Avatar

ElusivePukka

ElusivePukka

About

Username
ElusivePukka
Joined
Visits
0
Last Active
—

Comments

  • Myers and Trickster are about at straightforward as they come.

  • @elpoh said:

    I like the current mori animation, atleast is much much much better than Trapper or Wraith ones... xd

    But if something, giving it a secondary one, as Pyramid has...

    a downed Survivor who is dead on hook and have an active Reverse Trap, allow the pig to sabotage the timer in the ground to insta-killing it.

    This'un.

    I frankly like the current Mori, and personally don't think any "new Mori" which involves magic pocket RBTs can ever be a good idea - but a contextual Mori would be neat.

  • A system based on escapes/kills will never accurately measure skill. The devs said so themselves the first time they tried the system, and scrapped it.

    It's not trying to place you with players who're at or around your skill level. It's trying to keep your win/loss at 50/50.

  • This thread is why every suggestion to add an eldritch abomination to media trends toward being a bad choice.

    You'll have people saying "wouldn't it be cool?!", people replying with "no, the coolness of these things is the unknowable", and then the first group says "no it would be cool uwu"

  • It's a non-issue. If the survivors had the opportunity to 99% a gate, they're just giving the possibility of a down from that point on. 99ed gates are not a survivor-sided thing, especially since you can deny them that at any time.

  • @cantelope said:

    People need to realize that these stupid appeals to feelings don't work because nobody cares.

    Not a single survivor truly cares if the killer has fun.

    Not a single killer truly cares if the survivor has fun.

    A loud minority of both think the other should tho. A small minority of both like to virtue signal about how they totes do.

    No one cares about your feelings. Get over it, or move on.

    Hey now. I care. If my team is stomping a baby killer, I'll sandbag to give them a hook or two. If I'm wrecking some survivors, I'll start missing on purpose so they get some excitement from a chase.

    Not everyone's a fool with a lack of sympathy.

  • People who would rather hide, unhook, hide again, rinse and repeat so they can leave with Iri Unbroken while letting the rest of their team die on 1 and 2-hooks.

    These are the people who should go touch grass.

  • @gatsby said:

    Make gens slowdown by 10% while a Survivor is hooked. Make BT a base mechanic.

    Making the gen slowdown be while no one is hooked would be what helps the camping issue. That way, the gen speeds increase (to normal) when someone's hooked, meaning there's pressure on the killer to both leave and allow an unhook.

    Actually, this would be a great perk.

  • The buff is that her butt got pointy and her back looks more uncomfortable - am I getting that right?

    The design team already has trouble making proportional spines, and if this is a 'buff' there's been some nerfs elsewhere on several survivors. Everyone looks so uncomfortable in the character select; no wonder, considering the vibe here.

  • Oh no, the devs did a bare minimum change for the better regarding killers during a QoL pass, alongside 5 survivor-side improvements - and following some hefty nerfs to killers and boons (not the perk type, though the Boons are a boon) to survivors in the latest real updates. All while leaving a potentially moderate killer, moderate survivor, and potentially severe survivor issue in play.

    These passes trend toward mild nerfs toward killers or fairly even to both sides. It's the bigger updates which trend toward more heavily favouring survivors - but all killers really need is for lower tier killers to be buffed, rather than nerfs and lateral moves which seem to be the dev's forte. Survivors need a lot of tuning to get everyone up to speed, and deserve some decent QoL too.


    EDIT: also, sad to see the "pushing with Clairvoyance" bug gone. It was a funny soft-counter to camping :P

  • Pig main who had 185 of those tapes before they suddenly turned Iri.

    They suck now. RPD is a good way to get some value from them, but the average player will be able to get them off fairly quickly on most maps, because the way RBTs are designed it just gives the Pig extra objectives to pressure as essentially an M1 killer - the best counterplay to a Pig ambush on most maps is just to zip to the next loop while she's faking the first time. So you're giving up your midgame slow - the part which makes Pig really effective - in order to gamble on an early snowball which just won't happen on even a halfway coordinated SoloQ.

  • You seem not to understand that there's people still peddling that crap without any sense of how ridiculous it is. As long as it's still something people buy into, it bears refuting.

