FleshTorpedo
FleshTorpedo
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- Username
- FleshTorpedo
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Comments
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@TragicSolitude said:
I bought the top with Shards.
I don't like the silver dangly bits on the shorts.
I hate the face. She looks like a blow-up doll.
She looks like a knock off Harley Quin Real Doll
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@Flarefire_Xx said:
Hmm well if it’s Behaviour we are talking about it will be released on Dec 31
With more killer nerfs.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1048706#Comment_1048706
I don't see a problem with that. I would prefer that it doesn't happen in the pre-game lobby. No reason to give killers motivation to lobby dodge.
We already have enough motivation to lobby dodge.
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I think its toxic to do full team body block on first hook. EGC I expect it. i just find it somewhat of a bad mechanic, when 3 survivors sit in front of the killer knowing, he has about 2 swings (dependent on distance to hook and what perks he is running) before the survivor wiggles out. Like, Bubba come smack my face with that mallet, and ill totally just walk it off. I think it could be balanced better, but with how the game is designed its fair play.
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1048436#Comment_1048436
That’s not too long. I think any stun at minimum should be 5 seconds because it allows the survivor to... well you know.... survive? This game relies too much on juking and jiving The killer and the map is too small as it is. There needs to be better options for hiding and/or stunning.
Bwahahahahaha, map is "too small". Bwahahahaha
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@MrZapp said:
Take it off for the next ptb so the 12 people who use it can give their feedback on how it feels without it (probably better) and hopefully don't have said feedback disregarded
They would release a survey on it but only ask questions about lore.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1047750#Comment_1047750
It's not toxic to use a perk in the game. How the player acts is what is toxic. I hate when survivors act like its toxic to run a shaman build (ruin, lullaby, DH, NOED). It's just perks.
OoO, is toxic in SWF. It gives them constant information regarding the killers position which they share over voice chat. Give all survivors voice chat and balance the game around it, but giving OoO when it was designed around not having voice chat to an SWF, is toxic. Its really the only skill that breaks the game in its current state. Its why the OoO gets tunneled out as fast as possible. It was only recently fixed to not show stealth killers when cloaked, but still shows icon popping as if it was spine chill when they are cloaked. Then there is Freddy and OoO, which the devs have stated as intended, but how is that remotely balanced when OoO is primarily used in SWF. Oh they tell you to run blindness blocks, a useless addon, unless you are going against an SWF running OoO.
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@Peanits said:
We are not looking to nerf the Wraith.
Not yet, anyway.
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@Peanits said:
Just to chime in, it's possible that they were just trying out Doctor for the first time since the changes and trying to get the timing down for when to shock. It's easy to shock too early or too late at first.
Or it's totally possible that they just don't know what they're doing and shock like crazy. I won't rule that out.
Or they just find it fun to be annoying as possible.
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Sometimes you just dont want to try when playing killer. Played Insidious Bubba for hours yesterday going form Rank 2 to Rank 7 while getting 3k's and 4k's/. It doesn't make a difference for killers because its still Rank 1-4 survivors all the way up to around Rank 12 as killer.
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Yes, as a killer survivors sounds are all over the place. Most of the time you can be right next to them slugged and they are making no noise. No Iron will and not Ace
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@Warlock_2020 said:
Not sure why OoO is considered toxic? I mean, we argue to support the use of perks like NOED, even though we know it is a crutch perk outside of end game builds.
As for me, I don't play survivor much, but when I do, I rarely even consider OoO. I don't want to give my position away if I can help it.
Solo queue its not toxic. SWF OoO is toxic. Its gives killers position on demand.
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@Peanits said:
If the survivors were good, you didn't. Granted, the way the game has played has changed a ton since then. Every time something gets harder, people adjust and gradually get better at the game. In early 2017, looping hardly even existed. Most people would run from pallet to pallet, dropping them as soon as the killer got close.
Early 2018 was a little more rough since people were starting to get better, but things long double pallets, vacuums and first-down DS were still in full effect.
But to answer the original question, a lot of people ran Nurse because of that.
Hows that different then most red ranks today? :)
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How about they fix the mess that is their game before the add anymore licensed killers. Im not going to purchase anything with real money until they fix their game. Them removing ranks from end of game lobby needs to be reversed before Ill invest anymore money into this game.
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Anything.
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The Devs.
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Its all the extra lore they put in.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1046279#Comment_1046279
So you get unhooked, hit with BT, downed on second hit, use your DS, downed with the third hit and hooked again. So where exactly is the counter?
