Falkner09
Falkner09
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- Falkner09
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Yes, but she's free.
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interesting point about breakable walls. though I have to question your definition of "soon" since we know BHVR's definition is not exactly impressive. hell, that window at ironworks just got fixed after about 4 years. and they could have added a breakable wall there, but havent.
they could also add a breakable wall at the shack in every level since it's always the same asset, but that hasn't happened.
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uh huh. are "boring killers" defined as "killers I lost against because my usual methods dont work on this new one?"
Cause that's how all the other survivors with this complaint define it.
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I saw kate with a key in the lobby last night, while I was prepping for my Wraith daily. So I turned on an Ebony mori. They spawned within feet of a generator of course, while I had to go find them. I hooked her first. her team swarmed the hook. I downed her after the unhook. then I downed the savior Nea. I walk back to mori the key-holding Kate. she DC'd.
in the results screen, I notice she had both unbreakable and Decisive Strike. so what was the counter to this?
Please note that "let the survivor go" is not a legitimate counter. Unless the counter to Overcharge is "don't do gens."
I fact, i propose an overcharge rework. Any time a killer kicks a generator, they get a DS style skill check. If they succeed, the next person to touch that generator before it regresses to zero is instantly downed by a bolt of electricity shooting out. And this works up to 4 times, to match the possibility of 4 DS users per match.
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looping needs to die. basing a game around a gag from Scary Movie and Looney Tunes is a stupid idea.
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I'm always amused when survivors claim NOED "rewards the killer for failure."
Meanwhile, survivors are given free sprint burst as a reward for being hit throughout the entire game. especially amusing when you notice that it nullifies Clown's botttles.
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We haven't been told, which there's no reason for. which is why it's obvious they're just lying.
The rank disparities are a result of an uneven ratio of survivors to killers. that ratio is a result of BHVR's continued failure and refusal to balance the game in a way to make it fair and fun for killers, which causes killers to leave the game or play survivor instead.
since they won't fix this, they've simply come up with a lie so they can claim matchmaking is "fixed" due to an invisible algorithm that works in mysterious ways. it was pretty obvious this was going to happen a few months back, when those leaked patch notes reveled they were going to make ranks invisible in the final score screen, which they then recanted on and came up with this announcement.
I expect that eventually, they may even put up false rank number on the tally screen, so you're told that the strangers you played with were near or at your rank, when in fact they weren't. they'll just have to rig it to make SWFs all see the same false numbers, so as to hide the lie better. any discrepancy will be explained away as a "visual bug." Just like how the game currently has that bug where it claims you went up a completely different killer than you did, with no perks.
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there's no reason for me to be prevented from putting Cheryl's dark hair on her regular body. there's also no reason for me to be prevented from giving Robbie the Rabbit a different weapon.
that last one will prevent me from ever buying a different Legion weapon, btw. In fact, It already has.
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At loops, Spirit does to survivors what survivors do to all the other killers. naturally, they're big mad when it happens to them. and then use another Autohaven/Haddonfield offering against a wraith and conclude that they're skilled.
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According to survivors' standards, anytime I kick a gen and they work on it before it regresses to zero, they are "tunneling" the generator. report them.
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Oh ffs, Pop is the most balanced perk in the game and it's usage must be earned. What needs to be nerfed is the fact that survivors are rewarded with free Sprint burst upon being hit.
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Doc is not OP and needs no nerfs. However, if we do weaken his blast in this way, then the reverse is also true, and no killer's TR will go through floors. You will simply have to listen for their breathing and footsteps to know if they are standing directly above you reading their attack. This goes for Huntress' lullaby too.
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Notice how survivors still regularly spawn within 10 feet of generators? I suggest causing 1 survivor to spawn within that distance of the killer each game then see if they still think it's fair.
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@BaroneMaximus said:
Soulguard is basically no mither/unbreakable + borrowed time, it counts as 2/3 perks at once!! I would really think to limit the unbreakable part to just once per game even if you have an hex in the game.
I think they designed Cheryl to be a Ruin counter. she's rewarded with unlimited unbreakable if it's up, and when interruptecd on a gen, she can block the generator so Ruin won't regress it for at least 30 seconds.
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Jake needs to be higher, he doesn't react when injured.
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@whammigobambam said:
Myers, being the only killer that can kill someone within minutes of the match with no hooks, needs a counter. And besides, if you're having trouble with an achievement making it easier to achieve, completely, defeats the purpose of the achieving it, yeah?
it's not really a counter. it's just exploiting a flaw in the game design that the devs refuse to fix. there's no reason Myers should logically be able to kill someone by grabbing them in the open, but not from grabbing them out of a locker. It's Myers that has no counter to lockers in a chase. and the fact they can deny the achievement by simply turning the game off is certainly not legit, yet the devs wont fix it either.
