Dead_by_Gadfly
Dead_by_Gadfly
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I had so much fun going against a good billy today. It was the best ive done against him. Its really a shame
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1426988#Comment_1426988
Guess you should've just hooked that guy earlier in the game 4head /s
😂
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1412917#Comment_1412917
Pyramid Head gets bullied quite easily by decent survivors if you don't run a proper build.
Tru3 (who spent his entire subathon playing exclusively Pyramid Head and thus should have a decent idea on how to play him well) got bullied by what looks like a russian-2man SWF + 2 solos yesterday.
Skip to 1:46:15 to see the results. Now imagine an optimal 4 man SWF team. Tru3 even tried to slug, camp and tunnel and nothing helped. Still 4-man-escape. Pyramid Head just isn't as strong as people think. Against decent survivors he needs a proper build including addons and lots of lucky hits through the wall.
Yeah hes really not that good. The range deal needs a touch more flick to be useful
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@LazyPayday said:
After playing this character for quite some time (going from rank 20 to rank 5 only using him) I feel like I at least have a general idea as to his ability and addons, and I've gotta admit, most suck ass.
There are only three addons I consider to be overall useful to PH, and that is the addons that extend the range of punishment of the damned, the others are either useless, situational, or make barely any difference that it doesn't matter. Increasing killer instinct and the amount of time trails remain on the environment are good in theory, but the problem is that survivors in the red ranks will rarely ever step on a trail, especially on accident. If you try to lay down a trail to counter looping, they'll use that opportunity to run away so using killer instinct in a chase is pointless, and even less as a way of finding survivors because they practically have to be playing with their eyes closed to step on them.
His very-rare and ultra-rare addons are even more a joke. Other than Scarlet Egg (Increased Killer Instinct), which is only slightly useful, the rest are jokes. Seal of Metatron sounds good in theory, but like I said, very rarely will you get all 4 survivors inflicted with torment, you'll be lucky to have 3, and even then you'll probably only get one or two uses out of it since every time two survivors will lose torment and you'll have to get it back again, bbq is pretty much better. Obsidian Goblet is one of the few addons I haven't used but it seems incredibly situational.
It seems gone where the days where ultra-rare addons would give you something extremely useful, even if it hindered you in something else. Where are the addons that cause trails to injure survivors, or replace killer instinct with aura, ultra-rare addons are supposed to be absurdly strong, so what's up with this trash?
Welcome to dbd
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Nah. Its annoying when they wait a minute and a half for me to get there to do it, but its whatever
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1426731#Comment_1426731
So what about if a killer new to the game eats a DS?
Worse, what if a new killer gets hit with a deliverance/ds combo 10 feet from an open exit gate
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@Flevami said:
https://forum.deadbydaylight.com/en/discussion/comment/422827#Comment_422827
Did you just disrespect Daddy Ace?! 😩
Well...not JUST
😂
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@Nerd said:
I would like to know your guys opinions and ideas about it!
Kate is bae 😍
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Not at all as long as theyre doing gens 🤷♂️
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Sounds loke i need to get my ps4 out
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1426763#Comment_1426763
If you're salty.. then watch Tru3 completely break Bubba.. he's a god now
Yeah i saw that earlier. When i read that add on i thought something like this was going to happen but i didnt expect it to go THAT long 😂
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@Kagrenac said:
It was stupid af and was too volatile
It punished newer players
Prevented vets from doing anything with newer players
It was a gamble as to how well it would work because skill checks are inconsistent.
It made no sense as a perk. It's better now on killers who can actually keep up pressure like Billy, Nurse, Spirit, Oni, etc.
The issue wasnt that it was changed. Its that it was changed without compensating/addressing why it was needed so much and and the communication that came with it. It would be like if they completely changed bt tomorrow and their reason was "its to frustrating for new killers to play against" people would lose their ######### no matter what other reasons they gave and if thd change was valid or not (note: bt is fine, that was just an example)
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@Malkraz said:
Feel free to provide video examples or evidence of the server having authority. Do you think BHVR lied and already changed hit registration?
No, i think nurse is bugged to #########. And when i have it ill send it to you
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@Malkraz said:
"Hitboxes" are a boogeyman explanation for latency issues. Latency does not (currently) affect Killer hits outside of projectiles like hatchets. Your connection will not change this as Killer. Hope this helps.
It doesnt as you clearly have no idea what youre talking about. When the weapon is literally passing through people there is an issue. You can keep insisting ghat were just missing but you look like a fool 🤷♂️
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/1426887#Comment_1426887
Oh, that sounds awesome!