They get extra salty when BT doesnt work with zero terror radius killers and get slugged trying to pull that.
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It was a ######### decision and im over the actual change of the skill, but the obvious bias against killers the devs have and their changes/planned changes to the game are disappointing. This whole change to MMR while throwing on blinders for players is much more concerning than the ruin change.
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Sounds in the game are ######### beyond simple hotfix. Try playing killer and try hearing injured survivors, between the bugs and the ######### chase music being so ######### loud, good luck. Oh and ######### the chase music, ######### im the killer like i need to know im in a chase or not.
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Killers are nothing more than AI to the devs.
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I got about 26th i think or so question before i was like ######### this, they want feedback on lore rather than the changes they have made to the game in the past few weeks.
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Hag and Freddy, but i have been enjoying facecamping with bubba for memes.
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Please do. Make deranking faster and then you can curb stomp babies as you rank up.
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Silly of you to assume the new mmr system is going to work period.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1043255#Comment_1043255
It's a shame the timer applies to everybody and that waking up takes longer every time you do it before waking up with the clock. Guess I should outskill that too.
Or you could just get used to his lullaby and or use perks like spine chill. You are call for a nerf of a killer when the devs have given you core mechanics and perks that counter killers mechanics.
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@AsePlayer said:
Anyone who says "Freddy is fine" hasn't played enough games against Freddy. It is the most dull experience you will ever have.
https://forum.deadbydaylight.com/en/discussion/comment/1043211#Comment_1043211
If I play smart, the auto timer that puts me in the dream world won't do that? Good to know.
Or you keep one survivor awake at all times and he wakes the rest up without having to go to the bubble or miss skill checks.
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@mastertroll25vb said:
Yes, Freddy should absolutely be nerfed, something shoud be done about his power. The fact he can uses whatever he has (fake pallets, snares, teleportation) with no downside makes him the only killer in the game this way. Every other killers have some sort of slowdown or some other downside when using their power. They really went a bit overkill with his rework, now it is the easiest killer to play and yet one of the top3 killers. "Easy killers" to play should be weak killers at top level play, whereas "hard killers" to play should be the best killers at top level play (which is already the case with Nurse). Freddy is really a braindead killer with no learning curve and everyone hates to play against him now.
Gen Speed should also be nerfed for survivors though, it is a bit too fast against most killers right now.
They only work on players in dream world. If you play smart you are not in dream world, and his snares/pallets dont work on you are you have already dropped them before the chase has begun.
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Learning to tunnel out the strongest survivor as fast as possible or tunnel out other survivors to pull their strongest survivor into a situation that does not benefit them is something you learn to do as you play more.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1043069#Comment_1043069
Body blocking only helps you. It literally is complete map pressure.
First games of the day, im doing challenges or just going for straight bbq stacks. I dont care about winning them, but if I have to deal with ######### ill just find a new lobby.
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In fact, second match of the day, same swf body blocked on first hook. Ditched that lobby aswell.
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Im about done playing anything remotely fair with survivors. Getting full team body blocked on first hook the match of the first game of the day by an optimal swf while doing a daily on pig for chasing, enjoy your wait time on a new lobby because ######### that. Bubba's looking extra fine right now, especially when hes in brown sugar mode.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1041117#Comment_1041117
Yeah, that's how to play Killer. Ignore the Survivors and don't chase them.
If you don't chase Survivors, you'll never do anything. Sometimes it is better to break off of a chase if they get too much of a head start. Let them run around and do nothing while you pressure someone else. But if all you do is break off of chases, you'll never drain Survivor resources for later. You'll never down/hook enough to kill anyone. You'll lose the game if you don't attempt to kill.
Stop thinking in black/white and stop assuming you know more than everyone else. It isn't just a single DH use or a single chase. It is multiple DH uses over multiple chases against multiple Survivors. And it is more than just DH as well. Everything adds up into something few Killers stand a chance against.
Yes you have to chase, but you chose who to chase. If there is a survivor that is clearly a better looper than you are chaser as a killer, identifying that early on and focusing other survivors will apply more pressure on the survivors and benefit you more overall. You want to get that survivor that is better than you, use the pressure on the other survivors to draw him out into situations where they will not have an easy time. But sure go ahead and chase that survivor with 4k hours while they loop back to back jungle gyms while the generators are all popping.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042503#Comment_1042503
I've responded to all of those points previously in this thread.
