Avatar

Duke_Ragereaver

Duke_Ragereaver

About

Username
Duke_Ragereaver
Joined
Visits
213
Last Active

Comments

  • it could be a throwaway account, some people do that.

  • i think the oni would win, either him or trapper, depending on the situation. but i consider oni a little higher because he is a trained swordsman, and trapper is just machete man.

  • i actually think it fits well with the vibe this game was started with the idea of, and i dont really consider them toxic either. i think thematically it is a nice touch to execute them at the end.

  • @BaldursGate2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464994#Comment_2464994

    What? It's clear it's competetive if you play against others.

    i mean yes and no, it is competitive because we make it competitive, however often times these, "death squads" that people nebulously wave at, are often just 4 jackasses having fun and in that sense its casual.

  • @IcrazyKid855 said:

    I’ve seen a few theories about the upcoming survivor being connected to the release of the upcoming boon totems such as the survivor having boom totem perks which sounds like it would be great! I was thinking that it would be amazing to have a new female witch survivor who could have been taken from the entity during the salem witch trials.

    It would be so amazing for the witch to have perks linking to the boom totems. I also think it would just be an interesting survivor to have in the game who could even have special abilities that will make her standout from the rest of the survivors as well as give players a good reason to purchase her and play her when she releases.

    Anybody have any thoughts? :)

    giving survivors unique stats i feel is a slippery slope, they are already the power role, and if every survivor that comes out from now on also has unique stats, on top of using any teachables they like, it could become very problematic. other than that thematically i like the idea of connecting boon totems to a witch.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465398#Comment_2465398

    That's a good idea, almost like what babysitter does when you unhook someone and they have no scratch marks

    i feel like that might be a bridge too far, what i think should happen is a side grade i reckon you could call it. you can heal yourself, however opening a gate deactivates it.

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466417#Comment_2466417

    I don't really mind if I lose sometimes, but losing due a combination of strong perks at the very end of the game seems unfair. I don't know if you are killer main of not, but losing a lot of times due strong perks not due survivor ability make anyone feels bad.

    i play both, and ive had my fair share of ds on both sides, it does feel genuinely bad. it also feels genuinely bad losing the game because your whole team is allergic to generators in red ranks, my point i reckon is that, typically if this game is going well for one side the other side feels bad. however i dont think nerfing ds, even considering that and several other issues, will really help anything. sometimes ppl legit get tunneled and ds is the "one last blade, forged in defiance of fate" in those cases. and tbh if it gets nerfed much more it wont even be usable for that.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466422#Comment_2466422

    I seriously don't get why is everyone called nazi these days. Do people even know what nazi is?

    no sadly alot of people dont remember the nazi's or their attrocities and just bandy the word about like communist in the 50's.

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466103#Comment_2466103

    No, is a design problem, people with tons of hours played are complaining about you cannot do nothing against that type of perks in the endgame, thos perks in multiple survivor are simply a free win for them.

    while i understand your frustrations and others', the simple truth is that sometimes you just lose dude, and it has to be accepted. whether by ds or not dosent really change that.

  • @Pukenplag said:

    Today I have died 3 times after chasing the killer for 3 gens or doing those 3 gens, all because my teammates love activating EGC, even when they see those claw marks on my portrait moving. But that isn't the biggest issue, the biggest issue is when all 3 of them are healthy, next to me (I'm hooked first time), next to the gate and decide that, rather than helping me, they should just make noise and wait for the killer to come and teabag.

    And this has been happening a lot in the past months. I can't count how many times either me or a fellow team mate dies first hook just because everyone decides to rather BM the killer.

    god, i feel that pain dude, i have actually died to egc many times because my teammates open the gate early, the funny thing is its usually trying to save their dumb asses that i die.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465891#Comment_2465891

    Especially with console performance in the state it’s in. Considering input delay and how laggy the game is, I’m surprised console survivors are able to hit DS half the time.

    i mean on the one hand i feel that, but on the other i feel like it would take away the off chance that they legitimatley miss. plus sometimes you just dont want to use ds immediatley yknow

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466335#Comment_2466335

    Using the argument as a framing device is fine, like I said "remember the past so you don't repeat it" and whatnot but to dismiss a players feeling, opinion, or argument by using that statement is a strawman fallacy.

    For example I can say that I'm frustrated by the new pallet hit validation because of the camping pallets tactic many survivors are now using because 9/10 times my hit is gonna be taken away but someone replies "well back in 20whatever pallets were like x so don't complain" it's a bad use of the argument.

    that is fair, tbh i often get away with things i shoudlnt do because of the new hit validation, but on the other side of that coin, idc how bad the lag is if i drop a pallet and get hit like 5 seconds later, then they warp to the other side and get stunned, that just feels ######### awful.

