Exxodus21
Exxodus21
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2860859#Comment_2860859
So a hacker can easily prevent survivors from leaving too. No difference. And if you wanna talk about hackers, discussing a backdoor is stupid, cause it should be discussing how to prevent hacking in the first place.
Hacking can't be prevented so something needs to be done to prevent legit players from being held hostage then penalized for taking the oy option available to end a match.
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@Bluebird said:
While just browsing my YouTube Sub Videos, I noticed that Markiplier has been replaying all of the FNaF games for some reason. At first I thought nothing of it, but then I remembered the teases on the DBD Mobile Twitter (I know, I know, they could not be FNaF related). That got me thinking a bit, and one thing led to another, and I came up with a pretty stupid theory.
What if FNaF IS coming to DBD, and the Survivor is none other than the King of Five Nights at Freddy's himself, Markiplier? What better way to promote the new Chapter than playing the entirety of the FNaF Series again before a teaser trailer drops to generate hype from your fanbase?
I know there's obvious flaws in this, like does Markiplier even care about DBD at all? The last time he played it was back in 2017, and why stream FNaF 3 months before the estimated Chapter release? There's also the obvious idea that he's playing them due to FNaF Security Breach.
All I'm saying is, if he, for some reason, starts recording Dead by Daylight again, I may be on to something.
Thanks for reading the ramblings of a person on the internet.
While I doubt he'd be a survivor I could definitely see them using him to hype FNAF up again. It seems a little early for it to be for the anniversary though.
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I agree with this. Too many charms and most aren't interesting enough to use. Give us more shards, BP, or cosmetics.
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@El_Gingero said:
https://forum.deadbydaylight.com/en/discussion/comment/2857785#Comment_2857785
Oh I thought he was a journalist not an editor. Hmmm I think it’s a hint to a Ghostface chapter then.
Could it be teasing the Ghost Face rework?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2857658#Comment_2857658
Barely impacted me because I used Stridor in like 3 Spirit games since I started playing her.
Ok 🏅
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The Iron Will buff really hurt her. Add to it the directional phase sound and survivors have some major advantages over her.
They really need to undo the Iron Will buff because now it has exactly 0 counters.
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2856737#Comment_2856737
It's only a killers built in ability for 4 of the current 27 killers! Lets not forget that current survivor perks like calm spirit (counters doctor, clown, spies from the shadows, infectious fright), Urban Evasion (counters Hag traps), and Blast Mine (completely counters Wraith while cloaked) and more exist. Having a perk that counters a killer power is fine, especially when it only counters a specific minority of them, because chances are you're gonna encounter much more of the killers it doesn't counter than the ones it does, and currently Spine Chill counters ALL OF THEM! With my suggested change, it still counters all killers, but only when they are close enough to actually have a chance at giving chase to a fleeing survivor, so what if it counters the stealth killers more? They're allowed to get MUCH closer to their targets before it activates, which gives them better chance at even starting a chase. Current Spine Chill doesn't do that at all, and outright defeats all killers, stealth or not, so I'm having trouble understanding why you are against this idea.
https://forum.deadbydaylight.com/en/discussion/comment/2856745#Comment_2856745
Actually... yeah, that makes sense. Spine Chill is meant to defeat the Undetectable status, so there's no reason it should also defeat the oblivious status as well. I like this idea!
https://forum.deadbydaylight.com/en/discussion/comment/2856747#Comment_2856747
Did you Even READ the Post?
Yeah I read it and told you my opinion. A good killer knows to look away from the area they're going to or risk Spine Chill which isn't a META perk and really isn't that popular among the non-META builds.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2856718#Comment_2856718
And undetectable is a killer's built in ability, why should that be countered?
Spine Chill is easily countered by looking slightly away from where you're going. The perk is fine and easily played around.
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I'd rather not but I don't really care much either way.
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2851220#Comment_2851220
Bad Manners.
Like hitting a hooked survivor, intentionally killing survivors by slugging as in they didn´t hook even once and camping the first survivor you hook. (if there are still 4/5 gens left)
as survivor it would be teabagging at exit gates, after stuns, flashlight macros and using the fashionable Pied Piper, Strode Key and Puzzle piece.
Any one of these are just annoying the other side and is most likely extending the queue times.
Camping and map offerings are not BM'ing.
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It would be fine if boons worked like hexes. They're assigned to a random dull totem that has a high chance of spawning next to the killer and once it's snuffed it's gone forever.
