Avatar

DwarvenTavern

DwarvenTavern

About

Username
DwarvenTavern
Joined
Visits
2,020
Last Active

Comments

  • I'm gonna miss Jumpscare Deathslinger with M&A and his addons that reduce his terror radius. But, I completely understand if that would be implemented in

  • @[Deleted User] said:

    A VR exploration of the Observers Journey (If not just home) would be cool.

    That's actually not a bad idea, like you get to explore everyone's memories, stop them, kind of interact with them, and explore all of the trials

  • @glitchboi said:

    Dead by VR would be fun and awesome, but should absolutely be a custom game exclusive thing.

    It would very much fun, though they'd need to slow the game down by a lot in order to allow this to work properly, in doing so it would make more of a horror game as well

  • @A_Skinny_Legend said:

    That's such a good idea. You intellectual.

    When people stare at the horizon that's all they see but you see the future.

    Next we need dbd in space.

    This post was very much a joke haha

  • @CoalTower said:

    No. Just no. You need to move your camera too fast. You'd get whiplash trying to play normally

    Heh, I know

    Though, on a serious note that would be interesting is if they ever did a dbd 2, which... we all know won't happen, they could implement that system into it, obviously it would need to make the game slower if that makes sense, that way it won't cause too much motion sickness and any actual physical injuries. Hell, a slower dbd might be interesting in an itself as well. Don't know too much about that however

  • @Mekochi said:

    Before you murder me, can I boop the snoot as my final request, I usually play Feng Min, and my gamertag is Nyxturne (on console so I can't really change it lol)

    So this is if I ever encounter you in a match, this is my one request ^^

    And for everyone, good luck with your following matches, you deserve it!

    Edit: I also wish to boop Bunny Legions as well

    I play Minitour Oni, does that count?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254200#Comment_2254200

    I mean then you're just forcing Spirit into more of a pallet-muncher kind of playstyle rather than any kind of mind-gamer. I don't disagree that Survivors having a tell would improve her, but just letting Survivors hear Spirits audio to locate her is not only completely reliant on good hearing, but is just making her Wraith, but better.

    Which is why I'm suggesting something like Survivors having periodic visible breath (every 4-5 seconds or something, visible to Killer and Survivor) while Spirit is nearby (muffling Survivor breathing and removing scratch marks while phasing, still seeing the breath), since even if the Survivor doesn't know if she's phasing, they'll know what information the Spirit would be working off of if they were phasing.

    I suppose that could work, but I disagree with your analogy about Wraith. But, a lot of the complaints is just her not having any indicator at all that brutalizes survivors.

  • @Salty_Pearl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254200#Comment_2254200

    I'm sorry if I'm reading this incorrectly but do you not think that she has a tell when she's following you or a tell that lets you know when she's phasing? Because she has one for both of those things...Again, sorry if I am completely reading this wrong.

    What tell is there? By Visuals and audio alone there isn't any tell at all

  • You are indeed correct how they changed Hillbilly's difficultly. Personally, I felt he was easy, then the rework happened. Now I think he's hard, everything else seems pretty spot on. Minus Trickster though for obvious reasons haha

  • Purposely bullying a killer and knowing very well that you won't go down for it?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253905#Comment_2253905

    Disagree. The reason she has no real counterplay is because she can still track you tremendously easily while phasing, not because you don't know if she is.

    Disagree. The real problem is that there's a tremendous lack of information that heavily imbalances things.

    Sure, removing her tracking ability makes things easier for the survivor, but you still don't absolutely have any clue on this planet.

    Give her a tell and it becomes much more balanced. She's still a ridiculous chaser and chase ender if she happened to have a tell. She will still have oingo boingo speeds, and she can still catch survivors off guard if they're not paying attention. Something that's actually been a CORE SYSTEM by other stealth killers. She shouldn't get over compensated for absolutely nothing. Gutting her is what no one wants, but she does need to have a tell.

    Think of a hillbilly that has free control over his camera, can stop and go while still using his chainsaw, completely invisible with no tells of what's going on. That's not fair for anyone. You give him a tell and suddenly it becomes more even, same with Spirit.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253615#Comment_2253615

    I mean sure, that's one way, and certainly the easiest way to do it, but does kinda take out any surprise that you get from the Spirit appearing out of nowhere.