  • @JHondo said:

    As someone that started in 2019 I really don't care how the game was in 2016-2017. People will constantly compare things to what they know but really shouldn't. It's ever evolving, even in the two years I've been playing the game is very different from meta to look to even how it feels to play.

    While I understand the "remember the past so you don't repeat those mistakes" comments the fact remains that the game is constantly changing and evolving. Most people use it as just another Strawman argument, "thing x isn't a problem because back in 2016 thing y existed."

    thats a fair point and all, but i think it is still a useful framing device, because people like to go on tyrades about how BHVR hates killer mains etc. whether or not you played it its a good standard to keep when examining these ideas on their merits. like for example, even though ds turns off if you even breathe, (hyperbolic i am aware) people are still made of piss about it and it is a useful framing device for examining their ideas of changes to it.

  • since we are on the topic of bugs though, i had a very strange bug happen to me earlier, i was cleansing dull totems, the killer had hex retribution, and the oblivious timer never went away so i was oblivious all game.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466253#Comment_2466253

    They could change them to be standard instead of the third hook.

    But they should remove the offerings. Since killers shouldn´t be forced to pay bloodpoints for that animation.

    For their Ingame shop, they could offer different moris for every killer. So each person can choose between 3 or 4 different animations and select them like charms.

    thats a solid idea, it would also get around the region locking mori's suffer currently due to certain area's not accepting "gory" animations. god knows many mori's could use a change for sure like the trapper's.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466178#Comment_2466178

    You sure about that? It will probably end in a "you need to get 11 hooks before you can mori the last survivor" or something like that.

    Since the current moris are already deemed toxic.

    i actually like the thematic ending mori's bring currently, it actually feels like a horror movie, which back in the day was the "vibe" they were going for.

  • @Iliketoplaykiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466207#Comment_2466207

    Not saying the dbd devs are perfect but I highly doubt the developers would ever implement old features or mechanics.

    thats true, but i still think its useful to put it in to perspective, yes the game is still highly unbalanced. im not claiming it is, however i think alot of people forget just what it was like. and i think thats important to remember.

  • @Iliketoplaykiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466193#Comment_2466193

    Yes back then it was very unfair, imo more so towards killers. However why must we keep comparing todays state to 2016? When we've clearly moved past that state and its no where near what it used to be.

    because its important to remember what it was, so that it cannot be like that again.

  • @Iliketoplaykiller said:

    Always curious why survivors always like to use the “the games more balanced than it ever was” in their arguments. Especially when comparing the game to 2016, it just doesn’t make sense to me. I played back when the game first came out and it was very fun as killer but quickly became the opposite over time due to things like infinite’s. It made me stop playing killer and main survivor back in the day, those sweet sweet infinite’s. Why use this excuse when the game was in an abysmal crap state that heavily gave advantages to survivors? The game has a new standard to it in my opinion and shouldn’t be compared to those days for arguments / debates sake.

    .... because back then the game was very unfair? TL's had pallets, double window and pallet jungle gyms, instant kill mori's, machine gun (both for killer and survivor) and the afformentioned infinites. id say this game is in the best state its been since the inception, and before you accuse me of being a survivor main, i play both sides.

  • @Tsulan said:

    We probably see another mori nerf before the keys get addressed.

    they cannot really be nerfed any more than they are rn, also i dont really think instant killing or 1st hook killing are that balanced. that being said yes keys are very unfair and dont deserve to be in the game as they are.

  • you litterally cannot say meyers, it censored gg for me one time.

  • @Bravobro said:

    I hope at some point body blocks of survivors will be taken out, with an action button for killers where you can throw survivors aside. Is that a bad idea? I mean with some killers like the trapper or nemesis it doesn't make sense either. They are so meat chunks that should not bother such a small survivor.

    maybe a perk in time, however i wouldnt hold your breath on a mechanic, the survivors are meant to have collision just as the killer does. although for a perk slot it would be an idea.

