep led to a Slaughter
Survivors can switch loadouts and they swap from having no item to an item right before loadouts get locked.
I get you really want to use your flashlight and are really upset that a killer brought a perk to counter it, but that's just the game. Do you get upset when killers look at walls to prevent you from blinding? Because that's also countering flashlights, except doesn't require a perk.
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@twin187211 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217988#Comment_3217988
Not a survivors are a team I can't remember the last time I survived With Friends
It doesn't matter if you play SWF or not. Playing survivor is still playing with 3 other people who all have the same goal of repairing generators to escape.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3217967#Comment_3217967
I... don't think that's true? Getting poked with the chains as the box holder seems random. Happens to me all the time when the chain hunt hasn't started yet and the box HUD is only halfway or at 75%. And sometimes it doesn't happen at all.
I do agree about his design being pretty messy, because using the chains in chase is awful. It's pretty much the epitome of high risk and low reward; it's super precise and fiddly with a massive time cost if you miss/cancel, and the reward is frequently negligible even when it lands. The chains breaking on the environment and Pinhead himself is such a mess, especially when the chains spawn from completely randomized angles. It feels like you can only reliably get value if the survivor is stranded far from any structures, but out in the open is one of the least helpful times to chain someone anyway. I pretty much exclusively use his chains at pallets and whenever I have his daily, which is sad.
The box is all he has, but like Legion, that doesn't make it good design. But it's what we're stuck with, so I'll just count my lucky stars I don't have to verse it that often.
The box holder only gets attacked with chains when the chain hunt is active. And those chains always attack in a group of 3 before going on a brief cooldown. During the cooldown between the chain attacks is when you need to solve the box during the chain hunt.
It's not intuitive at all, but that is how it works.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3217969#Comment_3217969
You are saying that survivors shouldn't see X because killer cannot see X. So, applying your own logic in reverse: killers get to see the survivors, then survivors should see the killer too. And survivors can't see killer items (since they don't have items), so killers should not be able to see survivor items. I'm literally reusing your own logic.
The fact the game is asymmetrical does not mean one side should have more advantages then the other, no. It means both sides should be balanced differently, but in the end their advantages compensate for each other. And it clearly isn't the case, since the killrate is 61%.
My logic is that the killer is a single player facing a team of 4. Being able to see items(not addons, not perks) is hardly gamebreaking as items themselves can be very powerful with the right build behind them and being able to adapt your loadout or your game plan before loading into the match is useful to the side that has a numbers disadvantages.
Trying to make this is into "survivors should see killer addons and perks then" when the killer doesn't even see that information in the first place is an irrelevant point. And survivors aren't going to see killer powers, because when that was possible it made playing certain killers practically impossible.
The survivor advantage is being a team of 4. The killer advantage is the element of surprise (not knowing who the killer before loading) and being able to adjust their build based on items survivors are bringing into the trial.
You could simply run Pharamacy or Residual to get a guaranteed med-kit or flashlight during the match and the killer wouldn't know to counter t.
I'm sorry you had a single bad game where the killer counterpicked your build, but that's far from a good reason to remove the ability to see items.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3217933#Comment_3217933
Double standard again
The survivor is the team of 4,so what? Killer also have powers, which survivors don't have. They already have much more powerful perks and add-ons to compensate for the disadvantage in numbers. As illustrated by the killrate of 61%...
You say that items should be hard-countered because they are optional and getting hard countered doesn't prevent you to reach your objective. OK let's assume that makes sense.
But then, killer perks and add-ons are also optional, right? And they do not prevent you from winning, in fact many streamers got 10+ kill streaks with perkless/addonless M1 killers.
So BY YOUR EXACT SAME LOGIC, survivors should be allowed to see killer perks and add-ons in order to hard counter it.
You are not making an argument, you are just enumerating random survivor advantages, and concluding that killer should have the same advantages, but not realizing that killer also has advantage which survivors don't have.
Killers have powers, because they are the single player vs a team of 4. Killers also can't opt to not bring their power into a match.
Killers do not get to see the perks and addons of survivors so it wouldn't make any sense that survivors get to see that information of the killer.
You really don't understand that the game is asymmetrical. The killer gets more advantages because they are a single player.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3217904#Comment_3217904
Perfect illustration of double standard:
A perk is useless for killer => super unfair, BHVR needs to patch it asap
Survivor items are made useless by said perk => totally fair, survivors need to git gud and adapt
The survivor is the team of 4 and items are optional.