  • The killers are fed lines about being powerful, while trials kinda prove otherwise. I think The Entity is just doing it for a laugh, rather than to feed.

  • @emma_dbd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608159#Comment_2608159

    It is powerful when it comes to destroy player's items immediately. I've never said it is a counterplay, I said it's not a viable solution for this perk. Not many survivors uses Appraisal or chest perks to increase the luck for rare items.

    You're comparing two completely different things, a chest search takes more time than hitting a survivor with Franklin's Demise. You can make 4 survivors loss their items under 20 seconds, but for survivors it'll take them approximately 40 seconds to search in the chests knowing it takes 10 seconds for a chest search. What if they don't get same item or even worse, a lower rarity? What about the time it would take to find a chest?

    Furthermore, you mentioned Built To Last. This is a viable solution, I'm going to admit. However, wasting 10 seconds in a locker is a lot, not to mention the time it would take to find and take your item back. Your survivors could literally just grab your rare item while you're chased, it isn't fair, is it?

    It's not about dominating killers - it's about bringing a rare item and loss it in first seconds of the game.

    Your complaint is disingenuous. You don't need a solution, you need to readjust your expectations for the game and realize that their largely useless perk countered your unwillingness to adjust your playstyle.

  • @emma_dbd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608138#Comment_2608138

    Could you explain further why "no"? Why should be someone forced to put their item in a corner until they're not chased anymore? A survivor is bringing an item to use it, not drop it in a corner so they won't loss it in first seconds. This is not a solution, the perk requires absolutely no requirements but just one hit and the item is gone. By increasing the requirements, it will make it more challenging.

    Franklin's Demise isn't particularly powerful - while it potentially eliminates an item, Built to Last still works on a Franklinized item, more items can be pulled from chests or Appraisal, and despite your initial claims you have to admit that putting an item in a corner is counterplay. Their perk slot is overtly wasted if you already used up your item or aren't carrying one, so you're at a distinct advantage either way.

    Not to mention that survivors, as the power role in the game, do not need items to dominate killers.

  • Yeah, no. Just put your item down in a corner you recognize - you should do that anyway, considering how many survivors seem to enjoy sharing items.

  • The devs are already foolish enough to think of the game as a 1v1v1v1v1, so Cote would probably think this new gamemode is already in the game.

  • MMR is, pretty explicitly, a punishment for succeeding in the game in DBD, because escapes/kills don't actually measure skill - no matter how many dishonest and disingenuous people want to claim "the result is what matters"

    MMR based on emblems is the best of both worlds, and it's what would have worked.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607957#Comment_2607957

    It started dying before that happened though. The moment everyone realized how simple it was to beat the hell out of jason, the game started to die. No one wanted to play jason anymore as it became a "bully the killer" situation, as well as the numerous ways to bug him out to prevent him from killing anyone, or even just straight up sending him to space with a baseball bat.

    The license issue sped it up because of not being able to fix that or add new content. But it was sadly a dying game already.

    So.. when it started to resemble DBD?

  • You know, I hope this happens.

  • Cote's not someone you want to listen to if you want honesty or integrity, save moments of lucidity where he says stuff like "play a different game"

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607411#Comment_2607411

    Different teams of a small indie company, to be precise.

    They're not a small indie company by honest metrics, that's just the byline for people who don't pay attention. They're an established company with 800+ employees.

  • I've been here since beta. I loved DBD - but it's been a downhill slide as the devs perpetuate, participate in, and even reward toxicity at every turn, and the company just gets more and more out of touch and corrupt.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607298#Comment_2607298

    It has to be good to incentivize using it. Otherwise it is better to bring a medkit or self-care.

    Small tiny area to help your team.

    Takes time to find totem and bless it when you can be working on a gen instead.

    Killer can hear it easily and disable almost instantly.

    True, lie, true, lie. Fun times.

  • First, obligatory reminder that grades don't have anything to do with matchmaking or MMR.

    Second: go for ruthless games on killers you don't main. It makes grade-ups much easier, and you can get ruthless with just 1 kill if you play your absolute best and know how the emblems work.

