Dreamnomad
Dreamnomad
About
- Username
- Dreamnomad
- Joined
- Visits
- 4,633
- Last Active
Comments
-
The idea has been brought up before. A number of times. It really is something that should get changed. Doesn't seem like it would take very much work on BHVR's part either.
-
They really have vastly improved the totem spawn locations over time. Remember when they would sit on top of hills like a lighthouse? Sure there are maps that need better spawn locations but let's give them credit where credit is due.
-
Crossplay is garbage. Which is why I turned it off. The wait times really aren't any different for PS4.
-
Yeah, I can't say I'm happy about the change to rift progress. It might just be my last rift premium pass if this is what I can expect in the future.
-
I think you got it backwards. They need to increase other killers add ons effects instead of nerfing. Demogorgon's exhaustion add on shouldn't be the bar that killer's add ons are set to.
-
Never heard of it.
-
Here's a nutty idea. How about you play the game the way you want to and other people can play the game the way they want to?
-
People that complain about the hatch don't seem to understand that it's in their own best interest that it exists. If you kill 3 survivors and there aren't any generators almost done then what is the probability of that last survivor successfully finishing a generator? It's almost zero. At which point in time what is the last survivor realistically going to do? They can't work on gens. All they can do is play super immersive and creep around the map. How fun is it as a killer to run around a map with no indication of where a survivor might be hiding? How fun is it after 20 minutes? The hatch is there for the killer every bit as much as it is for survivors.
-
If it was a killer perk maybe. On second thought, no. Not even a killer perk.
-
In my experience, Wraiths have the highest rate of camping of all killers. I don't think it's even close either.
-
lol, "don't dc on your team". That's good advice but let's be real here. That isn't an advanced tip. Even beginners should know better.
-
PRESTIGE SYSTEM:
I believe that characters should start with their teachable perks at whatever rank they are prestiged at. So for example, if I prestiged up Legion to prestige 3, they would have Discordance, Mad Grit, and Iron Maiden at perk rank 3. I also believe that each time a character prestiged up they should get to keep one non-teachable perk they've unlocked per prestige rank. So using our Legion example again, lets say I get Bloodhound to rank 2 when I'm at level 50 and I really like the way that perk interacts with Legion so when I get prestige 1 I decide to keep Bloodhound.
When I reach prestige 1 level 50 I manage to get Bloodhound to perk rank 3 and lucky me, I got BBQ to rank 2. When I get prestige 2 I decide to keep both of those perks. I would now also have all of my teachable perks at rank 2. So I continue the grind with Legion and get to Prestige 2 level 50. I now have Bloodhound rank 3, BBQ rank 3, and I found I really like the way Monitor & Abuse work with Legion so I decide to keep all 3 of those perks when I get prestige 3. I also have Legions teachables at rank 3.
One other thing I would like to see related to the Prestige system is a bloodpoint transfusion system. Once a character reaches level 50 I think they should be able to pay an bloodpoint exchange cost for items and add ons. So for example, if I wanted to exchange one add on for a different one of the same rarity of my choice it would cost me 100% of the cost. So I could pay 3,000 bloodpoints to exchange say Chainsaw File for Spark Plug or 4,000 bloodpoints to exchange Long Guide Bar for Primer Bulb. Players that prestige would get a discount to this cost. Nothing insane, like 10 to 15 percent per prestige rank.
-
The test is fundamentally flawed. Starting at rank 20 you will play against many newbie survivors. ANY killer will murder against newbs. The kind of things newbs do is truly mind blowing. Don't work gens, fail skill checks when they do, throw pallets down on the same side as the killer trapping themselves, run into objects, unhook survivors right in front of you, etc, etc, etc. I've got 4 kills on blinkless nurse against newbs. They are that bad.
-
Killer it's 100% BBQ. It's not so much for the aura reading as the bloodpoints. I don't like working for half wages.