Does it suck to have your build hard counter by a killer's perk or power? sure
Does it prevent you from completing the objective and escaping? no
Since the beginning of the game's life, the killer has always been able to see the items survivors are bringing into trial. Items can be completely game changing. A flashlight save can really set a killer back on pressure. Toolboxes can mean sabo plays. Med-kits reduce the effectiveness of hit and run. Being able to adapt to a team of flashlights is important for the killer as it's the side with a disadvantage in numbers.
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@Gregor7008 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217842#Comment_3217842
This is not about us arguing wether we should consider '-rep' a trustworthy source of information. This is about being able to see the killers profile prior to the match starting. About the option of dodging a lobby like the killer is able to.
https://forum.deadbydaylight.com/en/discussion/comment/3217843#Comment_3217843
For me this is not a viable reason to not be allowed dodging them.
You said you don't think it's necessary to hide your online identity. Harassment is a perfectly valid reason to. I'm sorry you have no respect for other people's privacy.
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@Gregor7008 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217784#Comment_3217784
That is true, but why shouldn't we be allowed to dodge anonymous players? I don't think it's necessary to hide your ONLINE identity - except you are a publicly known celebrity of some kind - without having the intention of doing something they don't want to be blamed for?
Sorry some people don't want to be harassed over playing a video game.
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Tunneling or Camping isn't against the rules and people writing -rep on people's profile is often from rage and not because the person actually did anything wrong.
This is only going to result in more harassment towards killers playing the game.
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His power at the end of the day doesn't ignore resources.
His chainsaw can break pallets and he can force pallets to drop sooner, but that can just result in losing too many gens brute forcing all the pallets. Not to mention you can time the pallet drop to stun Leatherface out of his power.
He can't deal with windows very well
His main benefits are being able to instant down and being able to hit multiple survivors (which only really comes out defending against unhooks). He's not the worst killer in the game, but he has enough downsides to offset the good aspects of his kit that he's just middle of the pack. There's better killers you could be playing, but there's also worse killers you could be playing.
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I think Hyperfocus or even Hyperfocus + Stake Out is overhyped. I've ran the combo and some killers you can't stack up Stake Out against and without at toolbox to produce more skillchecks you can often not get much bonus out of it.
That said it does become problematic when used in conjunction with a toolbox, especially since I ran BNP one time and got Hyperfocus stacks with the BNP skillchecks.
I think the easiest adjustment is just make Hyperfocus not work with items.
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Might be worthwhile to have someone else test it on their machine to make sure it's not just an issue with your settings or pc specs.
It'll otherwise likely get more visibility as a bug report to the devs. Though it might be a technical issue.
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@ReverseVelocity said:
I think it would benefit from showing the progress of the generator through it's Aura, similar to addons like All-Seeing Spirit or Fuming Mix Tape. It's not much, but it'd be neat.
I agree that the 3 gen skill check requirement is kind of annoying (especially if RNG isn't in your favour), and I think it only exists because the developers needed something to scale across perk tiers. If they don't want to remove it completely then I think making it so a great skill check instantly activates the perk would be nice.
Showing the killer's aura for a few seconds when a generator starts regressing is an interesting idea, and would give the perk a lot more utility without treading on Alert too much. I like it. It'd make it INSANE against Ruin though.
Just make the aura reveal on damage.
Ruin doesn't damage the generator, just regresses it. Perks like Surge and Eruption or the killer kicking the gen all damage the gen.
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@ReverseVelocity said:
Adding blood and grunts of pain to the effect (it feels pretty useless when injured at the moment), and maybe increasing the duration slightly would go a LONG way.
Honestly Dance With Me could also use this same treatment. Only removing scratch marks for a small window is simply not that useful by itself.
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People would stop playing the game if the devs stopped adding new content.
Not to mention this is completely ignoring the balance changes and updates they do alongside content updates.
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I rarely see survivors get fully infected as it is against this addon let alone survivors who get fully infected while healthy and are instant downed by Wesker.
I don't see what value removing either aspect of this addon is actually bringing.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3215835#Comment_3215835
And why do you thing the comparision with dead hard is the right one? Meddle of man was nerfed quite fast, and it surly wasnt stronger afterwards.
Cherrypicking your arguments?
MoM was also the most used perk coming off the Evil Within DLC. It was too good against already weak killers while being a minor annoyance to strong killers whose powers could ignore it.
It got nerfed, because it was overtaking the game.
Hyperfocus may be too strong, but personally I don't see it without a stacked toolbox. But it's far from being a popular perk that everyone is bringing into the matches.
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It's unlikely reverting dead hard will see a playerbase increase compared to releasing new content in the form of chapters.
But there's also no real reason to revert dead hard. It's still a strong perk, just not as easy to use.
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I've ran hyperfocus with stakeout and it's very hit or miss. If any change should be done make it not work with a toolbox because you can get 2 free greats with a bnp and really destroy a gen.