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Rank reset doesn't change who you match with.
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@Vyne456 said:
Nurses seems very fun when you get to know her power very well. But the rumors for the nurse is that she needs a rework for the game like:
Perk Reworks, No Terror Radius theme, Power Reworks, and Add-on reworks.
If you can state this I need options for her because i'm too lazy to write it down right now. But you can tell me of you can say about this rework and state some ideas.
I agree but only for the fact that BHVR says they have to scrap a lot of good ideas because they'd be far too powerful on Nurse.
I've been thinking she should only be able to blink through vaults and survivors but not walls, floors, or other objects. They could get rid of or reduce her massive fatigue and give her a movement speed buff.
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@sam45441 said:
God people need to start reading teasers before coming to conclusions. the teaser that people think is a fnaf teaser is not a fnaf teaser because it says “someone to feed Maurice must avoid looking in his third eye “ and on the picture there is a horse and there are no animatronics that are horse themed ( Stanley is just a normal rocking horse) and has only three eyes. As well as this you have to keep in mind that the only consistent colors that exist in the entity’s realm aside from gameplay are orange and red so the color is a coincidence. I’m sorry I want this chapter as much as you but I don’t think it’s going to be the next it’s most likely a original chapter because usually after a licensed chapter it’s a original. again Sorry
The next chapter will be the anniversary and the last 2 or 3 anniversaries have all been licensed.
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Yes. I "chased" a Yui and a Jake yesterday at loops. I could hear them but for the life of me couldn't find them. It sounded like they were right next to me. I felt pretty dumb when I realized they were in lockers and I was chasing nothing lol
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The TV's should only be able to be turned off by survivors. I've been playing nothing but survivor for the last 3 days and I've only felt the need to turn off TV's a handful of times. Either she does it herself or there isn't a real need to do it.
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@WeenieDog said:
Just a protip:
If you're worried about the last guy kobying off, let the hooked person die first (or die while you are picking the last guy up) and then because there's only one person left, it'll by pass the first hook stage and kill them instantly.
Even then, though unlucky with the hatch spawn, you did tunnel her.
It's not tunneling if it's the last survivor. Tunneling means you have tunnel vision and ignore all other survivors to chase one.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2839989#Comment_2839989
Can I just ask what the hell makes you think that I only want the stuff I want nerfed? If you’re talking about the game as a whole, I have to tell you how incredibly wrong you are because this thread was about the two add ons I mentioned and nothing else. I haven’t mentioned a damn thing about anything else in the game.
I agree there are things on the survivor side and killer side that need changing and you don’t have a right to assume that wanting a change for two add ons on a killer I’ve played more than BHVR has said the word “soon” makes me entitled. Especially since the reason I want the add ons changed is valid in wanting to help people improve with a killer they enjoy.
So why not make guides for players showing how to play without them instead of petioning BHVR to remove them from everyone, including the people that enjoy using them?
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It's not just the number of pallets that's the problem, it's the overall map design. The maps aren't designed for skill based looping, mostly. They're designed to give a survivor a chance to get a pallet stun and have more than enough time to reach the next pallet.
I agree that something needs to change though. Pallets seem like they should be a last resort or a lucky save but instead they're the primary defense.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2839482#Comment_2839482
It is whataboutism because you’re bringing something up that has nothing to do with Spirit and your bias killer main guts can’t help but try to justify why survivors have everything good.
Did you not read my reply? What I’m doing is giving advice to new Spirit players on what no to do if they want to improve. I’ve played Spirit a ton, I have a lot of knowledge on her, so I’m just using my experience and applying it to helping new Spirit players that want to grow and improve with her. If people want to use it, I can’t stop that. Giving advice != shaming people for doing something.
What kind of data exactly? Meaningless kill rates? You don’t need data to know that the add on combo is a bandaid fix and teaches new players bad habits. She’s already S tier, she doesn’t need brain dead add ons to make it easier for her.
I'm not a killer main so you're wrong there. And I don't care if my point is whataboutism or not. That doesn't change it. Simply saying something will teach bad habits isn't much of an argument. It's even less of an argument when you refuse to apply that same logic elsewhere. It shows you're only concerned about getting the changes you want so you've adopted that stance in hopes it'll convince the devs to make the arbitrary nerfs you desire. If you were truly concerned about players developing what you consider bad habits you'd address it for all aspects of the game.
