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DevilSad

DevilSad

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DevilSad
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  • @SocialRespect007 said:

    https://forum.deadbydaylight.com/en/discussion/266254/please-fix-dead-hard

    they are working to fix it dont worry, try to use lithe for now instead of dh if you can or sprint burst.

    Yup. This is a big issue for BHVR, but scalpers are the real problem. If we all could get our hands on the new consoles last year, we wouldn't even be noticing this crap.

  • It's not a "Last Gen" issue if no one can get a PS5. I mean, unless you've got a stack and a half burning a hole in your pocket ...

  • I vote we make the Endgame Collapse shorter. I hate when survivors hide around and tiptoe to the very edge of the exit gate so I have to go to one gate, hit 2 guys twice, go to the other gate, hit a guy twice, just to have to still wait cuz there's a guy t-bagging on hatch. But the fact still remains that they won the match and this game doesn't exactly have victory fanfare. Just cut the time that they can do all this in half or even to a third and I'll be happy.

  • Console player here. Life is still pain. I hope the next time this happens, we get 1,000,000 bp a day until it's fixed. Not just the lackluster apologie of 300,000 done once, period.

  • I'm playing on console as well. I can't use tentacle strike with out frame drops and holy $*** DEAD HARD BREAKS MY GAME. Ah well, just gotta wait it out, I guess

  • This is brilliant! Instead of abusing the killer with a penalty, you're enticing them with an incitive. Talk about the carrot not the stick. On top of that, this perk might encourage more risk taking and GENUINELY altruistic behavior from survivors, while also subtly teaching killers a healthier way to play.

  • It should be short enough to prevent body blocking with DS...HOWEVER...it should definitely be long enough to protect a survivor running away. I feel Borrowed should be your own perk, and DS should be given to you by the unhooker(swap conditions), but that's just my opinion.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1798878#Comment_1798878

    I personally think they need something that makes them feel like a Legion. My main ide (which is not origninally my own but I really like it), is allow them to teleport through lockers and leave another member of the Legion hiding in the locker. Have it be able to leap out and attack survivors that pass in front of it, as well giving survivor detection within a certain radius. Allow them to have up to 3 members total, but can’t teleport if all of them are out. Give a cool down on the teleport of course, otherwise it would be too powerful.

    I love this idea! Mainly because it would utilize multiple members, and make Iron Maiden and Mad Grit seem more like Signature Perks than filler.

  • Legion is the main killer I stream with. I thought he was a safe choice cuz he was un-nerfable as is. Guess I was wrong...

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1755399#Comment_1755399

    DS should remain a perk, the issue with killers is slugging and rushing kills. Slugging should have some negative impact on killer gameplay. Perhaps boosting other survivors in some way. DS already deals with killers rushing kills, but that doesnt solve the problem because there are still games without any obsession that allow killers to essentially remove anyone they please.

    Personally, I rather see someone being the obsession by default, regardless of perks in the game. I dont see any reason not to at this point. Survivors dont know who has the obsession perk and killers would have to care about DS by default.

    And yes, I still think that offering a solution that makes DS essentially a killer perk is biased. Yes, survivors actually NEED perks and addons that allow them to tank hits with very little consequence. It's OP during the EGC, but lets be fair, there are many more matches where you get a 3k than matches where 3 survivors escape. If 3+ survivors survive to the EGC, have BT and actually get the unhook, they deserve to be able to bodyblock their way out of the game. Those type of games only happen once every 200 games in the first place and you simply got outplayed.

    As for BT, just hit em. The sooner you hit them, the less they can block you and they are either slugged or need to mend. Killers have plenty of ways around survivor perks, survivors barely have any way around killer perks unless they happen to have the exact counter to that perk.

    I'm sorry to say this, but you talk like someone who's never played killer in their life. You think the solution to bad meta perk combos is "just play into them, they'll be gone sooner". My solution is "let's rework them out of scummy play styles." Can you see you're the one who's actually biased here?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1748442#Comment_1748442

    You've literally only been biased tho. You've only complained about the issues that DS cause without even thinking about the reason why the game needs(yes NEEDS) a perk like DS in the first place. There are plenty of killer perks that are much stronger than DS. Not including the fact that there are 500000 ways to get a survivor out of the round before the first generator even popped, 300000 of which do not include the skill of the survivor and of those 300000, you have at least 50000 that dont even require skill at all.

    Meaning you literally can be removed from the game before you even have the oppertunity to earn your #########, regardless of skilllevels between survivors and killers. DS is one of the few perks that addresses that issue, nerfing it in ways I've seen suggested also affect that part of DS. That is why I call out the killer bias, because killer-only mains tend to ignore the survivor experience rather than acknowledging why things were needed in the first place. Undying was needed because of hex totem spots being remembered by every survivor, so Undying gets bigger value out of most totems. Except in the case of Ruin, where it made a balanced perk(it was average, not too strong, not too weak) completely overpowered.

    DS is fairly balanced as it is, it just needs more insurance that DS doesnt survive untill the EGC to the point that the only way to have DS active in the EGC requires you never being hooked before due to its massive power during the EGC.

    I mean, lets say I gave the following suggestion: Cleansing Undying should cleanse all hextotems at the same time. You'd totally call me out on having a bias towards survivors and you would be fully in your right to do so, because it only benefits survivors.(altho, you could simply add in more so that cleansing any hextotem randomizes EVERY hex totem, in which case, undying would be a double edged sword, which actually could be nice. But that doesnt take away that the initial suggestion is filled with bias).