Keep in mind that the only reason people actually play this way is for that trophy anyway. it's not like it's fun past the first 2 tombstone pieces you use for practice.
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this was asked in the dev stream where they gave reasons for the Ruin nerf. the guy in the turquoise nail polish claimed that Lithe was used more often than DS, DH and so on. this is obviously a lie, but that's what he said. anyone can play about 3 games and see that it's a lie, yet here we are.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1418176#Comment_1418176
Robbie is more of a knockoff of him though. Maybe it is a generational thing, but that is all I see when I see him. That, and a waste of money on a really bad set of skins for Legion.
Robbie debuted in Silent Hill 3, many years before FNAF existed.
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yeah they basically did that because Nurse's calling would then be standard on legion. when he released, it was also changed so that "snap out of it" no longer revealed you with Nurse's calling either.
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While I'm not interested in FNAF, are there really people saying he wouldnt fit? he's literally a killer who got turned into a monster.
seems like he'd a be an inferior Robbie the rabbit though.
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@YaiPa said:
people said the same thing when dedicated servers were about to come out.
And they were right. The game has gotten considerably worse, and lost a good number of killers.
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Make it an exhaustion perk, along with Unbreakable, Dead hard, and Borrowed Time. the main problem is that when they stack together, they aren't second chance perks, they're also 3rd, 4th 5th and 6th chance perks. recall how the devs changed Ruin so it wouldn't work with Pop?
as for Decisive, it need to only activate when grabbed from the GROUND, because survivors should not be rewarded for getting caught deliberately from a locker or generator, and also it should deactivate if someone else is hooked or when you're healed. Cause frankly, if you get saved, run across the level, heal, work a generator while someone else is hooked, and then you get grabbed, you aren't being tunneled.
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It's great as is, and balanced. gives you info for playing well.
meanwhile, spine chill rewards you with info for standing there no matter what you're doing.
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I'm All Ears is practically made for him. I like BBQ, Infectious Fright and Pop. IF is the key; it tells you where survivors are the moent you down someone, so you can use that info to strategically decide whether it's best to hook someone close or send them across the level, depending on the situation, as well as whether BBQ is likely to reveal people.
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I guess so, as long as we also ban survivors who camp and tap generators I've already kicked.
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nein.
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if you paid attention, youd notice that for those 15 games in a row, survivors were using combos of dead hard, borrowed time, decisive and unbreakable. Survivors also regularly start within 10-15 meters and in full view of a generator without having to put any effort into it.
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yeah the siren is appearing in lots of levels against killers that aren't PH. both while spectating and while playing.
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Corrupt intervention, Thanatophobia, Dying light, Pop goes the weasel.
use with add ons: Black incense and severed toe.
at the beginning, head for the farthest generator from your starting point, infecting a few generators along the way. But dont take too long doing this. Corrupt intervention gives you more breathing room to multi-task at the beginning, allowing you more time to corral survivors and infect working generators to get them infected or prevent them from working. Once you find a survivor, infect as many as you can as quickly as you can to activate Thanatophobia and the black incense. dont be afraid to break chase with one infected to infect someone else, you need as many infected as you can get at any time. and the severed toe will likely get someone to max infection fairly quickly, or prevent them from doing gens. either way is good for you. the black incense will help you find survivors quickly to down and boost Dying Light while often charging Pop. it also gives you an idea of which gen to use Pop on most efficiently.
The incense also let you free up a perk slot from detection perks to more slowdown perks, and it's better for detection than most detection perks anyway. A lot of people like the Vile emetic, but IMO, that's a noob trap, as you can only vomit-chase one person at a time, whereas the severed toe allows you to just give a quick spit one one person then switch to another, so that the first person will max out their infection soon enough by playing, doing your work for you.
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the perk is great as is, too many survivors just miss the point. when a token is used up, you can assess the situation and determine what killer perks/add ons the killer is using to read auras, then adjust playstyle accordingly to counter those, which is generally quite easy to do. Doing so also allows you to save tokens for times when it will be more difficult to counter the aura reading through gameplay adjustments. 3 tokens is more than enough for this.
Problem is, too many survivors dont want tools to help them counter the killer's gameplay; they want tools that make them fully immune to it. this is why survivors are usually seen running BT, DS, DH, Unbreakable. they just want infinite lives with extra steps, instead of true counters.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1380400#Comment_1380400
killers playing The Game offering
stealth killers playing stranger things map
youre missing my point. those maps are good for some particular killers, not all. meanwhile, survivors know that no matter who the killer is, Haddonfield will likely be bad for them. Every killer but Trapper gets wrecked there. so it's a broken map.
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Demogorgon. he's a pay-to-lose character. ffs, he requires more setup than any other character, receives very little reward for it, and his setup is easily destroyed in seconds despite its massive time investment and cooldown.