But without a toolbox it's okay.
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Offerings as a whole need to be reworked.
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I've noticed getting hit by pallets when I thought I was far enough away.
On the flip side I've also been getting hit through pallets with killers literally getting stunned and then teleporting through the pallet to hit me.
Since the last patch lobby ping seems a lot worse as I can't remember having a single game without someone giving off ping warning. If only they didn't remove it from the lobby screen so you would know if the server connection is poor.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213933#Comment_3213933
Nice pivot away from the point.
Customers are allowed their opinions and if they dont like a change it may not be because they want to be abusive to others. Let's all agree that the clicky clicky crowd should be less annoying AND bhvr's fix sucks
Flashlights do the exact same thing they did before. If you are really upset about this change then I feel 0 empathy towards you because that is the same empathy you have towards other players.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213687#Comment_3213687
Because taking functionality away is never what players want to see. Adding a new feature to improve accessibilty is a positive, but not if they ruin a part of the game that people like
Flashlights still function to blind the killer. Nothing has been taken away.
@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213809#Comment_3213809
That's a ridiculous interpretation of what i've said. If the cool down is accidentally triggered and prevents a flashlight save due to the cooldown enforcement, then this change is a bad fix for those players.
BHVR could literally change nothing on the flashlight users side, but only play 1 click sound in a 1 second window on everyone else's pc without changing normal flashlight functions
Guess you'll just have to get better at flashlight saves. Getting a flashlight save is a very impactful moment so it's not an issue if it requires a bit more skill to pull off.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213735#Comment_3213735
Cause 8 Stacks of STBFL is more then it was before... all I'm saying is to adjust the numbers
Of course I can't play so I don't have personal experience using it and going against it... so I'm reading what other have issues with it
The point he's trying to make is why is STBFL being better than before an actual problem?
From experience playing survivor and running STBFL, it's a good perk but hardly game breaking. As survivor it's far from being a common perk. I'll encounter Overcharge and Eruption far more than I encounter STBFL. Even when I do encounter STBFL I can't remember a game where I felt the game was lost solely because the killer was running STBFL.
As for playing with STBFL, it can be difficult to even stack to 8 at times. I always seem to run into body blocking obsessions when I try playing STBFL or just keep running into the obsession. You don't start out with 8 stacks and sometimes you simply can't just ignore the obsession.
It's a perk with a good pay off for getting stacks on it and keen survivors who are the obsession can really throw a wrench into the killer trying to stack it.
It's also a perk where many killers simply don't get good use out of it. I played against a huntress using stbfl and it really didn't do anything for her.
Personally I see absolutely no issue with STBFL.
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The cheater is far worse. Don't blame the survivor for playing the game and trying to get some points.
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Leveling up grants Iri Shards
Devotion resets the level.
It's just a mechanic so you can keep gaining Iri Shards.
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Survivors shouldn't get faster repair speed for having their teammates die.
You can already run a perk that makes gens regress when not being worked on while all 4 survivors are alive, it's ruin.
I don't see why survivors need to see each other auras when there's perk to do that.
You're trying to address a "problem" that isn't actual a problem, because DBD is a 1v4 elimination game. The killer's goal is to eliminate survivors and there's no reason they have to spread out hooks to every survivor. What you want is a completely different game.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3213530#Comment_3213530
Technically it’s the same cheat that existed with the old Dead Hard, it just never went away.
But with the old dead hard dead harding in the middle of nowhere did get them downed and it wasn't that effective compared to using for distance at loops. Yeah the script existed, but it was by far the weaker use.
Now it's much stronger given that you get hit and get the speed boost from being hit. They are still ways to counter it, but needing to play as if every survivor is running the script is a chore since specific things such as swing at pallet or intentional miss are the only ways to truly deal with it.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3213518#Comment_3213518
he already has add-on that slightly extends his lunge via m/s. its called drop-leg steath. its just that its hard to use ghostface's other add-ons. In his rework. he is still has long restrictive cooldown without using matchbook and marking alert survivors is too difficult without philly. kinda wish those two add-on were base-kit so that the killer has more add-on variety.
wraith has to ring the bell so I didn't see it as problem. wraith bell is long decloak of 2.5 seconds with large m/s penalty. I liked using swift hunt+all-seeing post rework because it allowed me to try to mind game the survivor at loops while giving some information to ebb and flow between chases. now a days, it feels unrewarded to play stealth with wraith's negative changes so I do not bother with it anymore. I just slap on enduring spirit fury and run shadow dance+serpent and play m1 chase wraith.
People were generally running silent bell and all seeing before all seeing got nerfed.
I honestly don't have issues marking survivors without Philly.