Giving advice is fine but by your own words you're trying to dictate what is and isn't a correct way to play Spirit by claiming add-on combinations you dislike are incorrect ways of playing. You are, in a way, shaming people for using those combos too by constantly calling them brain dead and such.
Your claim is new players develop bad habits that prevent them being able to play Spirit "correctly" later. You must have something to back that up, right? Some sort of concrete evidence showing players that start out using MDR/DCB never reach the same skill level as players that didn't start off using it. My guess is you have no idea if that's the case or not but you're stating it as fact anyway, again, in hopes the devs will give you the nerfs you want.
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Same. I've played against 1 Sadako, 3 Nurses, and 1 Trapper. SBMM made no sense in any of those matches either.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2839390#Comment_2839390
Are you actually going to go there? This discussion is about Spirit specifically but you had to turn it into whataboutism.
Also yes I am trying to “define correct and incorrect ways of playing.” Is the way I’m doing it a problem? What I was doing was giving advice to players that want to learn her as the combo teaches players bad habits that will hurt them in the long run, I’m not trying to shame anyone that does want to use it. I know how much new players can rely on the combination making them unable to improve with her and am trying to address that.
Calling something "whataboutism" doesn't change whether or not the point has merit.
Who are you, or who is any player for that matter, to decide what is correct play and what's incorrect play?
What data have you collected to show this particular add-on combo prevents players from being able to play Spirit in your approved way?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2839293#Comment_2839293
How is it subjective when it’s true that the combo makes new players rely on it? I play Spirit a ton and I know.
It's a poor argument because it could be said for a lot of perks and add-ons, especially on the survivor's side.
It also means you're trying to define correct and incorrect ways of playing when it should always be up to the individual player
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How does an optional cosmetic ruin a character?
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They're both fine. Spirit isn't as popular anymore and her killrate isn't great either. These add-ons are fine in the hands of the vast majority of players out there which is what the game is balanced around. Just because a spirit main can get great value out of these add-ons that doesn't mean everyone can.
I hope the devs focus on more pressing issues with the game rather than giving us more pointless nerfs.
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@Jaxton2000 said:
If I'm playing Mikaela and I see you cleanse a totem instead of repairing and you weren't blessing it.
your done
your done, go home
in general for people DON'T CLEANSE THE FREAKING TOTEMS PLZ THNX!!!!!!1! Especially with Mikaela you should know better!
The cool thing is, you don't get to tell other players how to play the game so YOU can play the way you want.
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@Huge_Bush said:
Just switch to survivor and stop playing killer. Eventually, when the killer player population is low enough, the devs will have to consider killer player fun when balancing the game.
Are 8-12 minute survivor queues not proof enough of low killer population? It's even happening during the day now.
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@selflessnea said:
How do you know they were high mmr. Just saying you could have just been bad at piggy going against mediocre survivors.
It doesn't take much experience to recognize above average survivors.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2772387#Comment_2772387
I mean if the shoe fits. Sorry but not all of us who play killer have a bad time with DH.
I love these comments. They scream "I'm a survivor main pretending to be a killer main so I can claim the game is too easy for killers because I'm terrified BHVR will nerf my broken crutch perks."
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@BlackFence said:
https://forum.deadbydaylight.com/en/discussion/comment/2772375#Comment_2772375
No survivors cannot be slugged infinitely. If you are really that worked up about boil over there are plenty of perks/offerings that counter it. The chances of you running into more that one person running Boil Over ever game is quite slim (personally I haven't seen that many people using it but I do come across 1 survivor every other game that might be running it) if someone is purposefully trying to waste your time running to an area where you can't just walk down the stairs then slug them and ignore them until you have killed everyone else. Generally if I know a survivor is just trying to waste my time because they are confident I wont be able to hook them I save that survivor until last.
They can be slugged until they bleed out which takes several minutes. If they're able to be picked up by their team or any number of perks they will never be on the ground long enough to bleed out.
Now if survivors could only be injured or downed a certain number of times after which they would be permanently injured for the remainder of the game then it wouldn't be as bad and would be a more viable tactic.
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@BlackFence said:
I remember when if you were more than 5 meters from a hook you weren't going to get to that hook unless you wanted to be DSed because you would have to drop the survivor every second to avoid the DS. Lots of people are using Boil Over at the moment because it has been buffed and it is exciting to get use out of a perk that was hardly ever used. I don't really see a problem with Boil Over if you just plan your route to a hook, avoid dropping down while carrying a survivor and if you are trying to use it on purpose just slug them if they are being irritating about it. I honestly don't think Boil Over will become meta and is just a short phase while it seems "shiny and new"
You can't avoid it when they purposefully run to an area that makes it impossible to hook them if you don't drop, and impossible if you do.