    Good. That's the point. That's why we're here and why she has no real counterplay

  • @[Deleted User] said:

    Saying that it's possible to analyze all of this is the heat of the moment while having encyclopedic knowledge means there's room for counter-play, is not only stupid, but also doesn't change the fact that unlike every other Killer in the game, she has zero form of Basic Attack cooldown after using, mis-reading, or even cancelling her Power. Why was PH nerfed from being able to M1 cancel his Rites of Judgement?

    Her only form of "cooldown" is mis-reading a Survivor. Which is bloody hard to do if you've got Stridor, and the only "counter" to scratch marks is hopefully having a Perk that hides them since walking is so slow that she can get a pretty good guess as to where you will be, and even if you do manage to juke her, since her power is about going fast she'll be on yo arse in no time.

    Hell, Perks are not supposed to interact with Killers power, so why does Stridor impact Survivors while the Spirit is in the Spirit world?

    Personally, I'd nerf Spirit by removing her ability to see Scratch marks, and mute Survivors breathing (to the Spirit) while in the Spirit World, while making Survivors breath "chill" occasionally while she is phasing (or while you are in her TR), which is seen by both the Survivor and the Spirit in the Spirit world. This providing a point of reference for both players to work off of that is independent of any Perk.

    @CoalTower brought up a good suggestion. There was a sound bug for her that made her breaths play when she was phasing, make that bug a base kit. The louder it got, those closer she is. This allows Survivors to at least counter play her effectively without nerfing anything else

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253065#Comment_2253065

    So it's impossible to tell if the Spirit uses an add-on that speeds up phasing, if she uses other add-ons that speed up phasing? Where's the logic in that? Either way you know she's phasing faster than normal and can account for that.

    And what do you mean by "MDR only becomes noticeable over very large distances, which almost never come into play."? Killers have to travel to gens to win the game. That means going across large distances all the time. Playing against a Spirit using the MDR and a Spirit with it is super noticeable if you're repairing gens.

    In the moments from gen to gen, you wouldn't think "oh crap! MDR, you'd probably think she was traveling for awhile.

    But what they meant is this, Spirit just hooked someone on the other side of the map, you're working on a gen and boom. She's right in your face. That's wayyyy too fast and it's really easy to notice

  • @SoapNSpook said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253570#Comment_2253570

    You need to survive to the point of being able to use the key with the help of Left Behind. But it doesn't matter, a sole escape is still a lose for survivors, you killers will complain about something as minor as that

    Haha, that's a pretty good joke

  • @RenDesune said:

    He's scary, tall and his footsteps are loud as heck. I always have fun when being chased by actually intimidating killers so yes I find him fun purely design wise.

    Loud and Proud killers is where it's at! With some jumpscare potential

  • @Shroompy said:

    He's just a heavily watered down Pyramid Head, and just like him he's annoying to deal with once you reach a pallet.

    I think you doubled posted by accident

  • @SoapNSpook said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253533#Comment_2253533

    All of the perks and mechanics you've named require certain skill or time to be used properly, no way you can compare them to Corrupt. And most of them are so weak, it won't help you downgrade the power of the killer perk during the discussion.

    How does the Left Behind + key combo a perk that takes skill..?

  • My personal favorite was the photo of him alive at first staring at a Huntress, then the second was him laying on the ground dying saying Huntress is too OP or something

  • It'd definitely keep her position as a strong killer and allow survivors to actually have a chance for them to make the correct play instead of rolling the dice, awesome. I guess the best solution was literally the simplest haha

    Hopefully Behavior catches on

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252599#Comment_2252599

    No, this was more recent. You could occasionally hear her breathing while she was phasing, so you had an idea where she was.

    Oh hell, that'd be a great idea

  • In terms of pure strength it'd go like this

    Oni < Nemesis

    Pure demonic (in burst) > Oni Nemesis

    Pure Demonic Oni (through the whole duration) < Nemesis

    If Oni is able to manually control his power in bursts, no person can keep up with their strength. Nemesis however is always constantly strong.

  • It's not chase related, but Iron maiden is great if you'd like to reload faster

  • @Marik13 said:

    Well since BHVR is working with Capcom for Resident Evil, and since we've had a solo survivor pack before I have one idea off the top of my head. I would love to see none other than the world famous photographer and zombie killer himself, Frank West make his way in as a survivor. I think he'd be a fun addition to have as a survivor.