    Again, I don't think it's biased to address an on topic problem the game has. The topic is fixing DS and these were my suggestions. I play both sides, by the way. But lets go down your route. Since you seem to have a survivor bias, let me ask you; Do you believe DS should be a perk, hindering the skill cap of both sides, or do you think a DS-like mechanism should be built into the game, so survs can't run it into killers (which is a big part of red ranks) and make killers learn that tunneling (early game) is not the play?

  • Again, I don't think I should be called biased for offering on topic suggestions. Where's your idea, buddy?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746181#Comment_1746181

    How would you feel about 60 seconds still, but it deactivates when you interact with an objective or entering a locker, similar to what you were suggesting?

    That's fine. I don't have a problem with the time to be honest if it deactivates, but if you are actually being tunneled, I want the timer to pause. Does that make sense? 30-60sec unless you're being tunneled?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746218#Comment_1746218

    Actually, that is exactly how lockers are used. You run into one to avoid a hit, then run into another one to avoid another hit. If you time things well inside the killer shack, you can actually have enough time to vault out of the window. Besides, the Dev's also consider lockers to be part of a chase. Just look at the design of Dance With Me. Dance With Me was released before Head On and Inner Strength were even a thing. There is not a single reason to design Dance With Me to include lockers.

    And the best offense is a good defense. Bloodwarden can be used to get a 4k, even though its a defensive perk. Haunted Grounds has massive offensive potential for a perk that is designed to protect your hex totems. Hag's defensive trap placement on a hook is used offensively all the time. Saying its being used offensively is no reason to cause a nerf. Otherwise Bloodwarden needs nerfing too, and we all know Bloodwarden doesnt need a nerf.

    So again, your massive killer bias showing here.

    I don't think I have a bias for addressing something that is unfair. I can't force Bloodwarden or haunted grounds, but I CAN body block with DS, forcing a lose/lose situation. You shouldn't have to just eat it early because its unfair at any stage of the game.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746049#Comment_1746049

    That is a really bad suggestion tho. Chases last 30 seconds at the very least. 30 seconds is waaaaay too short, and deactivating it when entering a locker is just BS because lockers are chase objects. As for touching a gen, no, it shouldnt deactivate on that too. DS is meant to protect survivors from being sacrificed in the early game. If DS should deactivate after 30 seconds, then Corrupt Intervention should only last 30 seconds aswell, allowing survivors to finish the game in 120 seconds. But you would disagree with that, you probably think Corrupt Intervention should last longer.

    So why should killers be protected from an early game even if its really easy to black pip as a killer while survivors are denied such protection even though its pretty much guaranteed a pip loss if you die early? Seems like a massive killer bias if you ask me.

    Also, locker's aren't technically chase objects, as you'd never run into one in the killers face. The fact that there are so many ways to us this defensive perk offensively should be enough to warrant a Nerf.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1746049#Comment_1746049

    That is a really bad suggestion tho. Chases last 30 seconds at the very least. 30 seconds is waaaaay too short, and deactivating it when entering a locker is just BS because lockers are chase objects. As for touching a gen, no, it shouldnt deactivate on that too. DS is meant to protect survivors from being sacrificed in the early game. If DS should deactivate after 30 seconds, then Corrupt Intervention should only last 30 seconds aswell, allowing survivors to finish the game in 120 seconds. But you would disagree with that, you probably think Corrupt Intervention should last longer.

    So why should killers be protected from an early game even if its really easy to black pip as a killer while survivors are denied such protection even though its pretty much guaranteed a pip loss if you die early? Seems like a massive killer bias if you ask me.

    I think corrupt is fine until gen speeds are addressed. 30s is plenty of time to not be in a Chase. DS should help you not get tunneled off the hook, but currently survs are running clean into killers with it and borrowed time.

  • Why should I have to "eat DS". That's like saying just run into insidious letherface. It's unfair, so let's fix it. Let's just make DS last 30s, and let it deactivate if you interact with something that isn't a window or pallet.

  • I wanna keep the heartbeat. Maybe it's more quiet or only activates once the killer has kit someone, and goes down a few minutes after the killer's Chase has ended.

  • I'm red rank and I'm still down to farm if the survs put in bloody party streamers. If they don't wanna farm right off the bat, I hook em all twice and then just follow one around until he gets the memo. Then I'm eating pallet stubs like a champ.

  • I want Chucky so bad, but lets start from the ground up. The KILLER should be Charles Lee Ray, his ABILITY should Good Guy, transferring his soul to small, super quick and agile dolls around the map to scout. Chucky is actually strong enough to carry grown men, canonically, but I don't want the dolls to be able to down people.

  • I don't think the problem is the Nerf itself. It's just there isn't a red rank killer alive who hasn't had to put up with how utterly one-sided and broken perks like Decisive Strike and Dead Hard( I personally think Unbreakable is fine the way it is). And when Nerf season comes around, does it hit some of these perks that can make the game near unplayable for killers? Nope, you Nerf one of the few perks that can help them keep up. Rather it's unfair or not is up for debate, but it's definitely frustrating.

  • Yes I can. At the top level of play Pop is used to extend the lifespan of the game, in order to get more time to gain a foothold. DS, on the other hand, is used as a means to put the killer into lose/lose situations, waisting his time as your allies gain an advantage.

  • I know I'm pretty late to the party, but Pop didn't need a Nerf. If Pop does go down to 45, I would like to see DS go down to 45 as well.