Survivor I run Small Game in most my builds. Partly because I like using Inner Strength. But mainly because I don't like dealing with NOED at the end game plus I like the bonus bloodpoints from cleansing.
-
@Zozzy said:
The rift isn't for funsies and to be generous. It is there to generate money.
They nerfed it to make you buy tiers or fail the pass and pay to start the next one.
I get they are trying to make money but I'm not sure how I feel about it. On the one hand I've completed 2 rifts and started a 3rd rift with the same entry fee. So I've more than got my money's worth out of it. On the other hand I think completing the rift should be feasible without causing player burn out. The amount of grinding it seems like it will take to complete this rift feels like it is sliding into the player burn out area which can have long term consequences for the game.
-
@SaltedSnow said:
https://forum.deadbydaylight.com/en/discussion/comment/1583080#Comment_1583080
Visionary isn't even that good tbh. Déjà vu exists.
Neither are good perks. But if we're going to compare the two then Visionary is the better choice. It at least works the entire game.
-
You are addressing an issue I've been meaning to make a post about. So apparently I'm not the only one who has noticed that completing challenges doesn't seem to progress the rift as much as it has in the past. Like I'm well into tier 3 of the challenges and I'm in the early 30's I think progression wise. I expect by the time I finish the 3rd tier that I'll be around 40ish. I know good and well that I'm not going to get 30 levels off the 4th tier of challenges. Which brings me to the point of how much grinding is intended to finish the rift? Was there a change? Because it sure feels like I'm not making as much progress with challenges as I have in the past.
-
@AhoyWolf said:
Wraith doesn't need a power rework, just give him purple windstorm base and remove the awful lightburn mechanic and I think he would actually be really good!
Real question here. How many times have you been lightburned in the last month?
-
@ToxicMyers said:
Visionary would be great for solo q but op af for swf
I don't think you understand how the perk works nor do I think you understand what the OP is suggesting. The OP isn't suggesting that all these perks be made into the base game. When he says "free" he just means that the perk itself isn't a teachable perk on a character that isn't part of the base game. In other words, everyone should have access to the perk but it would still cost a perk slot to run it. Also, visionary on any player isn't OP. It just lets survivors find generators easier. Generators have 12 foot poles with lights attached to them. You don't exactly need a perk to find the things.
Anyway, as far as the OP's suggestion goes I don't see why any specific change needs to be made. I agree conceptually that perks intended to be run by newbs shouldn't be put on new killers or survivors. Veteran players certainly don't need or want them added to the game and new players shouldn't have to grind 100 hours to unlock a perk that they won't use after they have played 100 hours. But at the end of the day not every perk is going to make everyone happy. I would argue that the majority of perks in this game are actually bad or poorly designed. New players today don't need those perks any more than new players from two years ago when they didn't exist.
-
I don't think Legion is as broken as some of you do. I think there are a few things that lack common sense about him. For example, if you frenzy hit a survivor and then frenzy hit the same survivor you are stunned and there is literally nothing done to the survivor other than giving them an extra speed boost. It is just counter-intuitive and dumb. Now I'm not saying there is only one solution to the problem but the suggestion I would make is to introduce a new status effect for survivors. For the sake of argument I'll call it "Nerve Damage".
Nerve Damage - The survivor has a large penalty to active abilities until fully healed. (repairing generators, searching chests, healing, etc.)
This would give Legion players options. You might be better off in most cases just turning off your frenzy to go for the down. But maybe you just want to slow the survivor down a bit while you hunt a different survivor.
Wraith is mostly fine. If it was up to me, I would add a secondary ability with a timer that allows him to phase through small objects (1 meter or less). He would need to be in stealth to initiate it and phasing through an object would remove him from stealth. But I think it would be neat to surprise survivors by coming through a wall with no door or window such as the car repair room in Autohaven.
