DwightFairfield
DwightFairfield
About
- Username
- DwightFairfield
- Joined
- Visits
- 784
- Last Active
Comments
-
to be fair, the Krampus skin was going to come out anyways, it was always planned for a Christmas release and the new cosmetic coinciding with the slew of bugs is entirely coincidental
However that doesn't excuse the fact that the skin is 15$
-
@Unseen_Force said:
https://forum.deadbydaylight.com/en/discussion/210978/the-meta
This game needs to stop with the nerfs. Especially killer nerfs. Theres always a killer nerf or rework being done (like right now), while survivor gameplay and meta has been the same for a long time now.
I agree running ruin and undying on everything is bland, but just because its overused meta doesnt mean it needs an overhaul.
In any game the smartest thing to do for balancing is buff, not nerf, which I wish they would realize for this game.
I'm not saying that we need to nerf the current meta, rather I'm saying we need to buff or rework the bad perks.
If you make every perk bad the game suffers, if you make every perk good it opens the door to variety and possibility because people will find something that works, is fun, and won't cause them to lose a game because the opposing team brought their meta and you didn't
-
Mad respect to anyone who can land a Victor pounce through so many visual blockers without using an addon that shows pounce location, that shows the true power of what The Twins are capable of doing.
But most of the time they just run up to you, ready the pounce, and latch on, so people complain that they have no counterplay or they're non-intuitive.
If you miss a pounce at that range, it can be easily punished, so when survivors use their jukes they learned from years of playing against Hillbilly and Bubba to juke Victor, run up to him and crush him, killers complain that they are so underpowered and low tier.
It doesn't help that you can't really practice without getting stomped on literally and figuratively, so it discourages players from practicing and leads to them just doing the same thing over and over again because it's the only thing that consistently works.
-
It's funny, how survivors in fits of frustration will kill themselves on hook or DC when the game isn't going their way, it screws over the remaining survivors and isn't fun for anyone, much less the killer who probably had to deal with their BS while 3 gens popped while chasing them, being emoted and t-bagged the whole way, just to have them kill themselves and give you less points because they went to second phase.
It's honestly insulting as a survivor main to be associated with these types of people, and I feel bad for killer players who have to deal with it in the endgame chat. I've played both sides and it's humiliating and demoralizing to have these people act like they're better than you because they know how to play optimally.
-
If his slowdown perks were changed or removed, Freddy would be more fun to play against, but without them he would suffer dramatically.
Honestly it would be hard to take away the things that survivors dislike about him and still keep him, y'know, playable without wanting to tear out your nails in frustration
-
Didn't buy it, don't feel like grinding for it.
-
I've played against the twins once since release, I was the only one who wasn't grappled by Victor, however that means nothing because the killer had one perk, brown addons, and missed every other pounce.
It's not a testament to my own skill but a lack of skill from the other side due to how hard it is to play the twins, with or without bugs.
-
@T0xicTyler said:
There's already a penalty. The survivor gets multiple status effects during the duration.
One of which is not hindered, so survivors can just loop as normal
-
@[Deleted User] said:
Loved Evolve to death, but the devs made bad decisions and it died. Loved Battleborn to death but the devs made bad decisions and it died.
I love DbD, well, it’s more of a love/hate relationship, but I’ve been in this position twice before and my gut is telling me that unless BHVR steps up their game, it’ll go downhill gradually, until it’s dead. I’ve lived through the birth and death of two games that I loved, please don’t make it a third.
Remember Last Year? The Devs made bad decisions with it's release platform and the lack of sales gradually killed off the game, a year after the original was abandoned they released a reboot that didn't sell well either, they then rereleased the original on steam without making changes, they're trying to make money to release updates but it's gotten to a point where the game is on sale constantly.
I enjoyed that game too and watched it die twice, I don't want that happening to DBD because of poor planning.
-
the only change i'd want for surge is the removal of it's cooldown, it seems unnecessary due to the fact that not everyone goes into the dying state one after another, and if they do, it should be punishing to them for standing around a gen instead of running away
-
I think that the issue people face with the twins is their lack of synergy with the rest of the game's established systems, for instance, any killer can run up to a survivor, use their power, injure them, keep chasing them.
The twins on the other hand require you to use your power, injure someone with Victor, then teleport back to a far away location and find them again. It's probably very difficult having to both predict where a survivor went after they kill Victor (Including the possibility of perks like Iron Will and Lucky Break) and then chasing them around as essentially an M1 killer if you do find them. This doesn't include the possibility of you using Victor to down someone, and either missing and getting crushed, or downing someone and getting crushed by someone nearby.
