Free_Hugs
Free_Hugs
About
- Username
- Free_Hugs
- Joined
- Visits
- 901
- Last Active
Comments
-
Ide just like it to activate if an exit door opens and a survivor is all ready hooked
-
I support. It even has a counter then in Mad Grit.
-
Be happy. Red ranks blow. Rip queue times.
-
@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/406500#Comment_406500
What if i don't ?
See above.
-
@Kurisataru said:
I disagree, because you don't know who has mom and intentionally tunnel them unless you've played them before and recognize them, and we are only assuming for now only Ashes have MoM. So it will be an anti tunnel perk as soon as you can't detect who's using it.
I don't tunnel Ashes, I just try to hook them where if someone unhooks them and heals them, its going to be in a spot convenient for me to apply gen pressure if that makes sense. I'm still newish to killer but rank 10 survivor so i don't know yet how to explain what I'm doing as a killer. But MoM really does have counter play as a killer. We can't forget this is a game and we can't always win but I promise for killers strategy and decent perks that most high rank killers use anyway are enough for it.
"I'm brand new at killer in yellow ranks, but I'm going to tell you redrank killers how it is"
Kay.
-
You see, the counterplay to MoM is to not play at all.
-
In essence, the devs have done everything in their power to [badword] over their player retention.
I don't think even a double bp weekend would pull people back anymore. I don't even clear out my daily quests anymore at current, what is the point of double bp if you don't play the game?
-
@BigBlackMori said:
https://forum.deadbydaylight.com/en/discussion/comment/404945#Comment_404945
Wrong, wrong and wrong.
- Puke til broken.Hit. Do not allow an unhook. Done>
- 99% EW3. Down and hook. Do not allow an unhook. Done (I've always done this anyway)
- I said nothing about ambush (which isn't her real power) i mean RBT's which are eually good at making you unable to escape whether you can be downed or not. Unless you're bad and play 'fair.
"Do not allow an unhook"
Are you just saying your counter is to facecamp them until they are dead?
-
@thomasnut said:
Has nothing to do with lag and it's garbage. It's one thing to get hit at the window when you are vaulting. However to get get hit once you are safely on the other side and actually running away is garbage. Have the dev's ever heard of window frames?
If you actually watch the hit animations the killers swing from over their heads and bring the weapons down. Even a side to side motion would get caught on the side of the widow fame. So the chainsaws, hammers, butcher knife that michael holds over his head, etc all suddenly shrink to accommodate this game mechanic?
If you get hit on the other side as you start to vault, hit as your vaulting, okay. If you get hit when you are completely on the other side and actually running away, it's pretty much garbage.
Enough said
You can hit someone running on the opposite side of a window their just running beside, without vaulting at all.
People with arms holding basing implements can reach through stuff. Who knew.
-
@OMagic_ManO said:
I definitely love the idea, the power doesn't make too much sense to me, The Boogeyman is a name given to Myers but that's okay I guess.
The idea is that a survivor will be put into a position where they will want to hide. Their vision is reduced to level 1 Myers terror radius range and every survivor hears the killer approaching them at once, essentially, letting the Boogie Man start a chase while the other survivors hide or even getting a hit off to start a chase if a survivor wants to be stubborn and keep on a gen he's stalking.
-
@Peanits said:
That's a very interesting idea. It sounds like they would be able to get around that map pretty easily. The terror radius bit might have to fade in and out so it's a little less obvious. Having an instant terror radius would be a dead giveaway that the killer is using their power.
See clarifications. There was something mentioned about the terror radius "snapping on" during power use and a fade being used if able to make that a bit less obvious.
Glad you like the idea!
-
@PolarBear said:
Why is everyone trying to get attention with these ######### "Ugh, I'm quitting the game" threads? Just leave the game nobody gives a damn if you play it or not.
The people who own the game do. That's money and content for their game walking away.