  • I've been using the Syringe/Serum combo to heal up someone else prior to or during their chases.

  • My experience is the same as most people responding - still a killer main, but SWF, SoloQ, and killer trials are typically 0/1 kills or 4ks, back to back, with very few matches seeming close. My Wraith games still seem bugged though, with no matter the number of 4ks I get I'm still facing potatoes.

  • When people whinge about killers that screw up the "hold W for win" meta, it's a good thing. When killers have a proper anti-loop measure, it's a good thing - provided it takes skill to use effectively.

    Pyramid Head was, at release, one of the most balanced killers at launch ever. New mechanics, new counterplay for both sides, it was pretty great. Even his current state is still pretty balanced, though the skill floor was adjusted - he's no longer as approachable.

    I would like to see an addon pass, and I'd like his animation transitions to get smoother, but he doesn't need too much. Mostly I'd like to see a couple of addons that interact with the cages/cage unhooks - maybe we can see the aura of a rescuer, or have the cage move away from survivors who dawdle too long near one without a rescue. The current focus on the torment effect and judgement trails suffers a similar issue to Pig's over-reliance on bad play by RBTed survivors despite known counterplay/smart play.

  • For next time, I'd suggest fewer pictures. It was really a lot to read, and it's neat that you're passionate, but keeping it to one, relatively small image is likely to scare fewer readers away.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606915#Comment_2606915

    sorry i don't think blight mains know what's better for the game

    Someone who thinks SWF should be nerfed, when it's the largest avenue for new recruits, definitely doesn't know what's good for the game.

    Someone who thinks nerfs for the strong are better than buffs for the weak - similar story, but with the additional proof of knowing nothing about healthy game design.

  • The only real nerf I want: make each successive blessing of a single totem, regardless of who placed the previous blessings, take an additional, cumulative 4 seconds.

  • Maybe one a day. Same as Nemesis.

    They don't do particularly well, unless I'm on the low end of my MMR rubberband, and it seems like I'm mostly getting people trying to hit a daily.

  • J-curve flicks. So Billy, Blight, and Oni.

    I also think Pig and Hag have pretty high skill ceilings for using at peak efficiency, though both have soft and hard ceilings where a lot of players plateau.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607103#Comment_2607103

    I'm not saying it's strong, I'm saying it's underrated. Maybe a 3 star perk, and in some particular maps even 4 stars. In some maps tho it's 1 star because they can see you at almost every loop

    Yeah, we hear what you're saying.

    What we're saying is you're over-rating it - by the metric you just gave, by about 2 stars.

    Despite what you seem to think, Terror Radius isn't a primary function in chases from the survivor end. The best part of the Undetectable status is the loss of the red stain, but the reality of the situation is that any and all bloodlust dependence is a technical loss on the part of the killer; it's one of if not the most counterable mechanic in the game, on top of requiring a time investment which killers simply can't afford even in mid-tier play.

  • More bugs, more skins, more unfettered and unrepentant greed, more out of touch proclamations, more lip service by the community team which leads to nothing actionable, more veterans leaving, more young ones getting duped into joining.

  • It's okay to be wrong, OP. That's what you are, and that's okay. If it helps you, cool, but maths, sense, and the experience of others each do not agree with you.

  • Just gonna paste something here:

    2 heals per CoH blessing is all the survivors need in order to get ahead for time investment, even in the fantasy situation of the killer having the time to snuff and the totem being snuffable.

    14 seconds to bless, 16 seconds for a health state, you understand?

    That means the first heal is a bit of a sunk cost, but the second is a full 16 seconds not being wasted by someone else on the survivor team to heal you, or an extra 8 seconds granted to you compared to Self-Care. The reason CoH isn't fair, even potentially oppressive, is less because it allows Self-Care, and more that it allows full heals without the extra time investment of Self-Care, the extra time investment of another survivor taking that 16 seconds to heal with you, and potentially all of this without use of an item or perk slot by the beneficiary.