Deathslinger is mostly fine too. I wouldn't change his power at all. But I would also give him a secondary ability with a long cooldown that allows him to shoot hooks at long range to sling himself around the map.
Nightmare is in a good place. Spirit is too. I won't comment on the new killer till I have a chance to play him. Nurse I would like to see some tweaks. I want to see where I'm blinking to. I don't care what the veteran nurse players say. The skill floor to this killer is too high. I also want to see some intelligence introduced to the blinking so if you would blink 50% or further into an object it should 'push' you through to the other side.
-
@TheClownIsKing said:
Just for fun, you can only pick from:
Survivor - Dark Sense, Déjà Vu, Hope, Kindred, Lightweight, No One Left Behind, Plunderer’s Instinct, Premonition, Resilience, Slippery Meat, Small Game, Spine Chill, This Is Not Happening, We’ll Make It.
Killer - Bitter Murmur, Deerstalker, Distressing, Hex: No One Escapes Death, Hex: Thrill of The Hunt, Insidious, Iron Grasp, Monstrous Shrine, Sloppy Butcher, Spies From The Shadows, Unrelenting, Whispers.
What’s your build? And why?
Killer: NOED, Iron Grasp, Sloppy Butcher, and Whispers The only one I would consider swapping out is Deerstalker. I'm not sure which one I'd give up though. Probably whispers or iron grasp.
Survivor: Kindred, Small Game, Spine Chill, We'll Make it. The only one of those I would even consider swapping out is We'll Make It. I actually regularly use the other three.
As far as why I would use those perks, basically I just think they would be the most universally useful.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1579808#Comment_1579808
Thank you, was looking for this quote.
In case you ever find yourself in a situation where you know someone said something and are trying to find the post, just click the person's name in a thread to go to their profile, then click the link for discussions with that person, then extend the number of posts you are searching for a while then press CTRL + F (shortcut for find with text), search for whatever keyword you know will be in the post.
-
@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1579654#Comment_1579654
no, you are wrong, McLean said it was supposed to be an anti tunneling perk, and that stands. Even if the devs said " oh the perk is not an anti tunneling perk just another second chance " wouldn't mean its fairness at its current state, an opinion against TONS AND TONS of games where ds completely breaks everything and survivors just go ds into borrowed into ds into unbreakable into multiple combinations you can do with just 1 perk, it's literally absurd.
This is a direct quote from @Peanits replying to a thread called "HAVE THE DEVS CONFIRMED DS IS SUPPOSED TO BE A "ANTI TUNNEL PERK"?@Peanits said:
No, the only time it was mentioned was in this blogpost from before the changes went live: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
The idea of it being purely to stop tunneling came from the community.
(YuiKim beat me to it, but I figured I'd repeat it just in case.)
-
Looking through this thread, all I can say is that I'm glad none of you are in charge of game balance.
-
@Leonardo1ita said:
@Peanits @Almo ? If you ever played as hag you'll notice how the perk is not just an anti tunnel perk, but a massive time waster that allows survivors to always play super aggresive, jump in a locker, bodyblock hits even injured just to waste time, and completely go out of the purpose of the perk. Get multiple downs and out of nowhere and don't risk anything because they have unbreakable, or get grabbed and tak because maybe they have borrowed. There are so many situations where you can't snowball anymore just because of decisive strike, so my question is if you're looking into changing it or not, and if not why not
"The purpose of the perk". And what is the purpose of the perk according to you? I'm just going to put on my mind reader hat and say "it's an anti tunnel perk". Guess what? You are wrong. That is an assumption made by the community. BVHR have never said it is only intended to be used for countering tunneling. Survivors can play the game however they want to just like killers. You don't get to tell survivors not to "play super aggressive, jump in lockers, bodyblock hits even injured just to waste time, etc".
-
If you are a console player just turn off cross play. Honestly the wait time really isn't that much different.