-
@Blueberry said:
I made a whole chapter similar to this months back.
https://forum.deadbydaylight.com/en/discussion/30245/chapter-the-dark-slumber#latest
Very neat. Different powers, I thought about it being a pure mobility tool and having his M2 be something unto itself, but it shows the thematic has an intuitive quality.
-
¯\_(ツ)_/¯
It helps to be friends of the Devs.
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/404051#Comment_404051
It's not feedback. It's a bunch of rhetorical questions, personal dislikes and anecdotes about nodding off, a statement or two about when they will be back, and a picture.
Like it or not "I'm fed up enough with this game to stop playing it" is indeed feedback.
People can say "oh, they're just gonna play again in a week" but the steamcharts don't lie.
-
@nunadventures said:
https://forum.deadbydaylight.com/en/discussion/comment/403366#Comment_403366
eh the only people I can see running that build is either try hard people or toxic people who want to ruin someone’s game. And to me at least you don’t get those people often, especially if they run solo
On what Earth do you play? The green pastures of rank 20? You just described 95% of the playerbase
-
@Spirez said:
Why not just do it, instead of making a post for it.
It's almost like this is some kind of forum for feedback...
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/403955#Comment_403955
Perhaps that isn't on their priority list? Most of the times they can only spend their left over time on stuff that's important. Coldwind Farm maps are probably not on the top of their list so they do other stuff that is.
Their maps are precgurally generated from small tile sets. They could literally fix this [badword] in an afternoon, they're changing two textures.
-
If I run into a survivor who doesn't run away and points or waves instead I will always tend to spare them unless they start working on a gen or something.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/403805#Comment_403805
However @not_Queen did take @DwightLivesMatter's thread to the developer team so they are trying.
Hate to say it, but "proof or it didn't happen"
Odds are that was just damage control.
-
How much time do we give them?
It took them two years to do anything to DS.
That is a single perk.
Legion and Freddy are whole killers. Should we just sit and smile until 2029 adn we're not allowed to criticize anything until then?
-
@Saint_Ukraine said:
I agree. It seems like a lot of players will take one look at a perk and decide it is OP if it even has the potential to make their job just a little bit harder. It's disappointing to know there are so many close-minded people. I feel that you need to have more accepting individuals when it comes to a game like Dead by Daylight.
Define "a little bit harder" how many seconds of the killers time should "a little bit harder" equate to?
-
@TheRealDweard said:
There are community managers replying to most of the threads taking feedback and giving it to the higher in command. What more do you want? There is not more a community manager can do but report back to the people above them.
You may want to read the OP.
More than one person is leaving the game in frustration because it doesn't look like the devs are even working on QoL changes anymore. When was the last time you heard about the hatch getting addressed?
"Late game is getting fixed real soon!" Yeah, that was a gem a few months ago.
Rather than leave empty bull[badword] comments like that that both communicate nothing and upset players when they don't happen, it is much more effective to get the ok and show what the devs have been trying to do, why it has failed and they're still working on it, because then we at least know they *are* working on it at all.
The CM job isn't just to pass information to a higher up. It's to manage the [badword]ing community.
-
The enter key is important.
-
@not_Queen said:
As I answered in a similar post, we are bringing most feedback back to the team and we are even planning communication on some of the issues you mentioned, we just can't go ahead on the communication and we need to stay on the schedule for now.
When it comes to feedback, we do take most of it back to our Design team. Feedback isn't ignored, it is explored. For different reasons, the ideas might make it or not to the game.
So what you're saying is.
"Here, have nothing."
There is a literal *wall* of bugs and issues and maladies in this game and not a single one is being observed close enough, much less being fixed soon enough to be able to be transparent with.
Why do you exist? What is your point if you can't even answer the request of this thread?
One single thing the devs are working on to fix the game.
"I'm sorry, they're not close enough to anything right now. Just sit tight. Forever."
Disgusting.
-
Not a bad thought. I'de just prefer wakeup either requiring another survivor, or if Freddy injures the survivor, requiring him to sleep them again and him not being able to chain hits as effectivly, with the benefit of being able to slow the game down and track much more consistently.