Yeah charms was kind of a poor way to go imo. Theres no real flavor there
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/1426858#Comment_1426858
Charms do that I think.
Nah, thats lame. I mean. Not a fan of charms. I mean is the pole made of bone or metal? What color is it. What does the hook look like. Is it serated or chiseled with anythong? What color is it? Is there anything going around the pole/hook like vines or blood vessels? Maybe flesh? Theres a stupid amount of opportunity here to customize hooks, basement and items with cosmetics that are bought/earned znd its being missed
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1426807#Comment_1426807
I disagree that the toolbox change was miniscule. Take a commodious toolbox for example. Looking at the wiki the commodious toolbox saved the same amount of time for a single generator pre and post change, around 10 seconds. However the new commodious only worked for half a gen, while the old one worked for two and a half gens. The old commodious would save around 25 seconds total when used fully, not taking into account add-ons. That's a difference of 15 seconds between pre and post nerf. In DBD 15 seconds can mean the difference between a win or lose. Of course whether that's significant for you is only decided by you.
As for communication one problem is that they can be one sided when explaining a change. The Ruin and Doctor posts are viewed from a mainly survivor sided view, even though doctor got a massive buff overall. The hillbilly dev post wasn't bad in my opinion as they stated that they were mostly happy with his playstyle, but the problem there is that some people think they changed his playstyle too much. Now I don't want to talk about his overheat as I don't play Billy, but I do think that his add-ons are too weak at the current moment and that they need a buff.
Yeah 15 seconds isnt sognificant imo. The games that are close enough to be decided by 15 seconds are very few and far between. Most games its either killer wins with 1 or 2 gens left, or all the gens get done and 3 to 4 escape. Im not saying theres nothing in between theyre just more rare from my experience
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I think they should be customizable with various things you unlock playing/rift etc.
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@Malkraz said:
Then you'd be getting a hit, because your client determines when the hit occurs. You're not, therefore you missed.
Youre not hearing me. My weapon is passing through their body. Do you speak english?
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@Malkraz said:
https://forum.deadbydaylight.com/en/discussion/comment/1426833#Comment_1426833
The game still works off client authority. You're just missing.
No, im really not. I know the difference between when i miss and when my weapon is literally going through someone. Ive done a ton of missing, i know what it looks like
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@Malkraz said:
https://forum.deadbydaylight.com/en/discussion/comment/1424120#Comment_1424120
Because this can easily lead to inconsistency with hits passing through Survivors even on a decent connection. This is THE fastest way to completely annihilate the game's Killer population and the game itself.
This is literally why i dont play nurse, idk if her lunge is shorter or hitbox is different or what but at least once a game i waymtch my weapon pass right through someone and i want to throw my xbox into a meat grinder
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Ha. The grind and matchmaking will do that before they evdn know what swf is 😂
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1426769#Comment_1426769
Really? I thought that they did make some change. I even forgot about toolboxes, which were one of the big problems with the fast repair speed, were changed in the last few patches. Maybe the above two changes are minimal, but the toolbox change made a big impact in the total gen speed, in my opinion. Of course it's impossible to say without any hard data.
Yeah I agree though their communication gets picked apart by the community. I remember when everyone was saying that doctor was nerfed because the dev post went on and on about how survivors found it hard to play against. Although I do feel sorry for them as I find that a lot of their communication gets quoted out of context which causes loads of misinformation. I remember when people got mad about them saying in an old dev stream that they were considering making slowdown perks not synergize, without hearing the next line about how they wanted to make them stronger individually. Or when they did that livestream about dedicated servers and all people got out of that was "LaTeNcY" memes for months. I don't agree with all their decisions but I do feel sorry for them when hey get misquoted all the time on the forums and reddit.
The tool box change was so miniscule. Run a commodius with a bnp and watch how quick you get half a gen done. It had more of an impact on brown toolboxes which are basically useless now, and they have to be used a littke smarter, but tge change is almost nothing overall.
Their communication at times as absolutely atricious. Yes, its bullshit when people misquote them, that doesnt change how bad it is at times. That ruin notice was some of tge worst ive ever seen from a company. At least one i was actively giving my money to
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1426758#Comment_1426758
Peanits gave good points as to why ruin needed to be changed, but you guys just laughed him off most of the time and made fun of him because he did not gave you the answers you wanted.
I didnt see what peanits said, i wasnt on the forums back then. What I saw was the official communication that was put out that read like "######### people who play killer, we need to make sure baby survivors hace fun"
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@th3 said:
Personally I think looking at what they have done since the ruin nerf which are related to generators.