Slugging sucks for a number of reasons. It's boring for both sides, it doesn't progress the game, survivors can be slugged an infinite number of times, it's quick and easy to pick up a slugged survivor, etc.
Boil over needs to have the drop progression bonus removed.
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@SleepyWillo said:
Are they toxic by themselves? No. Are they tools used to be toxic? Yes.
If you have all 4 survivors in the dying state and just teabag ontop of them for 4minutes instead of just hooking them - is that just being strategic?
If you see a player wearing a pride flag and so you single them out every game and camp and tunnel them every game you are matched with them - is that toxic?
Yes, camping, tunneling and slugging can be strategic. This doesnt mean they cant be used for other purposes.
Can survivors crouch to evade the killer? Yes. Does that mean that survivors cant spam ctrl at the gate to try and be toxic?
Careful. The Bubba masks are being removed because people used them to target POC. If people make the same complaints about the Pride Charm we might lose it too. You know, instead of just removing the toxic players that are causing the problems.
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Automated Dead Hard?! That's a hard no. It's already a brain dead perk that any low skill player can get massive value from.
Your suggestion turns DH into a free health state that can never be countered. Why wouldn't you greed for a window or a pallet if the killer has to swing at you and it will be a guaranteed miss? It's now DH what will always give you distance (due to the missed attack cooldown) and a dodge. Everyone would run DH. There wouldn't be any reason to ever use another exhaustion perk.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2764774#Comment_2764774
Where are you getting the '35-40% at most' from?
Killers have an average of 50% - 55% kill rate between all MMR levels. The devs just said that SWF at high MMR have a 15% higher escape. If the average of 50% - 55% kill rate carries to the top MMR, which is unlikely, then vs SWF teams the killer's average would drop from 50% - 55% down to 35% - 40%.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2765583#Comment_2765583
It also gives the killer a lot of opportunities because sometimes survivors misread the timer and end up staying behind to be altruistic and ultimately die. The 100% pressure begins when the collapse starts, survivors can avoid initiating it but then the killer can start it. Your point still fails. If it did immediately start at the conclusion of the 5th generator, it would need to be longer and the killer would lose the ability to view both exit gate control panel auras in perpetuity. However, again, the collapse has a very specific and narrow purpose and it accomplishes that goal. You keep inventing and coming up with different scenarios that have nothing to do with the collapse which begins at the exact time it's supposed to begin, when either side initiates it.
Inventing scenarios? What are you talking about? No one said EGC couldn't be adjusted if changed.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2764857#Comment_2764857
Your premise is wrong because 99ing the exit gate is part of the game, that's not a circumvention mechanic, just like 99ing a Survivor with Stalk or a generator is part of the game. Circumventing means bypassing, not merely avoiding its initiation. The EGC begins when it is supposed to start, not a second sooner. There is no way around the EGC. Nothing you say changes that fact.
Slowing the timer has several purposes; you should look at what the devs have stated about it rather than inventing your understanding and then attempting to imply your view is controlling. Again EGC has one purpose, and it accomplishes the stated goals. It will never be a killer tool, as much as you want it to be.
The devs have said the timer slows down specifically to give survivors more time to make interesting plays and escape.
And yes, 99% the gates so you can avoid 100% of the pressure from EGC is circumventing it. The only way for it to be fair is for it to start immediately and apply pressure to both sides equally.
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@CyberDragoon656 said:
Lower the length by 2-5 ft or remove the option to vault and drop pallets for one and instead of Iframes make the person lose collision with the killer but able to be hit
That might work. If you were prevented from vaulting or dropping a pallet for 5 seconds after using DH (similar to Doctor's shock) it would fix a lot of the problems with it.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2764804#Comment_2764804
How would Microsoft gain money if people switch from XBox to Steam and never look back?
I didn't say Steam. I said Xbox for PC.
To clarify: Xbox for PC is an app made by Xbox/Microsoft. When you make an Xbox Live account the same account works for both. If a game is made for both PC and Xbox they put the PC version in the Xbox for PC app. For most games if it's offered on both Xbox for console and Xbox for PC you can play and save your progress between the 2. Xbox calls these "play anywhere" games and they are one of the biggest selling points for Xbox, Xbox Live, and Xbox Game Pass. Microsoft has said numerous times they want ALL games to be play anywhere games.