-
@[Deleted User] said:
(Rolls eyes about Freddy not needing a rework)
Do you have a video of the match?
i’m being speculative here but i can only presume you let up on the dream demon pressure. Every failed skill check is 10% gen regression. If you’re aggressively and repeatedly putting them back to sleep, and they keep repeatedly interrupting the dream transition via a failed gen skill check, they shouldn’t be able to repair it, it should be regressing heavily. If you keep that up enough 1 of two things should happen:
- they eventually give up on that gen because they’re sick of the lack of progress, probably getting 1 survivor to try and bait you away.
- Or they don’t get the skill check before the transition finishes in which case you can grab one (and immediately drop them), or hit one. Either way they scatter and waste time finding another way to wake up.
There were 4 survivors on the gen. Every failure is worth 10% regression, or about 8 seconds of lost progress, but every second each of them was on the gen was 2.8 seconds of progress.That's about 10% of progress per set. The generator does not regress from failure with all four survivors on it even if they fail every single check.
No video, unfortunately, but i'll be seeing if I can get some kyf buddies to replicate it in the future.
-
@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/401627#Comment_401627
No. But why aren't we giving feedback so the devs can see a decent change we want.
Ok. Sure.
Whenever you are hit in a chase, gain a token.
If the killer would be holding a survivor, if you would take damage from that killer expend a token instead of losing a health state. You do not block the killer for the next 10 seconds after losing a token.
-
@Science_Guy said:
You are the one who posted claiming to demonstrate how powerful the perk is by giving an absurd combo. You originally insisted it was the product of the simplest coordination, but you're admitting it's just a ridiculous meme with no practical benefit or relevance whatsoever. You're much closer to the truth after adjusting your stance. That's good.
*This post made possible by viewers like you. Thank you*
Are you insane?
Caretaker is commenting that MoM is helping make this game a joke. That event if they *had* been perfect and godlike in their execution, the survivor could have just derped off out of an exit gate anyway because, why not?
How do you not see that survivors literally having no fear and, infact, so much handed to them by the devs they can *intentionally* play badly, on purpose, and get off Scott free is a game breakingly bad thing?
-
@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/401760#Comment_401760
Then you're assuming EVERY survivor plays the EXACT same way?
Have you not seen red ranks?
Adrenaline is on 3.25% of survivors per match every match in a sample of 25 games since I cared to start counting.
Borrowed time is 2.25%
Self-care is 2.20%
DS is 1.75%
Exhaustion perks are on literally 100% of survivors, 60% of which are deadhard and 20% each of balanced landing, sprint burst, and a smattering of lithe.
Every survivor runs in a circle around a vault with a pallet connected or a pile of junk with a pallet connected until they pull down the pallet and move onto the next. When they're not holding M1 on a gen, of course.
What game do you play?
-
@MegsAreEvil said:
Yeah just let survivors run around pathetically. Just stop this theories of "if A happens and B happens, C happens and with D its OP". Get real guys. How often will that happen? Not even half that often you wanna make it.
How hard do you think it is for a survivor to equip both MoM and an instaheal at the same time? They do it in the character select screen before the match starts. It is literally the opposite of magical circumstances, it is guaranteed if the survivor wants it to be.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/401170#Comment_401170
We are watching for feedback as well. If we need to make changes to it, we will.
*In two years.
ftfy
-
@Aven_Fallen said:
Oh god, really? Do you really take me serious on this?
Afaik I am the only person who stated this (at least I have not seen any other post), and it is just stupidity to fight stupidity.
What can I say? I was tired of watching you be stupid.
-
Detective's hunch and small game?
I see one person that complains about NOED and refuses to use any of the tools for it.
-
Unfortunate as it is to say, the game currently isn't fun.
It doesn't even feel like I'm overcoming anything. More than half the cast was just straight up invalidated by MoM.
Maybe the devs just want to make Billy the only killer killers are allowed to play?