With the removal of the passive effect it provided them with solid numbers on how fast generators are without ruin passively impacting the speeds throughout the match. Then with those numbers in mind the toolboxes can be looked at with how they impact gen speeds. Followed then by a toolbox nerf.
With toolboxes nerfed they could then take a look at other factors impacting speed, such as great skill checks and multiple people stacking on generators. I assume after that they were able to identify several changes that would address those issues and voila.
Seeing threads like these while justified given the written explanation they had for the change, I feel overlook everything that has most likely happened because of ruin's change.
They could have done all of that in ptb and spent a few months making tweaks then released all those changes at once slong with the ruin nerf. As it stands it SEEMS like they did a stupid thing that greatly impacted the game and drove players away and then said "#########, lets try nerfing a fes things" (not saying thats what happened but thats what it looks like)
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1426753#Comment_1426753
Well they did ask "why do so many killers feel it's necessary". In the following patches they nerfed coop repair and great skill check bonuses while also balancing the more problematic maps towards killers. They have also said that they will do something to make the beginning of the game less frustrating for killers in their anniversary streams.
It's fair to ask these questions about DS and BT but don't pretend they nerfed Ruin and left it at that.
Yeah months later and those changes had little to no impact on match speeds which means were still waiting for them to address the reason people ran it ultimately. We'll see what happens to tge beginning of tge match and how much differencd that makes
And for the record i think ds and bt are mostly fine its just the principal of how they go about their communication and decision making
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Im salty af at what they did to carb tuning guide on bubba
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1426731#Comment_1426731
Oh god, how do you always manage to give the worse responses on the worst places?
It truly blows my mind. Their communication on why they were nerfing it, not even tge act itself, caused me to uninstall the game for like 3 months
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@Almo said:
Full article on Ruin:
https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
Short version:
We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified:
- Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better.
- The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer.
- Its inconsistency due to the random nature of the appearance interval of skill checks.
The part of this that bothers me is you asked "why is it so frustrating to play against" and not "why do so many killers feel its necessary" and further, by that logic, why dont you ask "why is ds so frustrating to play against" or "why is bt so frustrating to play against?" I noticed you asked "why is Billy so frustrating to play against" though.
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The add ons are awful and ######### up carb tuning guide for both was awful. Bubbas trash BECAUSE of his charge time. Its #########
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No.
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@stvnhthr said:
If you are the final survivor I think Deliverance should still work. You should not be penalized and lose one of your perks for being the last one alive.
Youll never get away. I had this happen a coiple days ago. 2 were dead, 1 was on hook in struggle and i hooked tge 4th and it was her first hook. Wgen i hooked her and saw it was her first hook i stood right in front of her and tossed my clown bottles at her feet. When she used her deliverance she made it 2 steps before i downed her again. It will always go that way.
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@Aven_Fallen said:
Toolboxes are super-weak since they nerfed them.
Eh, solo you can knock out half a gen pretty quick...
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Yeah just nerf him more, might as well 😂😂😂 #########
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@Crowman said:
Complaints about gen rushing are generally not about gen rushing being toxic. It's more that the Killer doesn't really get much of a chance to do anything if survivors are optimal and do only gens.
This ^ its not even the survivors that are to blame
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@SewerSwans said:
https://forum.deadbydaylight.com/en/discussion/comment/1424005#Comment_1424005
Easy there. I've never complained about either of these things in my life. OP's clear goal was to grief the other player over the survivor mechanic I'd object to least. That's what I'm commenting on.
I was just being a smartass 😃
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@SewerSwans said:
A survivor bodyblocking hook is an intended & allowed use of game mechanics, requiring precise positioning and understanding of how much wiggle is left. I don't really see why you'd facecamp over it. It's one of the fairest & most skillful plays a survivor can make.
Camping/tunneling is an intended & allowed use of game mechanics, requiring precise positioning and accurate m1 attacks to do effectively. Not sure why you'd complain about it, its one of the fairest & most skillful plays a killer can make.
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@CybeRetr0 said:
But I'm interested in why I'm gaining more points despite the limit?
The 444,444 was a gift from bhvr for the anniversary and nothing more
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@bubbabrotha said:
Is this justified? An eye for an eye I say. Btw he was body blocking hook.
Yesterday someone dc'd super early so i was going to be chill. There was a laurie that was good in chase so i wanted to practivmce on her. Bill gets unhooked and i move towards laurie but he decides to body block for 5 seconds straight. So i tunneled him through 2 more hooks and a ds. Screw him, he wants attention ill give it to him.
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@tippy2k2 said:
It does seem far more generous on the killer side than the Survivor side. I don't think I've had a Killer web yet that didn't have at least one cake (with 3 being my record on one web).