    Actually I had already thought of at least one perk and maybe a second potential one that could be fun to use. The first one is called "Photo Ops: Any equipped flashlight turns in to a camera. Each camera has X charges (I honestly don't know what would be a good number to be honest). With the camera you are able to aim it as you would with a flashlight and instantly blind the killer while in front of them when triggering it." The flavor text on the bottom could be something simple like "Fantastic!" - Frank West.

    For the second perk I was thinking maybe the ability to mix and combine items to form a random new one where the idea is that it plays off of the later Dead Rising games main feature to combine stuff together and form new weapons? Have it so that it has a random chance to give either a rare or ultra rare quality item, or a brown poopy item, giving you an RNG risk on whether you want to combine that green medkit and yellow flashlight you found in game to create possibly something better like say an ultra rare toolbox, or maybe the dice rolls the other way and you get a brown meditation instead. Obviously have the higher ranking items be a lower chance to be made, but I dunno I'm still playing with this idea. No idea for a third perk, but I'd call it "I've Covered Wars..." cus I mean, come on, that line is just super cheesy and is one of the first things we hear when introduced to Frank lol.

    https://us.v-cdn.net/6030815/uploads/7KJ3MS44UMVF/frank-west.jpg

    Eyyyyy, Franky Boy is back! Remember my suggestion about him pulling items out of lockers? Haha

  • Holy Hell I almost crapped myself with the random Grudge in the post. I have an intense fear about the Grudge and it just... U G H

  • @Mooks said:

    Wholesome post, i like :)

    i started the asymm horror thinking same-ish. At that time I only watched a youtuber that played both, and I enjoyed F13th but just from glancing at it didn’t like DbD at all. But the Youtuber always said they liked DbD more (and even quit F13th after a while) so I gave it another chance and a little while later I purchased DbD. Never thought about getting F13 though..

    Exactly, same here

  • Oh howdy, I forgot about this discussion honestly. No offense, I was drinking. So that loop in particular is one of the safest loops on that map for a variety of reasons, a good survivor can get away perfectly safe if they know how to run it and if the killer refused to break the pallet

  • @kaeru said:

    Yes, they can. I did this challenges as killer in last rift.

    I love you. Thank you.

  • Yeah. Licensing agreements are a tricky situation to be in, that's why I have a theory that every single new Pyramid Head and Cheryl cosmetic that comes out will only be locked since Konami absolutely does not what to soil their character's integrity

  • @OniWantsYourMacaroni said:

    Could be,sure.

    But we won't get to know if that's the case or not.

    God your name haunts me

  • @CoalTower said:

    The first one is a buff. Blood will show her exactly where you are. That's not a guess. And making her deaf or making sounds non directional would kill her.

    Just bring the sound bug back with her and she's fixed.

    Sound bug? Like the whoosing noises you heard when she was first released?

  • She's a very random killer in the game, she forces survivors into ridiculously risky situation without really doing much at all, plus she's incredibly easy to use at the start. Any Spirit who just stands still will cause insane levels of stress against a survivor, literally. Just. By. Standing. Still. It's a 50-50 gamble if you get hit or not, yet so many people disagree with this claims when there's irrefutable evidence to support these claims

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252498#Comment_2252498

    I swear that people that say Spirit's gameplay is fine and balanced just don't play survivor at red ranks.

    I personally don't think she's too op, but people just refusing to agree that there's some randomness going against her can be stressful

  • I agreed with Otz and made a comment explaining that she's completely random. A guy commented on my post saying he's read every post asking why they think she's strong. I told him why, he says that's not a reason. Otz made amazing points, but people are stubborn haha

  • I just want fun transformative addons for Spirit. I personally think she's fine ever since she got nerfed awhile back

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251769#Comment_2251769

    Yh but lets say you are on the game. You have dropped the pallet which is the nearest to the hole to the bathroom. The bubba just waits and doesnt destroy the pallet bc then you would get to the other pallet and escape bc the exit is 99%. Isnt that the same?

    I guess? I don't know however, that sounds like a very incredibly niche thing to happen. I'm not saying it's impossible, but the odds of that happening is incrediblely slim to none compared to the proposed hook change, which in theory and practice has happened all the time

    Edit: Wait a second. If all the gens are done, the pallet closest to the hole is completely unsafe, you can just run to the other one and keep going. It's wasting his time trying to follow your exact footsteps

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251648#Comment_2251648

    Yh it wouldnt be a fun mechanic and i dont want it. But it wouldnt be holding the game hostage. That was my only point.