-
I don't know about the killer's power itself. It seems like she's just a better version of deathslinger by your description. But I do like the perks. Lights On being the one I like the least. Jealousy and Taste for Pain both seem fun and playable. I question whether Taste for Pain even needs to be a hex perk. Even if I'm trying to get stunned by pallets it is uncommon for me to eat more than 3 pallets in an entire match. If I manage to eat 7 pallets then I feel like I earned the right to Mori survivors.
-
@xEa said:
Good for Otz. Its not impossible to get even 100 wins and even 100+ 4Ks in a row with a mediocre killer. Check out Fungoose for example, he was at 117 4Ks with Plague, not even addons.
Maybe...just maybe killers are stronger than a lot of killer mains lead you to believe.
In the field of psychology, the Dunning–Kruger effect is a cognitive bias in which people with low ability at a task overestimate their ability. It is related to the cognitive bias of illusory superiority and comes from the inability of people to recognize their lack of ability.
This is just a comical reply. I get the point that you are trying to make here. We all aren't as good as we think we are and shouldn't base our decisions on another better players performance. But that is 150+ consecutive players (50 games * 3 kills min) that all died to Legion at high ranks. Those players didn't know who they were playing against. They were just average players (well if they were getting matched against rank 1 killer hopefully better than average). Sure, some of them might be goofing around or playing sub-optimally to finish challenges. But the vast majority were legitimately trying their best to escape. The point the OP is making is that if a player (any player) can play 50 consecutive games with Legion at rank 1 with no add ons and get at least 3 kills in each of those games then it isn't possible for the game to be as unbalanced against killers as many people on the forums would have you believe. Which is a legitimate point.
-
@Acromio said:
No hex perk deserves to be a hex perk.
That is false. The game would be utterly broken if many of the hex perks weren't hexes. A number of them wouldn't even function without being hex perks. If haunted grounds wasn't a hex perk then it wouldn't even do anything. Looking at all the hex perks about the only ones I can see an argument for not being hex perks are Blood Favor, Lullaby (if they removed the token system), and possibly Retribution though a good argument can be made that it would be weaker if it wasn't a hex perk.
-
@H3xB0rr0w3dT1m3 said:
It takes away the only defense survivors have so yes it’s pretty strong
I feel like people defending it being a hex perk are forgetting that it only blocks pallets after you are hit. After you are hit why would you stay within 16 meters of where you were hit? Run to another tile where there aren't any blocked pallets!
-
If you want to extend the life of your controller then do circles. The wiggle progress is identical but it is far less hard on the controller.
-
Blood favor is pretty bad honestly. People might play around with it a bit at launch and then they will reach the conclusion that it is bad and it will just be another perk no one even remembers. The other two perks actually are pretty good and will see play. The generator one is fair and can be dealt with using reasonable strategies such as not working on a regressing generator if the killer is nearby or waiting 30 seconds. The only perk that I think could be potentially bad for the health of the game is undying. The thought of Doctor on indoor map with Ruin, Undying, and Thrill of the Hunt is disgusting.
-
I think either the effect should be stronger or it shouldn't be a hex perk. This perk has FOUR measures to counterbalance it.
Hex perk
Cooldown
Limited Range
Prerequisite - Hit a survivor
I get that blocking pallets is a strong effect and there needs to be some limiting factors but as usual for BHVR they have gone overboard. The way it is now the killer will probably only have the effect happen once before the totem is cleansed and it will be irrelevant anyway since they just hit the survivor and dropping a pallet after you are hit is generally not a good idea. If they keep the cooldown, limited range, and prerequisite hit condition then I don't think the hex is necessary at all. On the other hand if they choose to keep the hex limitation then I think they can afford to be more generous in other areas. For example, infinite range and lower cooldown.