But as for the emblem system, people absolutely abuse their knowledge of how it works. The fact that the emblem system is so transparent is why so many people confuse ranking up as being the objective of the game. And there are thousands of people every day that play badly on purpose to derank, and they do it because they can, because they know how the system works and so they know how to play to derank while still maximising their bloodpoint gains.
I'm not saying there wouldn't be advantages to having at least an approximation of one's MMR rating publicly visible, but players abusing that knowledge to game the system is definitely a real disadvantage.
There will always be deranking in a PvP game as long as there is a rankiing/mmr/elo system. You dont need to know how the system works, to derank. Simply play bad and you will derank, be it solo or with a group of friends. Pretending that there are not squads that will 4 man derank as it stands now or after the change to ranking, is asinine. Those are the derankers you typically want over the 1-3 man derankers that ######### over the 1-3 non-derankers they get paired with.
Deranking/smurfing will continue to be abused, if you want it to be less of problem you show end of game ranks and have player profiles show historic rank from each "season" and classify deranking as grief'ing and issue soft bans. It will not stop smurfing on new accounts but nothing really will except the increased grind to unlock killers/perks, but smurfs play enough that becomes mute over time.
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What ranking system? All i see is a blanket.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1041841#Comment_1041841
You know you're doing well if you outplay your opponents. You don't need a number to tell you that.
And there are plenty of other games with a hidden MMR system where players don't leave because of it. If people are going to leave the game just based on their own speculation about what the devs are up to, quite frankly they need to get a grip. The problem there is the community, not the developers.
its either the player base is now too small to adequately fill the queues for balanced matchmaking or the devs are not willing or can not fix the matchmaking and throwing it behind a curtain. Not being able see the ranking/elo scores of players you just played against means they can fill queues unevenly and players just toss it up to a bad match when a rank 20 killer gets stomped on by a red rank swf.
Hiding mmr/elo before a match finishes prevents lobby dodge based on rank but it serves no purpose to the player base to hide it after the match finishes. By all means change the rank system over to elo but actually show the players their ranks and others they just finished playing with. But if all you want is rank 1's stomping baby survivors or killers then I guess the devs are throwing in the towel.
If BHVR really wants the community to have blinders on, then give us the option to toggle rank visibility so those who are to insecure about their rank dont have to look at, and those of us that are used to competitive games and elo systems can use it to analyze how we played relative to elo's in the lobby.
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@Deepman69 said:
Honestly the new matchmaking just sounds like MMR in league, CS:GO or Rainbow 6. Those games do pretty well with matchmaking so if DBD uses them as a framework then I think they can probably fix it up to be pretty good.
Except skill level and rank are heavily tied together in those games and are shown at some point to the other players you are playing with. R6 also has a restriction on mmr that can group up together, so you dont have your Diamond friends playing with Silvers. What BHVR is doing is putting a brown paper bag on the your ugly cousin and telling you to get to it.
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Oh killers, remember to stay 16m out on your facecamp if you want to keep your chaser emblem points.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1039072#Comment_1039072
"Lobby dodging and toolboxes would not be such a problem if they got Ruin back, the real Ruin. That is a devs problem not a killer vs survivor problem."
That's the exact point of this thread, it's not OUR problem, so, why make it ours? There's a movement against survivors right now in case you didn't know, killers are exorting each other to face camp, tunnel, insta mori and bring NOED, not as a strategy, but as a toxic complain against Ruin nerf, as a strategy that's on you, but as a childish way of complaining, that's another story.
About this: "You won't politely ask survivors not to tbag and clicking? Strange." Would you PLEASE read the post again and go to this part: "I politely ask you, killers, not to lobby dodge, tunnel or face camp (this doesn't apply for toxic players who teabag)".
i don't need to use mori's to farm survivors salt. Ill just play Hag and get 4k basement hook, fastest times are about 2 minutes on Groaing Storage house at red ranks, I ######### love that storage house. About 90% of my Hag games where i get my first hook down in the basement i get 1 or more dc's.
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SWF will always be stronger than solo. If they buff solo to the levels of SWF without implementing penalties to SWF or buffing killers, they only make SWF even stronger. BVHR refusing to implement voice chat for survivors and buffing killers to accommodate for voice chat makes it so much harder to balance a game when you have SWF's with access to voice chat.
But if survivors get voice chat, I sure as ######### want proximity chat as a killer.