    Well, it would. Here me out real quick.

    See, let's say I'm Bubba in this scenario and you're into a team of swf.

    I'm camping your friend and all gens are done, I'm sitting by him and everyone got the gens done and now they're just thinking of how to get the survivor on the hook. Now let's say I used the backhook in the basement and you're upstairs in a locker. The timer is completely paused on both sides and no one wants to do anything. See what I mean?

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251530#Comment_2251530

    I dont consider being red rank as a factor. It was a joke about the other guy saying he plays since 2017/18 and bc of that his arguments are stronger.

    Running the killer for 5 gens is certainly more interactive, but thats not the case here. You would just wait, maybe vault the pallet.

    And couldnt your teammates just save you and bodyblock if the killer camps you on a infnite hook timer? What is the difference?

    Apologies, I meant that I stayed by a certain loop the whole game, my friends and I use the term "running" rather loosely, I did pretty much camp that loop. And to your final question, well. The devs don't like the concept of something being infinite, hence why they changed End Game, no one likes the concept of things literally taking forever.

    It was exploitable too, unfortunately we couldn't see how exploitable it was, but I imagine it was pretty bad for even the devs to take into consideration that it's broken. Right now, there are very few examples of things being infinite and they're gonna be less and less

  • Uh. What type? When a survivor runs behind an injured survivor and takes the hit or full on preventing survivors from leaving corners?

  • @Aven_Fallen said:

    From the amount of complaints about this topic, Killers think that people who 99% Exit Gates are also eating little children.

    I dont mind if Survivors do that. I just hope that they stay at the Exit Gate when doing so, I got killed multiple times because someone 99ed the Exit Gate and went away to loot a chest.

    Okay. I couldn't help but to laugh at that one

  • Survivor bad. Kill Survivor. I'm kidding. For me, Megs are runners. Avoid all Megs until they're the last.

    Claudettes are either obnoxious or very bad

    Ashes are wild cards, they do something stupid, but then immediately make up for it with something impressive

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251407#Comment_2251407

    I go against SWF squads who like to rush out gens. That's why some if not all killers have to camp when the match is going bad.

    Definitely some, definitely not all. But, yes.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251445#Comment_2251445

    The killer cant destroy the pallet bc the survivor would get away, but the survivor cant leave the tile bc he would go down. There is no timer which would end the standoff.

    In the other scenario a survivor gets camped and the hook timer stops. The killer doesnt want to leave, so it stays like that forever.

    Standoff 1 can be solved with bodyblocking and standoff 2 with a hook safe. Of course there are killer in both scenarios (bubba) who can stop that. Both standoffs can also be solved with doing all gens, opening a door and starting the endgame.

    You could say that in scenario 1 the survivor could leave the tile and give up while in scenario 2 this isnt possible if there are no skill checks when the hook timer stops. But in the end if the survivor gives up and doesnt want to survive, the endgame will do that for him.

    While that is a good point, I don't see how that's the equivalent of the proposed hook change.

    From my own experience as both a killer and survivor, in addition. I have no idea why you would consider this as a factor, but for the sake of it, yes. I am in Red ranks. Even though rank doesn't quite matter.

    Anyway, in scenario A, I was actually involved into that particular situation as a survivor. What I did was run. I ran and I ran and I ran. Nonstop, I kept running while my teammates did the gens, for actually the whole match, I just ran through the same loop, it was pallet with a large section of bushes to give me the enough time to vault the pallet or run around. Not once did they break the pallet. During this time, my teammates got all 5 gens done and I managed to escape. With a bit of body blocking as well.

    The thing I'm questioning is this, how is scenario A equivalent to the hook prospect that actually makes the timer stop which literally puts a halt to the game.

    It actually has been tested and it's proved to be too exploitable by survivors. You could argue that the Killer is halting the game as well with both A and B. But, that's not the case. A is actually such a loose example it barely counts to this, while B just makes the game actually last forever if both sides are stubborn enough.

    It's both party's at fault here, but survivors kept begging for that hook change to be in the game that the devs finally relented. It's a Steve Harrington perk called Camaraderie.