-
On the one hand I like that killers have a real perk to defend totems. On the other hand, I can see this being an absolutely miserable experience for survivors. Just imagine the following situation: The Doctor on pretty much any indoor map running Undying, Ruin, and Thrill of the Hunt. The Doctor will know exactly where you are when you try and cleanse a totem, it will take a very long time to cleanse, and he can easily interrupt any cleanse attempt from long range after you've spent 20+ seconds trying to clear it. And, if you cleanse it there is a very good chance that it would just re-spawn in a more difficult spot to find. The Doctor is already miserable to play against. This scenario would make me want to uninstall.
-
Pyramid Head is really well designed and interesting. Deathslinger was a little on the simple side but I wouldn't call him boring either. The main thing I'm disappointed in is the perks. None of them are particularly memorable or used often. They definitely didn't change the meta at all.
-
So... it's like how every killer works? Must be a conspiracy.
-
DC penalties need to be a thing. Glitches and bugs are always going to be a thing. You can't disable DC penalties every time there is one or they would never be a dc penalty.
-
@NotTheodore said:
https://forum.deadbydaylight.com/en/discussion/comment/1541578#Comment_1541578
Three questions if you will:
A) How many "PC Cheaters" have you gone up against?
B) How do you know these cheaters are from the PC side? Keep in mind as of right now you can only tell someone is either not from your platform or from your platform by the globe icon.
and C) Did you happen to record any of the games that involved these cheaters?
Fair questions. No I do not know how many PC cheaters I've come across nor do I have any video confirming it. That's the thing about cheaters. They very rarely come forward and announce they've been cheating. There are a myriad of ways to cheat in DBD or any video game really on PC that are not available to console players. Many of which are not distinguishable to the players being cheated. For example, players on PC can easily change their resolution to stretch the screen giving them a "fish eye" perspective. This allows them to see things at different angles they shouldn't be able to see. There is no way I can tell if another player is doing that while I'm in game. It would just appear from my perspective that they have a supernatural ability to notice things.
But I do know it happens because I've seen posts on these very forums confirming it. I've also seen posts and youtube videos talking about ways to enhance the graphics on PC in a way to make the killer's red stain far more noticeable. Which gives a clear advantage when running away from the killer. I've also seen posts and video showing how killers on PC can disable fog effects and increase their vision range allowing them to see survivors across the map. I've also seen posts showing how survivors on PC are able to see which killer is being selected in the lobby so they can switch their perks around or pick and choose their killers. While I have no doubt that it is indeed possible to cheat on consoles I also know it is infinitely easier and more common to cheat on PC.
Cheating aside, none of that even begins to address the basic imbalance of non cheaters on PC vs consoles. This game is absolutely not optimized to console play. FPS drops even on PS4 pro are common. Not to mention the difference in audio. I do have a DBD account on my PC. So I've seen the difference first hand. It is insanely easy to track survivors via audio on PC compared to console. Not to mention the difference in accuracy of a controller vs a keyboard and mouse when playing killers like nurse. Even players on PC that aren't cheating via 3rd party programs, tweaking their graphics card settings, etc are still effectively cheating vs console players by the simple difference in hardware game performance and lack of optimization on console.
-
Happened to me today too. Thankfully the killer got me out of that predicament by hooking me on the far basement hook.
-
Just turn off crossplay. I did. The queue times really aren't that bad and the more people that do the lower they will get. My wait times were around 2 minutes or so. That's worth it to not to have to play with the PC cheaters or extra lag.
-
The Shape is perfectly balanced. Survivors are not meant to run the killer around indefinitely. Even a blinkless nurse should in theory eventually catch a survivor. It's more of an issue of time. How long does it take a killer to down a survivor? The Shape trades his first hit for stalking time. That is free time survivors have on generators. He has moments of weakness to offset his moments of strength. Try to make the most of the time he takes stalking by breaking line of sight to extend the time it takes to get to EW3. Besides which survivors have the same counter play options available to them when he is in EW1 as EW3. Vault locations, pallets, breaking line of sight and switching directions or hiding. I don't know what more you could honestly expect.