    By and large, though, because killers don't have the time or capability to snuff, especially since hit-and-run is gutted with these boons, that means CoH is the snowball perk. Not OP, but in need of tweaks to acknowledge that there's just more potential for abuse in terms of time investment, considering the killer's time is 4x more valuable.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2606281#Comment_2606281

    Please avoid using high MMR when none knows his exact MMR. Based on forum topics almost everyone thinks he is godlike player.

    Any level of MMR is potentially too high for someone. In this context, anyone AFKing is likely trying to lower their own score in order to get to easier levels.

    Unfortunately for them, the old rank system had safeguards against deliberate de-ranking. Even with how bare-bones EBMM is, I'd be surprised if there's not something similar soft-locking MMR drops.

  • 2 heals per CoH blessing is all the survivors need in order to get ahead for time investment, even in the fantasy situation of the killer having the time to snuff and the totem being snuffable.

    14 seconds to bless, 16 seconds for a health state, you understand?

    That means the first heal is a bit of a sunk cost, but the second is a full 16 seconds not being wasted by someone else on the survivor team to heal you, or an extra 8 seconds granted to you compared to Self-Care. The reason CoH isn't fair, even potentially oppressive, is less because it allows Self-Care, and more that it allows full heals without the extra time investment of Self-Care, the extra time investment of another survivor taking that 16 seconds to heal with you, and potentially all of this without use of an item or perk slot by the beneficiary.

    By and large, though, because killers don't have the time or capability to snuff, especially since hit-and-run is gutted with these boons, that means CoH is the snowball perk. Not OP, but in need of tweaks to acknowledge that there's just more potential for abuse in terms of time investment, considering the killer's time is 4x more valuable.

  • There's a law named after me in New England legislature, because a court battle from when I was a child marks the first time a certain kind of evidence was used in that region.

  • @Mr_Madness said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605694#Comment_2605694

    I actually did wanna include that part but....maxed out the characters I could use so I just stuck with what a majority describe him as.

    Like mention somewhere in this "Forgot where" but Character from SomethingAwfuls was indeed different but once the internet and marble got a hold of it the previous creature turned into the Slenderman we all know today.

    Was a unfinished canvas that the Internet finished.

    Also forgot to mention that Mythology Entertainment in 2019 was splitting up and the rights to Slenderman would be unknown....so kinda unsure who actually owns him now which might be a good thing since there is a possibility we won't get Sony's Slenderman.

    I getcha - didn't know there was a character limit.

    I wrote a 100-odd page dissertation about Slendy as a depression thinkpiece in my early 20s, based on the evolution of the character. Added even more to that over the years. Something about the concept can really suck some of us in, you know?

    Again, I'd really like to see something do this character justice.

  • I mean, good on you for all this - but most of your research and lore is for The Operator, made by Marble Hornets, not Slenderman from the SomethingAwful forums. Slendy even has a face - many, in fact - because he takes the guise of a trusted authority figure. His garb, voice, and face change depending on who views him: the reason we get blank faces is because photographic/electronic media doesn't capture his memetic effects, though the sigma radiation/slender sickness does corrupt them.

    I'm down for Slenderman in DBD, I just want a deeper dive than what 8-Pages, Arrival, and Slender offer.

  • Both tend to have about the same hit or miss ratio as Nick Cage. Solid, even good, stories and vision is there maybe 1/3 of the time, but studios and archetypes box them in

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605634#Comment_2605634

    Some of us have seen players express their disinterest in the game by complaining and bashing it. Some of us have also seen those players say that they have quit the game via a comment or a thread of their own. Only to see them emerge back to trash-talk the game once again.

    It is why at this point these threads alone have become a meme at best. They have no substance, nobody knows who the player is, just another person complaining.

    You are not coming off aggressive, but you weren't coming off genuine at all... not when you start to attack someone's character. Especially when you do not even know them at all. That's not a great start when you want someone to present to you what you are asking for.

    I am certainly not going to to dig through every single thread I have read just to find the proof that you feel you need. I am also not asking you to take my word for it. Though as I said, once you hang around the forums even as just lurking. You recognize names and it is probably the reason why many people are met with "see you in a week". Because they themselves have also seen what I am talking about.