The twins shook up the gameplay in such a way, but the gameplay never adapted to include them, leading to them being practically useless in most situations
-
@[Deleted User] said:
Nothing. I'd rather change the hatch mechanic: instead of spawning when there are more gens done than survivors alive, the hatch now spawns under two conditions:
1. All 5 gens are powered
OR
2. 3 survivors are dead
This would not only balance keys, as now they would just be a way to bypass the exit gates, but also offer a solution to other hatch problems like useless teammates camping it or DCs for it.
I like this, a big issue with keys is that a SWF will just genrush, and when one of them dies, the rest of them can leave through the hatch. This suggestion would both fix that, but also keep hatch gameplay similar enough so that challenges and achievements that require the hatch are still completable
-
It doesn't help how overexposed the map is too, it's so bright that stealth is difficult due to any survivor being a dire contrast from the white color palette.
-
Demo is essentially an M1 killer with ######### portals and an increased lunge, fear baiting isn't unique to him, increased range isn't unique to him, and instant destruction of breakables isn't unique to him. Really the only problem here is the hitbox registration, so I'd recommend not blaming the Demogorgon and rather blaming the hitbox detection.
-
I liked it, especially as a Dwight main, his set looked so strange it's actually quite charming.
However they absolutely screwed up with the render and animation quality for the ad, it looks bad, and it doesn't really incentivize me to spend money if they're not willing to in the advertising.
-
Don't celebrate just yet, they're reworking the clown, so he might end up back at the bottom
But keep hope! Maybe he'll be the next S-tier!
-
@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1785177#Comment_1785177
Come to think of it, a killer which could mimic the survivors' perks being in play would be neat, like his whole power depends on how good the perks survivors brought are.
Considering the meta, that would be amazing
-
burn the witch
-
Nerf it, don't delete it
If you delete a perk you set a standard that it can happen to any other perk deemed overpowered, so what's to stop the next perk to be deleted something like NOED or Decisive?
-
@NotACompPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1784792#Comment_1784792
I don't see how getting outplayed ruins fun, sounds like the survivor is just better than the killer in that situation to me, also the killer isn't forced to tunnel, they choose to, you can simply not mind someone BM'ing you and play normally.
It's less of because they're getting outplayed, it's more of because they don't know how to counter it, if someone is constantly running a new killer around an LT wall, how is the killer supposed to learn anything from that? Are they just supposed to understand how to do it off the bat?
It's not about outplaying, because the killer doesn't know how how to outplay the survivor in the first place.
-
To play as: Dwight
To play against: Demo
-
BM is particularity obnoxious if the survivor in question knows how to loop effectively, if they click that flashlight and t-bag at the killer's expense, it become humiliating and demoralizing, and often the killer will tunnel the survivor in question, leading the the survivor then yelling at them for tunneling, making the killer feel even worse.
it's nothing but pure toxicity, and it ruins the fun for killer players.
-
If you sandbag someone to the dying state, and then instantly save them with a flashlight, it makes you an #########
-
Some sort of offering type thing that effects the match, but they are dice rolls, and there's one for survivor and one for killer
But they wouldn't be something dumb like "killer gains 5% plus movement speed" or "one generator already completed"
It would be something like "open bear traps are spread throughout the trial at random, they can only be interacted with by the trapper, any addons that affect the trapper's traps also affect the extra bear traps," or "one generator starts out in a state of disrepair, this generator takes 3 times as long to complete, completion grants 2000 bonus bloodpoints to the entire team."
Something like that, to shake up the game with a sense of randomness that teams have to adapt to. Idk, think it'd be fun.
-
solid 8/10
It's a fun build, while not necessarily optimal for constant victories
However the games you will lose you will still have fun with, and in the end that's all that matters
Dwight approved
-
Best survivor perks would obviously be Ash, because all of his perks are exceptionally groovy.
-
Blight is fun to play against, he is pretty cool, he gets a thumbs up from me
-
It's a rarity thing, you're more likely to get a broken key or brown toolbox/medkit than a flashlight. Bring plunderer's if you want a flashlight from a chest, otherwise it's better to bring on yourself
-
Legion is the worst killer in the game IMO
-
@CountVampyr said:
If you’re on the hook you can see others but unless you’re using a perk they can’t see each other. I think more often than not that is why so many people rush for the save. It isn’t stupidity it’s just ignorance due to lack of information.