  • @TacitusKilgore said:

    Blights work off predictability and map geometry. Always, and i mean ALWAYS assume the blight you are going against is very experienced until proven otherwise, take no risks against a blight until you feel comfortable with the skill difference. General movements you can do against a blight is run in one direction just before they charge, and quickly switch to the opposite direction. Don't repeatedly do this though, if you keep trying it they'll just run past you and bump into something else so they can charge back for an easy hit. Essentially you have to mindgame a blight on what direction you are going, and avoid that direction at all costs to juke them. On the subject of map geometry, and rectangular shaped objects are the bane of a charging blights existence, if you can quickly duck behind a lengthy/medium sized rectangular object you should be able to safely run around it even if the blight adjusts and bounces off an object nearby to try and hit you around it. Best case scenario, they bump into it, and instantly give up on any rushes and enter fatigue, giving you time to beeline it towards any safety. Most prominently though you want to keep in mind how many charges a blight has, knowing how many charges they have can make the difference between getting to a loop or being rushed down and killed. You need to be making pretty much all of your mindgame choices and pathing choices off how many charges a blight has, if they have full charges you should be ducking for cover, if they have minimal charges try juking as they'll be attempting to get a hit to maximize their power usage, if they have no charges treat them like a normal m1 killer and loop accordingly. Frankly though i don't have any more advice for blight, a lot of anti-blight tactics come from straight up game sense. Don't waste your resources, slam gens, and stay out of his LOS. The easiest blight to beat is a blight who is given the least possible chances to chase a survivor.

    i appreciate it killgore, that bit about the rectangular geometry is actually quite helpful. ive escaped blight a few times, but tbh it always feels like just plain luck, or i had bt and managed to strongarm it. recently i dropped my exhaustion perk to try to get better at chase and replaced it with OoO. i can deal with most killers pretty decently, but blight is ilke my weakness lmao. anyways im rambling thanks for the tips my man.

  • @KerJuice said:

    The zombie A.I when you’re playing survivor is CRAZY. Whenever I’m being chased by Nemesis, they always seem to be in the PERFECT spot, hiding behind some structure- waiting to ambush you. I can also be on a gen that’s miles away from Nemesis and somehow these ######### come out of nowhere and chase me off.

    same man, i cant even tell you how many times ive gone down because theres a ######### zombie around the corner and i get whipped then downed by the ######### zombie.

  • @Duke_Ragereaver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465876#Comment_2465876

    thats the problem, i am infected and injured. so its either go down to the zombie or stay stuck in the basement.

    small correction, its either go down to the zombie or be stuck in the basement long enough for him to come right back.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465893#Comment_2465893

    Your teamate should have taken a hit for you, sure the zombies can feel like bull but its entirely the unhookers fault if they don't protect you against a zombie waltzing into a basement. If you're the one unhooking, its a bad idea to be unhooking injured in the first place. You can also lead the zombie over to the center hook and loop around it and exit the basement. Unless the nemmy is hardcamping the basement, the zombie is slow and stupid and can be easily circled around the hook.

    i know, in hindsight i should have done. its honestly infuriating though, that feels cheap af tbh.

  • @IlliterateGenocide said:

    i dont mind it. it only really will affect you if nemmy is campin or tunneling. if ur not infected just take the hit and speed boost. you can also lead them to one side of the stairs and run out the other

    thats the problem, i am infected and injured. so its either go down to the zombie or stay stuck in the basement.

  • @GoodBoyKaru said:

    Because as survivors zombies are actually competent. If you were that Nemesis though the zombie would get stuck in a corner somewhere

    facts.

  • @Rez_Marsiel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465777#Comment_2465777

    Would the 16 meters from the gen on the balcony reach this window?

    it would depend where the generator is ofc, but i think in the closer configuration it would.

  • @Rez_Marsiel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465779#Comment_2465779

    That's the point of the perk buff... to create deadzones....

    dead zones is one thing, literal traps is an entirely different thing.

  • that upstairs room in dead dawg, that would be a litteral trap even more than it is to go there if this perk permanently locked windows

  • @thrawn3054 said:

    Imagine still complaining about DS.

    sadly it seems certain killers wont stop complaining until the survivors spawn hooked and have to kobe to even play.

  • @stormy_ said:

    DS stand for ?

    decisive strike

  • i actually think this is a good idea as well, i play a fair bit of survivor and ive never even been hit by this perk. i dont own the blight but i think his perks are pretty interesting ideas.

  • @GenJockeyNance said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465629#Comment_2465629

    The original DS had killers do a thing called dribbling right?? God it seemed rough to be a killer main back then.... Lol but yeah it's very balanced now I think.

    yeah you could dribble a ds to hook assuming it wasnt too far away, ive played both sides since the inception. and yes it was very frustrating to play killer back then, even TL's had pallets and such. most definitley brutal.

  • @GenJockeyNance said:

    Were you playing before the DS nerf by any chance? I only ask because the DS before the nerf was meta - verrrry abused. I wasn't playing before the old old DS but from what I've heard about it, old old classic DS was very op.

