FrenziedRoach
FrenziedRoach
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- FrenziedRoach
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While they're at it, I hope they give Overwhelming Presence another look. I can't remember the last time I've seen that one let alone used it myself. His other two perks get plenty of use. Especially MnA
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/772734#Comment_772734
Idk what you're going on about? This is about the usernames of Survivors on display, not The Killer. I don't care to see their username and am fine with the current system. Survivor usernames should be concealed until the end.
I got off the rails, I'll admit.
I generally prefer having the usernames. Without it, it would make retribution against certain sandbaggers or survivors you have a grudge against impossible. And personally, I think that sometimes certain people need to be reminded that they shouldn't poke the killer too much lest the killer come back at them with a stronger build.
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It's easier to remember killers you play against because it's just one player name you have to remember. And at least on my platform, you can see if they've had a name change.
The unknown factor is a large part of well-written horror-suspense media. This game is just attempting to take that a step further with the unknown killer.
If that is unacceptable to you, then let me give you a more practical reason.
On more than one occasion, ways have been found to find out both who the killer is and what they are playing. And in all occasions, when the exploit got to be well-known enough that a lot of people were using it, the number of endless lobbies and lobby-dodges went up considerably.
As a result, the devs were forced to close the exploit to get survivors to behave and play the game.
It's been found to generally just a bad idea in this community to let people know who their killer is.
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Sweaty is just a term that scrubs attribute to people who play to win in a matter they don't agree with.
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If you hate being slugged and you don't bring any of the handful of viable perks that help counter the tactic, then I have no sympathy for you.
You can't have everything 100% your way. DBD is unique in that it will give you perks that allows you to specifically tailor yourself to deal with things you don't like. Pick the things you don't like dealing with, and build against them.
But you dont' get to refuse to build against something that has a counter perk then whine to have it removed, that is unacceptable.
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I've never seen a problem with it myself - but I generally don't remember most survivor names and don't care enough to get back at anybody.
Certain other playerss, however, make it part of their style of play to punish certain people they see again. And personally, I think this makes the game better. Because let me tell you something, when I suspect that a killer I destroyed a couple games ago is in the game; it puts me on edge and makes the game scarier as I got the feeling he's gonna be gunning for me hard. But what makes it cool is there's that unknown - is it really the same guy or is it somebody else with the same outfit? That unknown just adds to the suspense.
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I wouldn't go as far as the Moldy electrode 25% increase. I'd go more for a 10 or 15% increase. That way I could keep the same charge time (remember that moldy electrode increases charge time, and I REALLY DONT WANT THAT.
In exchange for a range increase on the base power, All the electrodes can take a small nerf to give them the same range they had previously pre-buff.
Interview Tape - Love this thing. Railgun Doc is great for Memes.
Scrapped Tape - Scrap it or change it. The donut ring shock is the most useless addin he has. Personally, I'd have it shorten his range 10% but increase the width of his shock considerably. Or, you can just get rid of the dead zone in the middle of the donut and make it a solid circle of shock - that would be usable as well.
Calm Addin - The purple version is really the only good version of this one (Green version missing?) Stacking a brown and yellow is still not as good as a purple. I'd add a green version and consider buffing the yellow and brown to make them a bit more viable.
Order Addin - these are the fake pallets. Good addin, doesn't need changing.
Discipline - One of my favorite addins, moves the red stain to the survivor for a period of time. Great for mind games in maze tiles and keep track of people in corn fields. I have no complaints about this add in.
Restraint - Let's you see auras of your illusionary doubles. Decent addin, i have no issues with it.
Obedience - Purple only addin. makes snap out of it longer and causes exaustion in tier 3 madness. Seems, in theory, to be a good addin. But I've never had a cause to use it.
Iri King - I can't remember the last time I hear this was an unfair addin. And yet, I find it to be a fun addin to use.
For his second Iri - I'd like to see the devs add the illusionary Gen idea I've been pushing and refining for the past month. I have two versions that I'm considering, but the core idea is that survivors can interact with these illusions until they've gotten about 20-25% complete - then they should explode and disappear into a shower of sparks and the docs laughter. HOW the generator's appear is what I'm debating
- They can be just extra generators that spawn at the start of the map. I suspect that not every map has the same number of generator spawns, so I believe an upper limit needs to be set so that certain larger maps don't get too many of these things.
- Or, they can be extra generators that continually spawn as survivors hit a certain level of madness, the same idea as illusionary pallets. In an ideal world, the generators should spawn only for the maddened survivor (so you can get situations where you'd see a teammate repairing thin air), but I suspect that might not be possible.
But that's more or less my rough idea how I'd like to see Doc looked at. His base kit of what his madness does is fine on it's own as far as I'm concerned.
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Yah.... killers are totally never nerfed
Given that someone thought it was a good idea to make a list of all the survivor nerfs that have occured since release to try and "prove a point", despite critiquing this methodology I have compiled a list of all killer nerfs in this game since release to counter it, as we were challenged to do (which would again somehow "prove" that survivors have been receiving the short end of the stick and therefore survivors cannot be overpowered) Disclaimer: Since the original list includes the fixing of...Please note, thread is updated regularly, check edit date at bottom.
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Offerings should just be hidden PERIOD.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/772280#Comment_772280
Or could even be replaced by a new map or removed entirely.
I could get behind it if it means we can do the same to Rotten Fields.
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The ######### up thing about it is, it really doesn't punish the killer - it punishes the survivors hard.