-
One game means virtually nothing. Come back after a few dozen games.
-
It's dumb and shouldn't work that way but honestly I would never have found this out on my own since I don't play clown too often and I almost never use PWYF. If something is nerfed but no one ever even discovers it then is it a nerf? It could have always worked this way for all I know.
-
A few pallet stuns have given me jump scares. I won't lie.
-
While I agree in principle that each survivor should have something unique about them this does create a balance issue. If one survivor's passive is even 1% better than the other survivors then that will be the main survivor that gets played. For example let's look at Claudette. She has the smallest body and the darkest skin and clothes. Therefore she is the most difficult to see and track for the killer. Look at the play rate of Claudette. She is by far the most used survivor. That isn't a coincident. But if the passives are so pointless that there is no reason to pick one survivor over another then why include passives in the first place?
-
The good thing about Demo is there are plenty of places it can be improved. One of my main issues with Demo I didn't see you address though. That is the global notification survivors get when he uses the tunnels. Giving him undetectable after using a portal is pointless if survivors know he just used one.
I also don't understand your suggestion to change shred. Why would he move faster while charging his attack and why would he be unable to cancel the attack? Honestly, I think shred is fine the way it is.
-
@Erk said:
https://forum.deadbydaylight.com/en/discussion/comment/1514661#Comment_1514661
The Trapper has to use 2 addons if he wants to play against competent teams ; A bad addon + Tar Bottle. I already made a discussion about this a while ago so I'm not going to talk about that. Basically, there is no room for another addon if you want to play against competent teams.
https://forum.deadbydaylight.com/en/discussion/comment/1514665#Comment_1514665
What ? Then why don't I play Clown ? You know there are 4 survivors, right ? And you probably know that you chase one at a time so people can disarm 'em.
https://forum.deadbydaylight.com/en/discussion/comment/1514762#Comment_1514762
1 - I didn't say they were OP. They just completely disable your power and someone can just tap a map to see where traps are.
2 - There is NO addon creativity for the Trapper. Look at the first answer.
3 - "Switch your trap placements mid-game", alright, I'm going to switch every one of 6 or more traps in the game because I have time for that in the mid-game when there are like 3 gens left, right ?
https://forum.deadbydaylight.com/en/discussion/comment/1514766#Comment_1514766
Thats not a fix for the problem.
https://forum.deadbydaylight.com/en/discussion/comment/1514773#Comment_1514773
You can't see if a survivor has eyes or small game, if they do then they'll counter you, thats it but you can see if someone has a map which basically tells you before the game starts "go shove these traps up your ass". That's the problem and to see some traps you need to pay A LOT of attention.
https://forum.deadbydaylight.com/en/discussion/comment/1514798#Comment_1514798
Thats not a fix for the problem.
https://forum.deadbydaylight.com/en/discussion/comment/1514850#Comment_1514850
Yep. You see how I debunked your argument ? Thanks for not contributing.
Dude, if you think Tar Bottle is necessary then I don't know if we can have a constructive conversation.
-
All perks are okay to use. Don't let anyone tell you how you can or can not play the game.
-
First of all, I agree that maps should not show where the killer's traps are. That is just dumb. With that said this also isn't that big of a deal either.
A.) Maps are rarely used.
B.) Maps that track killer belongings are even more rare.
C.) Even if a survivor has a map that can track killer belongings, they can only see the auras when activating the map which has a very limited amount of time to use. They can also only track items they have been close to. So they can't see every trap placed.
D.) Also not every survivor plays SWF so the amount of information relayed to others is limited in most games. 1 player having limited bonus information does not mean auto lose.
E.) Trapper has a number of add ons that are pretty effective at countering survivors disabling traps.
In conclusion, Trapper does not need to quit if a survivor brings a map.
-
@barisatilgan said:
Fixed and gifted 100.000 BP
You should be gifted 62,000,000 bloodpoints. It only seems fair =p