    To answer your question though, I think DS is currently fine where it is. It can only be abused now if someone deliberately doesn't do anything for the duration of the 60 seconds but most survivors don't do that. The perk MYC (Make Your Choice) has an almost DS timer built into it. So you use it to gauge the time used until DS is up. But definitely not as abusable as it used to be.

    i dont know about op, but i was around for original ds, it was extremely abusable back then. litterally get away free card. it kind of amazes me how people still act like its like it was on release, honestly its very balanced now imo, if you want to keep your ds you have to avoid all work for the team.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464521#Comment_2464521

    We’ve been excluded since DBD was added to console, man.

    thats a shame, hopefully they can change that for you guys!

  • i think its because they are tired of ruin undying tinkerer blight lmao, either that or they are like whatever you say buddy.

  • @Rey_512 said:

    Not much needs to be said here; this would help with testing out whether an upcoming patch will completely break DBD on console (especially last gen). PC shouldn’t be the only community that gets to test new content and features before everyone else. This is not selfish reasoning: PC plays very differently than console, and some bugs can be console-specific. Also, the console community should be able to provide feedback on upcoming killers and survivor perks - this alienates a significant portion of the playerbase.

    I’m not a dev so I’m not sure how much effort this would require, but other games on console already do “testing phases” so it’s definitely possible.

    i think this is a good idea tbh. i had wondered if you guys got to do ptb stuff but i reckon not. :/

  • @PhantomChimera said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464493#Comment_2464493

    Not necessarily. It could run as a separate program or even on a separate computer and have to request information from the server for what is in it's line of sight, what it hears and so forth. Like it a survivor misses a skill check on a generator and it explodes the main server sends that information to the server/program controlling the killer.

    fair, it was more of a truncation tbh, i dont know alot about coding but im sure it could be done in this manner. every game ive played where the bots compete with real players its a variation of the method i described however, or at least it feels that way.

  • @stormy_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2464480#Comment_2464480

    it was a nightmare!

    bots can locate u .. no matter where u are

    some people cal that skills ? lol skills my @ss

    in order for a bot of this nature to be able to compete it has to have your location all the time. so that it can path to you.

  • i personally dont consider it as scummy, id immagine its because they didnt run ub and regret it. but then there are killers who are all about snowballing like that.

  • @InsaneCoaster said:

    If you ask me, all tiles should be removed and the survivors should have to play on a completely open map with no windows or pallets. Only then will killer be a truly fair experience; no more skill to worry about, no more fuss!

    this, but they should also have to kobe to even play.

  • @Anniehere said:

    Camping is a waste of time.

    At the moment there is no specific idea maybe just fan made perks for anti camping.

    I can't wait for new survivors with anti-camp perk to make for both sides a better gameplay.

    Until then nothing can be done. the developers need to care and if camping can not be completely avoided, then at least give a tool to players who don't want to deal with it in their game.

    camaraderie is probably about the only anti-camp perk we will get that's not already in the game. kindred etc.

  • @KajdanKi said:

    You cant do much but you can support your team. Just stay alive as long as you can to not let the killer camp another person.

    Never ever say a word in the end game chat. This type of persons seeks it, dont feed a troll just move along. He will be angry about that I promise

    both of these are good and accurate advice, they want you to react to them, if you deny them of that you take that power they feel away.

  • @PureDoctorMain said:

    Replace DS with Kindred and we have a deal. I feel DS is a perk that should be brought. Idk why it just feels wrong to have it implemented into the base kit of survivors. Feels like something bad could happen and would happen. Plus it's a surprise perk so it works better this way.

    i agree with this, i think a mini bt might be fine base as well as a kindred that shows all your allies (no killer auras) would be acceptable. and a short corrupt and maybe 15% pop would also be fine in my opinion, it would give kicking a gen you chased survivors off of actually have a purpose.

  • unfortunatley even if the community came together for that i dont believe it would work, netflix is trying to get into game production and it would be foolish to leave their biggest license in a competetors hands.

  • @JAZC_CR said:

    Title, i think is a really good idea for lower just a little bit the gring of this game... what do u think guys?

    i mean on the one hand i like this idea, however i feel like it would make it alot easier if you could just buy all the trash then sell it for gg stuff. maybe another idea would be like an exchange for lack of a better term, so instead you can trade those bad addons for an equivalent tier addon of your choosing.

  • i honestly think it would help people willing to watch through the recordings, for learning purposes and such.

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462779#Comment_2462779

    the fact that it takes longer to heal you than actually healing yourself with inner strength or another perk like wmi makes it very trash. If it took 16 seconds to fully heal you then it would be sorta decent if not alright. But right now the timer is too long to justify running over perks like inner strength or just having another person heal you.

    i mean fair, i like it with ds so i either get it off or i get to ds.

1 2 3 4