I had a web with 4 last night 😃
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@IMilkNobody_108 said:
https://forum.deadbydaylight.com/en/discussion/comment/1423809#Comment_1423809
midwich is just a bad map in general
I disagree, i love it
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1423794#Comment_1423794
“The reason players think clown sucks is because they don’t use the bottles properly to end chases as quickly as Clown is actually capable of to generate the pressure necessary to get survivors off gens and doing frequent saves/assists”
There. I fixed it for you.
Im still waiting on that guide from you thats going to teach us all how to do that 🤷♂️
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1423837#Comment_1423837
I meant like in real life coulraphobia is a really big fear. Is anyone really afraid of Freddy after the first movie?
Hes really creepy in part 2 and the remake as well 👀
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1423794#Comment_1423794
It’s always the slowdown, while forever Freddy was nerfed if you stack addons, sloppy, pop, Thana, dying light in some combo it still buys you lots of time to be bad in chases
Yeah true, Freddys add ons and perk synergy with his powers are pretty insane. He has that leaps and bounds over clown as well. Teleporting with pop is another example of that.
He is way different than clown
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@FranzDerPalme said:
It says :"Unlike other beasts of The Fog, you have adapted to light. You are immune to blindness caused by flashlights and firecrackers. Survivors that attempt blinding you have their aura revealed for 6/8/10 seconds."
Am I the only one who thinks that the lightborn buff, that was announced is way to overpowered? It would literally remove any use of flashlight and party crackers and most of time punish the person who uses it. It is especially unbalanced because the killer can see if the survivors are bringing a flashlight to the game and decide if they want to take the perk or not.
Why is do the Devs want to do that, can somebody explain it to me?
What are your opinions on this topic?
Whether it gives immunity or the current 80% is functionally the same. I run lightborne all the time and im telling you youre never getting a flashlight blind at 80%. It would take 2 of you at tge same time and even then i doubt it.
The real buff is the aura reveal which honestly isnt that big of a deal since usually the peoole trying to use their flashlights stand there like morons holding it till i slap them. Seriously next time you see 3 or more flashlights run lightborne before the buff, youll see what I mean.
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@IMilkNobody_108 said:
The big problem when not having brightness setting is when claudettes become invisible and when i play freddy and always being stuck in the dreamworld make this problem much worse. So why dont we have brightness settings?
Its part of balancing. Midwich is a great example of this actually. Survivors that are good at hiding and doubling back to confuse the killer do well on midwich and the lighting helps that. Where the survivors that are used to looping hate it. Its also why gens light up the immediate area after its complete, it becomes harder to hide there.
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@LordGlint said:
Clown's slowdown can be tossed infront of the survivor, so it works in more than just a circle. Its also more consistant because it doesnt rely on the survivor to be in the sleep state.
This ^
People miss the fact that clown can end chases much more quickly than Fred. Its Freds teleporting that make him dangerous. In chase when youre awake you can loop him to ######### and when youre asleep it DOES take time to put down snares. Not much, second or 2, but while freds doing that clowns already tossed the bottle and is coming around the side.
The reason clown sucks is because he doesnt end chases quickly enough to generate the map pressure required to stop decent teams from completeing gens. But all killers have that problem for various reasons depending of course on the skill level of the team
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@redhex45 said:
https://forum.deadbydaylight.com/en/discussion/comment/1422599#Comment_1422599
Yeah, that's why I chose Tommy over Alice, but like Alice is like the first "final girl" I add her, wish they can add move to her character instead of killing her off the 2nd movie. She was suppose to be like a Laurie Strode character type, like she will appear in every Friday the 13th movie, but the actress who plays Alice Hardy (Adrienne King) had a stalker so that's why she was killed off. Also, Trish Jarvis was my fave.
Yup, ive heard that story, I just thought Amy Steeles character was better than hers personally, though tommy was a bad ass
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The chick from F13 2 would be a better survivor than the chick from part 1 fot a binch of reasons
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@Buttercake said:
What sucks about face-camping is that there is no way for the survivour to earn anything. They help their team by giving them time to do gens. But nothing in return.
My idea is if someone is getting face-camped. If it last to the struggle phase they get :
Face-camped 5,000BP (this number is an example)
If they are then further face-camped. They get:
Camped to death 5,000BP
This would also stop suiciding! The killer would be unaffected by this survivour bonus. Everyone would still play on normally. Just the sad sack survivour now has a reason to be there.
5000 seems low to me. Id give them a percentage of all the bps the other survivors earn. Like 10% every second over 10 seconds that the killer is within 10 meters. And then the 5k bonus for each health stage they go through