-
@DwightsLifeMatters said:
https://forum.deadbydaylight.com/en/discussion/comment/401137#Comment_401137
See, here comes the difference between an experienced skilled survivor and newbie. The newbie doesn't turn his camera. So by removing the ability, you take away the skill of moving the camera (while not running into stuff, while calculating how often you can loop etc etc) and put an experienced player closer to a newbie. That's what I was trying to say.
Man, I wish killers got to differentiate their skill levels between experienced and newbies because it's hard to move a camera when running in a straight line or a circle.
-
Pretty good, thank you to everyone who has participated thus far
-
@DwightsLifeMatters said:
Stupid idea, removes depth and skill. And it's already a low skilled casual game
Man, i wish killers got to have depth and skill, since they're always stuck like this
-
@gibblywibblywoo said:
The game is so much easier than it was a year ago for killers that the ones with a victim complex that, lets be honest, seem to suck are running out of legit complaints.
Thats what you're seeing.
The base game with 4 solo players is fine now. The only legit complaints are about organised SWF players.
Perhaps the rank system does need to be re-balanced, then.
There are a dis-proportionally high amount of SWF groups in high rank play, but the more effective a killer is, the more likely they are to run into them, until they are near the only thing the given killer player plays against.
But there's no real way for the killer to escape that fate just for playing well without intentionally abusing the system to derank to get to less sweaty survivors.
Suffice to say, it isn't fun. You play the game well and enjoy yourself and your sole reward are longer and longer lobby wait times and less enjoyable matches against more abusive opponents.
What's the motivation to play and get better at the game with that?
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/400347#Comment_400347
4-12. When playing Legion, most likely 2, because the other two DC. (Thats only assuming all 4 load in...Which is a rarity these days)
Oki dokie.
So you need 4-12 hooks to kill a survivor team, because each hook is an individual event the killer works through one at a time.
So. Say four survivors on an opposing team all have dead hard. Assuming they all successfully dead hard a swing, how many deadhards did the killer have to eat to down the survivor team?
-
@Aven_Fallen said:
Survivors are also faster than Killers. Killer = usually 115% Movement Speed. Survivors = 400% Movement Speed.
A question to you.
How many hooks do you need to kill a survivor team? 3 or 12?
-
I think he's trying to say his inability to mindgame is exactly BHVRs fault, since you can't mindgame coldwind loops.
Sure, you can see survivors through them, but how much does that matter to you as killer versus as a survivor?
-
They're both nuts.
-
They're both cancer.
-
It would take a lot to get killer perks up to the par of survivor perks.
-
My shortest game was just over 3 minutes.
Through ruin.
It was ridiculous.
-
I like STBFL on Freddy since it lets him actually defend the basement effectively, even without noed and he can selectively not have the obsession be able to body block him.
I'm also testing it on doc since I think it may do something really special on him.
-
@fluffybunny said:
https://forum.deadbydaylight.com/en/discussion/comment/392739#Comment_392739
Then why do you think they're being toxic and awful after what is essentially a massive declaw to survivors? @NathanExplosion I'm not even someone who used DS, but I've gotten camped and tunneled multiple games in a row. Everyone's returning to down the injured again and to add salt to the wound, they're being rude and toxic in end game chat. I didn't see anything like this before the update and two major things happened recently. It's either one thing or the other.
Because the killers who won less often are now winning more often and venting their frustration on the high of winning.
-
Goodness, someone didn't read the thread. Let's get to addressing these points, then.
The killer's objective is to kill the survivors. Nothing more and nothing less. After 5 gens are done is defined as "late game" and a killer aiming to improve their killing ability in the late game is not playing worse by that decision making then a killer looking to stall the early game with ruin or other plan of approach they have.
People complain about totems because they are currently bugged. Ruin will always spawn in the same spot on the same maps. If you know where/how totems spawn you can kill ruin within 30 seconds on any map you load in, guaranteed.
It's a problem.