It's not an issue with Kindred, as this still happens plenty of times even with the perk active. And survivors unhooking within terror radius without BT happens all the time, which is nothing more than a lack of common sense.
-
When there is only one type of objective with only on type of method to speed it up, people tend to become really good at it over time.
If survivors are doing gens back and forth while you chase someone, it's not genrushing, it's simply a byproduct of the fact that you are not chasing the other three.
It's ironic, because when a survivor is being camped, the best strategy is to typically do gens so the other three can escape. Leading to the killer complaining about gen rushing and continuing to camp and tunnel.
Maybe if killers had better ways of both getting around the map and discouraging survivors from constantly attempting to repair the same gen it would be different, but for now we can expect the Leatherface to hook you, use insidious, and nod frantically.
-
I can't tell you how many times I've been abandoned by my teammates via the hatch, and I can't tell you how many times I've been tunneled off of hook against a killer with an Ebony.
It'll be nice to see what they do, and hopefully it'll be for the better.
-
Deathslinger is a great concept, but the usage of the killer itself tends to be rather obnoxious, as most Deathslingers I've gone up against tend to bring the reload addons to spam the gun, and bring monitor to sneak up on survivors as his terror radius is small to begin with.
It's not a problem with Deathslinger himself, more of the way he is typically played.
-
Their design team is amazing, and the concepts sound incredible. However it's more of the implementation and how they're used that's an issue.
Their sound design team is incredible, as for whatever team is in charge of designing and implementing cosmetics make very good models.
The team in charge of making the Realm Beyond updates is doing a pretty good job, however it's hard to appreciate the updates with the advent of breakable walls and the framerate killing, but the team is doing a good job with the modeling and atmosphere.
-
As if anyone was going to play the twins unironically after the ptb
-
Demogorgon, playing as a creature that is essentially a giant mouth is rather fun
-
Haddonfield, it's a great chance to get rid of the house loops
-
@chieften333 said:
If I remember correctly, the devs used to do weekly streams before the lockdown.
I'm not sure what would be stopping them from doing the streams now.
They do QnA's and stuff like that, but whenever a question is asked about changes or upcoming content they always give non-answers, such as "We can't tell you about that," or "We've considered that and are still in the design phase."
They do them, but they don't answer anything unless it's unrevealing to plans.
-
@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1779428#Comment_1779428
its because they haven't realized how fun blight is
no one plays killer because they've all accepted dwight into their hearts
-
FOR THE KING
-
just goop up myers? no thanks, make the knife a part of his hand and meld his face and mask together and then we're talking
-
Dwight idea
make it so that keys have the ability to open these doors if they're closed, at the expense of the key
key rework that makes it so that survivors might be forced to use their key to escape a chase instead of opening the hatch
-
my main build is prove thyself, streetwise, leader, and vigil
-
pretty much everything you said minus the lore animations, as the art team does a pretty goddamn amazing job when it comes to them.
-
shared birthdays
-
@HittingOnHook said:
https://forum.deadbydaylight.com/en/discussion/comment/1754191#Comment_1754191
5 PERK SLOTS - MAKE THE 5TH MANDATORY TO BE ONE OF THE BASE (EXAMPLE "BOND" FOR DWIGHT ETC)
not to disrespect my boy Dwight, but if survivors had a 5th slot they could only use a base perk in then everyone would play David, Laurie, Bill, Meg, etc. so they could get 5 second chance perks and no one would play Ace cause his perks are bad
-
bloodpoint modifiers per prestige level, it would make prestige more appealing and reward dedicated players
-
honestly, a lot of maps are really bright, or their color scheme makes it impossible to hide (ie: the yellow cornfields)
the lighting gives the realms a personality and makes specific details pop, so the lighting isn't a problem imo
-
@Kind_Lemon said:
I've recently been enlightened as to not address the team I find issue with as "the devs" but as "corporate" or "design leads", because no one here is faulting the coders, I'm assuming, but the group that seems to be behind the push for progressing forward with updates as quickly as possible; one for each fiscal quarter* of the company.
Perhaps the reason is that many posts apparently misdirect criticism or are overly aggressive toward a group that has little power. Just some thoughts that should not be taken to be any kind of solid statement.
*never thought about this before, but this seems like a very good explanation as to why the devs settled on four chapters a year as a "formula".
actually that makes a lot of sense, and i hope i don't come across as rude towards the the coders and modelers of the game, as honestly they're doing the best they can.