    There is also a very big difference in saying goodbye to your friends, and also trashing the game that you so "hate" in that same thread with (again) zero substance.

    I still characterize what you're doing in pushing that narrative of "see you in a week" as dishonest, but with your added perspective I'm not taking it as deliberate. Maybe even 'lazy and dismissive' rather than a lie. It's also not just you - you're just the latest, and more articulate than the rest.

    I'm currently in communities of people who actually quit and people who're boycotting. I've known people who left and haven't come back yet for past issues too.

    The big recent trend in these is airing laundry lists of grievances which, let's be honest, are usually legitimate, even if some are subjective like not clicking with a new system or where to draw the line when it comes to corporate accountability. I don't see how one can sincerely take that trend as a bad thing - especially in a game most people seem to love to hate/hate to love in equal measure.

  • before this gets removed for name/shame: report them for cheating in an online game on twitch, given that their own clips and current stream includes them showing their hack console and brags about hacking. get their potential revenue removed.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605620#Comment_2605620

    Some of the people who I will not name (for name and shame purposes) have said themselves that they dwell on the forums while not playing the game.

    Call me dishonest all you want, I could honestly care less. You don't even know me.

    Where, then, are you extrapolating that people aren't successful in leaving the game?

    You've given the same ham-fisted reply to a few "I quit" posts, and there's people who mirror your sentiments.

    I'm probably coming off as aggressive here, but I genuinely want to know where what I see as a self-soothing delusion comes from. The forum isn't the game, and people in threads you posted (and others) said they're sticking around the forums due to friendships they made here. Is that so hard to believe, especially in a forum with pretty active off-topic sections by comparison?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605611#Comment_2605611

    Again. Do your homework, I am not going to do it again for you.

    You accuse me of "making" the fact that these are frequent and I show you receipts. Now you don't even acknowledge the fact that you were wrong, because you call someone "dishonest" without having the facts.

    Sorry I am not your secretary, you can do research on your own.

    I'm accusing you of peddling a narrative which has no evidence - that people aren't sticking to their guns when they quit.

    You failed to produce receipts, and I have done my homework: what you claim isn't actually common, at least as far as any evidence on these forums shows.

    I'm calling you dishonest, because you're overtly lying.

  • Yeah, these threads are a thing.

    Now show me where they returned, or admit you're just being dishonest.

  • I'm a killer main, and yeah: camping sucks. It's a desperation play by people who're in over their heads - yes, even your favourite content creator or comp player, dissenters in the audience. Fact is, equal play from everyone above a certain rank/MMR/tier of play basically means the killer's just a shark which is, laughably, trying to tread water. Things can always snowball in the killer's favour, but the survivors run the show - it's their overconfidence and lack of respect for killers that nets more 'fair' kills than even the best killer's own skill.

    Then people internalize all that, and that desperation, that frustration: it becomes their default. It's the one real way many killer players, across many tiers of play, can feel in control of an element of their match. A lot will even delude themselves into thinking it's fun - which I will never believe. Camping is being rewarded, but it's not engaging.

    Realistically, though, even after all that: I don't think there's a good solution without some pretty significant changes to DBD's gameplay loop and roster balance.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605348#Comment_2605348

    "Playing" for them is completing the challenges so that they can get those skins sooner. If the incentive is there, it's not their fault they act according to it. If BHVR implements a challenge "sandbag 12 teammates", it will be BHVR's fault if people start sandbagging to complete the challenge. But I feel I start talking to the wall here.

    Ignoring the point completely, repeating the same thing over without addressing the point and throwing some buzzwords does not make your point accurate either.

    It does seem there's a language barrier here.

    "Playing, for them, is completing the challenges" - that mentality is still not BHVR's or the challenge's fault, no matter how badly you want that to be true. The fault lies squarely on the survivors choosing those selfish actions.

    "If BHVR implements... to complete the challenge." - yes, the scenario you made up to sensationalize your argument would be BHVR's fault, but it's one of those hyperbolic strawmen and has no bearing on what's being said.

    I am ignoring your non-point, yes, because it's a stubborn lie you're telling yourself.

1 … 4 5 6 7 8 … 28