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Nah, full on slow down Freddy is fun. Rope+Recovery, Pop or Thano, Dying Light, BBQ, Discordance. By the time 2 gens are left, enjoy those 8 or 9 stacks of Dying Light. If the devs what the first few gens to pop fast, Im keeping my last 2.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/1041100#Comment_1041100
Funny. I play killer and ds isn’t an issue. If I do get struck I recover and get them again. I don’t tunnel much at all so it’s never been an issue. People need to get over this ds thing lol
You are the one asking for killers speed to be lowered while buffing survivors base speed. Sounds like you barely play killer and are a rank 20 survivor.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1041111#Comment_1041111
Lmao ive played him too and you can be slap bang in front of a survivor stalking them and they dont even start to reveal you.
Hes just an awful, awful cheap killer. The go-to killer for campers.
His stalk mechanic is buggy as hell but hes not a cheap killer or the go to killer for campers. His stalk mechanic is just as likely to fail him as it is to actually work in his behalf. Furthermore camping a hook in stalk is probably the easiest way to lose your power, as hooked survivors are the best at revealing him. They have 360 degree view while hooked and can reveal him from behind walls. through walls, through corn. They need to make his mechanic more consistent so both survivors and killers know when it will work or when he get revealed. As for camping killers, Bubba will always be the go-to for camping. His fast one hit down with an area of effect element allows for multiple downs on demand when camping.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1040986#Comment_1040986
It isn't losing a chase, it is extending the chase.
Using DH for distance often means you can run an extra loop around or reach a pallet you otherwise never would be able to. And once you reach that pallet it often means you will be able to reach the next pallet/window to extend a chase that much longer.
You can't bait that out. If caught out in the middle of nowhere, yeah you can bait a DH dodge easy enough. But that isn't the same thing.
Yes, yes you can. And if you extending a chase to were its costing you the match, then you have already lost that chase, as you should have never engaged it. Learn to play smarter and not just blindly chase every survivor you see.
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@Boosted_Dwight said:
I disagree. The killer needs to be faster to be able to end chases and catch up to survivors. This change would prolong chases for quite a bit not to mention how unbalanced most maps are.
Man give me a faster hag and everyone dc's every match. Red ranks already hardly know how to deal with a hag, but a hag thats fast and can trap. Waterlogged shoe is a fun addon when playing collision hag for memes, and no one expects it.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1041067#Comment_1041067
That wont affect you too much if you dont allow them to?
Thats my point. “Oh no that survivor just hooked in front of my face before I even had time to leave! Oh wait the one that unhooked is fresh meat”
No I slug them and wait a minute. I have my phone next to me when i play so i can see when a minute has passed. I have already given a scenario that is very common at red ranks on how DS/BT/Adrenaline are abused. You are either too dense to understand or are trolling.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1040986#Comment_1040986
Nobody said it loses chase.
What I’m saying is its a perk that extends the chase and its only purpose is to extend the chase and if you’re chasing a survivor there likely isn’t too many other options nearby and you’re not even playing in a dirty way.
vs DS where you know the survivor was unhooked less than 60 seconds ago, you’re choosing to tunnel, you’ve likely got the guy who just unhooked nearby and the perk at least serves a purpose as helping a survivor who is being singled out.
Or maybe I just see other perks as more annoying because I don’t camp/tunnel therefore DS/BT have little effect against me.
DS/BT are not anti-tunnel perks at red ranks, they are offensive perks there.
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He is fun and when I play him, I am an absolute ######### to survivors. You are in M3 for almost entirety of the match.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1040934#Comment_1040934
DH rewards skill? Tap E when running towards a pallet?
If you use it to dodge then yeah but most good survivors know to use it for distance. At that point there’s nothing the killer can do. Those few extra inches they get is the difference between getting hit at a pallet and getting the safe pallet drop.
Adrenaline is bad yeah because it has no purpose other than to screw the killer at the last second.
BT and DS while they can be strong and used to an advantage at least they serve the purpose of helping survivors have a bit more time in the game than getting camped/tunneled out instantly. It helps the game health because having the killer circle the hook and known you down immediately is a massive flaw in the game which really hurts peoples enjoyment.
If a single pallet or couple seconds added to a chase by DH causes you to lose a chase, you lost that chase before it started. They outplayed you. You can bait out a DH fairly easy, mind game it, If a survivor is so good they are looping you for the 3+ gens, you should have abandoned that chase almost immediately. You need to learn to spot who to chase and who not to chase rather fast at higher ranks or you lost the match already. Its a once per chase use perk with a 40 second cooldown of walking or standing still to recuperate. Dedicated servers screw over DH about half the time.