When it comes to DbD it obviously has both an Xbox and PC version. You can play the PC version using an Xbox Live account through the Xbox app. It's even available for free through Game Pass. However, unlike most games BHVR does not allow you to save progress between the 2. There is absolutely no reason to block cross-progression in regards to a single Xbox Live account.
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@Nicholas said:
The EGC begins when The Killer or any Survivor opens the gate, not a second sooner. The EGC has a particular purpose; it perfectly achieves that goal, thus requiring no change. Some killer players want everything to benefit or become a tool for The Killer; EGC will never be that.
@Emeal tensions are high and the Survivors are pushed up as soon as the EGC begins, not any sooner.
EGC is far from perfect. It can be completely circumvented by survivors choosing to 99% the exit gates. The only counter is for a killer to do the survivor's job for them and allow them free escapes. Not to mention the killer has to go out of their way to open the gates.
It's also hypocritical to pretend EGC is neutral and say it isn't meant to help the killer get kills when it has built-in mechanics like slowing the timer down when a survivor is downed or hooked to give survivors more time to help others escape.
If BHVR wanted EGC to be truly neutral it would start as soon as the last gen popped and the timer would be constant regardless of survivor health states.
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There is absolutely no reason, none whatsoever that cross-progression can't be implemented between Xbox for console and Xbox for PC. Microsoft and BHVR would only gain money from that arrangement. The lack of cross-progression must be a BHVR issue.
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There must be differences. They just said that SWF at high MMR has a 15% higher escape rate than solo. If you apply that to the existing kill rates, it leads me to believe killers have at most a 35% - 40% kill rate vs high MMR SWF's.
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@Sludge said:
They need to bridge the gap as soon as possible. For most killers the only relief they get is from SoloQ, so once they are equally as broken as SWF the game will either die or major killers buffs will have to follow.
Either way, it's exciting.
Killers will never get major buffs. They just admitted that SWF's have a 15% higher chance of escaping (putting kill rates for killers vs swfs between 35% - 40% at most) and they're still nerfing killers. They still nerf them regardless of that fact as well as their intention to give massive buffs to solo q in the near future.
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@Mandy said:
EGC is there purely to end the game, it's not meant to give killers kills. It's there to prevent instances of survivors hiding at the end of the match and preventing the match from ending - which is why killers can open the doors, to start the timer and force players to leave instead of an indefinite amount of time being added to the match for no reason.
That's why we say it's doing it's job well, because it's ending the game.
There's no problem with 99'ing doors - previously survivors would just open them up fully and make the same endgame plays, they can't do that now due to time, so 99'ing is the smartest option when you don't know where your team is, or if you're planning to make saves. It doesn't change the way the game was played at the end of the match - nor was it meant to.
You say EGC isn't meant to give killers kills, so why does the timer slow down to help survivors get escapes?
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I know! Let's have people post their post-game chat messages and see if killers or survivors are more likely to be salty whether they win or lose. Let's also post examples of bm'ing and being overall toxic during the game. Then we can see if your theory about killers being saltier holds up.
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This is the most "remove killers from the game" post I've ever read.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2756875#Comment_2756875
I don’t understand how DCB helps people with hearing disabilities when you have to listen for killer instinct. Father’s Glasses was way better for them and is much more fair than DCB.
Killer Instinct has a visual que as well. And while I personally prefer Father's Glasses, it only works after they're injured.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2756324#Comment_2756324
Ok but you can say the same thing about Nurse. Nurse doesn’t have that many masters but the ones that are masters completely break the whole game. That’s not good balance. Spirit’s MDR + DCB is arguably on that level.
If the game was competitive or balanced around high level players then I would 100% agree. However, this is DbD. The balance in this game is centered almost entirely around average and below average players. This causes both sides to have things that are out of balance at the top. But that's the nature of a casual asymmetrical game.
As a side note, dried cherry blossom gives people with hearing disabilities a chance to play her well. I think that should be considered when proposing changes to it.
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The passive phasing icon,the 50% grunts of pain, return of Father's Glasses, and Senko Hanabi changes all make sense.
The changes to M/D Ring and Dried Cherry Blossom are unnecessary and sound extremely unfun. Not everyone mains Spirit so these add-ons for the majority of players aren't OP.
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Not really.
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I can't see how making it optional would hurt anything.