It's really incredible, given how much the Stranger Things DLC was meant to bring in new players, that they would decide to make those character such a disappointment for people's first impression.
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you gonna make a topic about survivors who use keys during the event then?
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@MiniPisa said:
Bruh how many times do you gotta be sent to a map to hate the offerings this much
Ever had Haddonfield offerings multiple times in a row? because I do often. it's interesting to think about actually. Notice that the survivors can't know what killer they'll go up against, yet they know that this certain map is likely to give an advantage to them anyway. meanwhile, each particular killer will likely only get an advantage on one or two maps. So that really does show that Haddonfield and Ormond are broken, when even the survivors admit that nearly ALL the killers are screwed by it.
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@Valor188917 said:
The post just shows how unhealthy these perks are for the game, they are undeniable meta and kill any variety. Nothing beats having an extra-hookstate basically.
Honestly, the current survivor meta is just infinite lives with extra steps. Dead hard, borrowed time, decisive and unbreakable.
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I love how they claim they fixed the bug that causes no noise from downed survivors. They didn't.
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I love how they try to call him a tunneler when his power specifically teleports survivors away from him, and also he doesnt get a notification when they're saved from a cage.
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The only reason people think PH is op is because he counters looping. seriously. you dont get caged or final judgement unless you get tormented, and you dont get tormented unless you backtrack over the trails he can only leave BEHIND him; i.e., you only get these if you abuse the flawed level designs by looping. escape via other methods, and he has nothing but modified, usually inferior hatchets.
I mean, he doesnt even have speed or map pressure like the top tier killers do, which is what makes them top tier. This happens every time a new killer comes out. certain standard counters dont work as well against them, so survivors rage, then come to accept that it's ok to use a different counter that's just as good, and the bitching mostly subsides. give it a month, and you'll see what I mean.
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they're a common sight in the SH games. It's implied they're torture victims, which may or may not be in the process of becoming monsters. Silent Hill is sort of a hell dimension. Especially the version of it in the game Pyramid Head is from.
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I'm a bit disappointed that I can't switch out a new weapon when I play as Robbie the Rabbit. I mean, I dont see a reason for that, since Robbie never had a weapon anyway, and the one he has in DbD is made up. Just prevents me from spending money on other weapons for Legion, since to use them, I'd have to trash my new favorite costume in the game. So that ends that revenue stream.
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corrupt seems good, and I'm all ears should be great since he can hit through walls, so it will give him a target. PGTW could still be useful if hooking is convenient, But If I end up deciding not to hook people, maybe Sloppy Butcher?
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I expect they'll announce it at the same time that they have a timeline for cross-saves, which they've said they're working on. Would probably be a good time to announce along with a timeline for the graphics update as well, since this game still has roughly PS3 quality graphics in 2020.
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It's David x Dwight and Jake x Trapper.
Also kate is bi, and Nea is trans. Change my mind.
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1338908#Comment_1338908
The chance of finding a key in a chest is low af though. Like, unless you're running Plunderer's Instinct, but then again you occupied a perk slot solely to increase the chance of finding a key, and it's not even guaranteed. I feel a little RNG is fine tbh, if they got lucky enough to find a key then go for it. It's not the only RNG element in the game anyway.
it's not very low at all, I've done it MANY times. especially since there's 2 keys that can appear to be used for a free escape. and let's note that the probablity of finding a Mori during a game is 0%.
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I'd say they're both on a level playing field if we just remove the possibility of finding keys from a chest. An instant victory due to RNG is not reasonable, unless killers are also given a random chance to find moris around the arena.
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@matchmakingworksfine said:
On console atleast 90% of the time if you try and hit the rescuer autoaim practically pushes you to the hooked survivor.
that an't be true, the devs assured us that there is no auto aim. In fact, I have here a video of auto aim not being real: https://youtu.be/pVONUhmAdwY
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It would be pretty different, but what about a velociraptor/relative? I'm thinking of that scene from The Lost World, where all those men run into the tall grass, and start getting pulled down one by one.
Even if it's not a dinosaur, A stealthy killer who could do something like that anywhere would be awesome. Like Ghostface pulling you off a gen, but it could be anytime. Suddenly, Claudette doesn't like the corn anymore.
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@Rydog said:
If EGC was active, I don't think this is actionable.
agreed. Flaw in the Game design caused that to be this Legion's only recourse. If he was to hit that survivor once, the survivor would be rewarded with a speed boost and the ability to phase through the killer's body, despite having gotten himself stuck in a spot he couldn't escape. plus if the last gen was about to pop when he caught the survivor, he might be worried about adrenaline making it an easier escape.
sometimes, the game's flaws incentivize ######### plays. Not the killer's fault.
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PRINCESS HEART OR WE RIOT
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Lol use distortion or lockers to hide your aura, or Cheryls incoming perk to block him from teleporting or using Pop.