    It pauses the timer for 34 seconds, using this perk shows how much of a halt it puts to the game.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251059#Comment_2251059

    "Blablabla i want the last word bc that means im right" Great for you but now i have the last reply. Guess, im right. See, i dont know you and i have no idea why you dig up this thread to reply to me after a week or more and i certainly dont care about this topic anymore. But people like you annoy me, so i cant leave this like that.

    Something isnt holding the game hostage bc both players are too stubborn to give up. And even if it was, it wouldnt apply to the situation. The proposed hook change would be the same as a killer waiting at a safe tile with a dropped pallet. He cant get the survivor and if he breaks the pallet the survivor can escape to another tile. If the killer now does nothing, nobody would ban him for holding the game hostage.

    Oh and bc it seems so important to you: i play since 2018 and have 2500 hours. I effortlessly reach rank 1 etc etc. Does this now make my argument more valid? If not you can stop listing this things about you.

    "The proposed hook change would be the same as a killer waiting at a safe tile with a dropped pallet."

    How?

  • @Aquamarine said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251102#Comment_2251102

    I run kindred a lot while playing solo. It tells others not to save me (sometimes they do, sometimes they don't), but it definitely doesn't help the person who is camped. It's important to understand that dbd is not that much of a team-playing game. It's not a good division or work that one player is camped, the others collect the points and get out. Everybody has their own points and emblems, so it doesn't make sense that survivors are expected to take one for the team and get nothing in return.

    If hard camping was very rare, it wouldn't bother me. However, it's not. It's common, and not healthy for the game.

    You know what else isn't healthy? SWF (survivor sided against killers, coms make stealth a chore), Spirit, not having new maps, hackers, and a toxic community. Yet recently dbd broke their highest number player count. You're banking on the idea that one jerk ruined a match for them and they quit immediately or after dealing with it for so long.

    The moment they nerf camping to the ground, is the moment they make survivors an absolute crawl to play as. For a huge number of reasons. Now personally, I only get proxy camped, because survivors absolutely do not like to leave a hooked person alone so my killers just can't take five steps without the Z Team coming to try and save the day. Face camping is rare for me to run into, but when it does happen. I'm in a SWF team as the designated runner. So it's kinda expected

  • I'd say just let him be in his orginal body. But a bunch of good guy dolls are scattered throughout the map, completely. He can go up to each on and allow it to come to life, make it a ranged chant if absolutely necessary. These dolls don't move, but when a survivor goes near them, they get injured. Charles can even pick them up and scatter them throughout the map, make where he can put them in Lockers, and if a survivor interacts with it, they're trapped in the locker for Charles to pick them out of

  • Because Bubba punishes people for trying to be altruistic, just as much Doctor punishes people for trying to be sneaky.

    And that's it. Sure he can insta down and he's a camper's best friend. But other than that? That's it. You can't go running in willy nilly and get a "clear" save. You can't run out into the clear fields against him. You have to think, try to juke him into a wall. If you get him into a wall, then you bought yourself a lot of time.


    Edit: I just realized that you were being sarcastic. I'm dumb

  • @Aquamarine said:

    https://forum.deadbydaylight.com/en/discussion/comment/2240527#Comment_2240527

    1: I would be happy with slower gens if it solved camping and tunneling.

    3:

    And how does this help the survivor who is on hook, did he/she get anything out of it? No. Camping sucks mostly because it completely ruins the game for one survivor player. If the game really gave points and emblems based on how the team performed in general, camping wouldn't be that annoying.

    Also, what you are suggesting doesn't really work like that in the real world. Survivors don't know the killer is camping. They run to the hook, find it out, and then return and waste time doing so. Then they have to find a gen, preferably 3 different gens to get max value out of it. Again, it takes some time. The killer gets usually 2 kills , which is too much for such a cheap tactics.

    There's a perk called Kindred, it's pretty nifty notifying every one that there's a killer camping.

    Also SWF with sweat ruins the game for one person as well. Two if you want a solo que survivor.

    Here's a secret to counter camping, just do gens, that's all. One kill for the killer is much better than a swarm of survivors trickling into the lion's den. I've been camped, I imagined you've been camped. I also want to point something out as well, even if they extend the time on gens, it's still gonna cause camping, in fact it would completely entice the killer to camp more.


    "I get more time to secure my kills? Sweet"

1 … 34 35 36 37 38 … 45