It's the ultimate act of selfshness. I'd rather be left rotting on a hook at the end of a hard-fought match than put up with weak little twirps pulling the plug because they got their jimmies rustled the first time they got hit.
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I can't help but wonder what your teammates are doing while you are looping the killer
Or are you one of those deplorables that disconnects when you get tunneled so the killer doesn't really get punished for the behavior?
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You want the 4k slugging to stop? Then look to the culprit - the emblem system.
In the red ranks, you are pretty much required to 4k if you want to rank up. Ask for that to to change, and I can guarantee that more killers will risk the hatch.
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What the map needs is indeed more sight obstructions. That being said though, being the second largest map, you need to be careful lest you tip it's balance too far in the other direction.
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If I see obvious sandbagging, I usually punish the sandbagger ruthlessly.
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Remember, it's less than 1 per 20 EVERY TRY
the dice rolls don't suddenly come up and let you loose on the 20th try.
RNG will always be RNG
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I'm just gonna focus on Doc because that's the killer I have the most experience playing.
You do NOT want to extend his range very far. You want it to have a nice middle ground where you can goose a survivor to block a pallet or window interaction, but be close enough to follow up with it. Making 40%, which is better than the brown addin, is WAY too much.
The Brown addin is plenty long enough on it's own, and most people feel that range should be base. Personally, I'd prefer no more than HALF of that increase because I'd rather keep the charge time as it is. If they increase the range, they'll have to increase the charge time. You also have to remember - if they increase his base, those electrodes ARE GOING TO GET NERFED to compensate, I guarantee it.
Most of the Doc's addins are quite good (although frankly, the range on the brown Calm addin is kinda pointless). Only one that's garbage is the scrapped tape... that thing just needs to get changed.
Doc is not an optimal killer, but he's just strong enough that if you are not careful with him, you'll tip him into the overpowered range without meaning too.
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I agree with MegaWaffle
Besides, having multiple fountains gives the survivors a chance to play intelligently by using fountains away from remaining generators in order to entice The Plague into leaving the area.
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Funny, I saw nothing but Ghost Faces last night....
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Yes - funny thing is I didn't realize it at first.
It took having fun with Plague to show me I had gotten a bit bored with Doc. Nice bringing him out for rituals though.
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@hiC said:
So here’s a question: would you rather play at green/yellow ranks where everyone DCs or red/purple ranks where we’re all super sweaty? Not being rhetorical; genuine question.
That's an easy one, bring me your best. But I don't speak for everybody.
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Thing about the doc's shock range, is I think the 25% range from the brown addin would be too long to make base-kit. I think his default range is too short, but the 25 percent increase just feels too long.
What I want to try is to just increase the range of the shock about 10% but keep the current charge time it has. I'd then reduce the range on his range addin's to keep the current range he gets from them now.
I'd leave most of his current addins alone as I see utility and use from all of them - except for that stupid donut shock addin... that thing needs to be just outright changed.
My son thinks it should be changed to a point blank area of effect - a shock that just hits in a circle around the doc but suffers a base range penalty. I'd rather it get changed to widen the shock with a slight range penalty.
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Eh, I had some genius disconnect as I picked them up and carried them to deathhook. And all I can think is "I'm still getting the points buddy, all you did was save me a few seconds and allow me to chase your former teammates sooner. Who's the bad guy here?"
A survivor dipping out on a game screws over the other survivors, doesn't really punish the killer.
If a killer leaves, it's still a dick move, but at least everybody has the chance to get into a new game immediately....
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Illusionary gens. They randomly pop up in generator spawn points and are interactable, but blow up after say... 20% complete then explode in sparks and the docs laughter.
Only show up at madness 2. they don't harm, only waste time.
or.... hmm... I wonder if it would be worth it to have them explode and disappear if you miss a skill check on them. People missing skill checks on purpose to check a gen would be kind of funny....
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Actually, Rancor is one I use occasionally with STBFL. Given I typically leave the obsession alone, this gives me an ace in the hole to pull it back.
Rancor is actually one of the few obsession perks that gives the killer a viable power all game and gives the obsession something in return (A full game and a warning it's coming), but it's stlll powerful enough to use.
With Rancor, the killer will let the Obsession Play, which is more than we can say with the old dying light.
Leave it alone. I'm kinda getting sick of all you weaklings trying to get rid of everything that suddenly shifts the momentum of the game against you. This game would lose it's soul if every single one of those mechanics was stripped from it.
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Okay, just to be clear. Hiding traps around corners or high high grass is fine.
But there were and may still be spots where the traps clip through the ground - that's what we're talking about, right? Again - in the past they didn't ban for it. I cannot comment for now.
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I mained Ace originally because almost nobody played him and I loved that he wore sunglasses in the dark. I though to myself "Now that's a guy who is either stoned off his gourd, or just doesn't give a rats ass. Either way, I like him".
I may be switching to Jeff though - "Fat Jesus" kinda grew on me while I was leveling him to unlock his perks. He's got my build and likes metal, what's there not to like?
As for killers....
It wasn't Doc's style of play, but his sadistic laughter to that drew me to him. That guy is always laughing maniacally, even when he gets stunned. Even when I'm the survivor, his laughter puts a #########-eating grin on my face. In a game full of salty and toxic little trolls, at least one character is having fun, win or lose - and that guy is the Doc. As an added bonus, he's got a hilariously stupid build known as the "Railgun Doc" that never ceases to amuse me.
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We've been going back and forth about Wraith's shimmer since the Dark Days.
I think making him totally invisible while cloaked past a certain radius is probably the best compromise.
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Not that I'm aware of, but I'm no mod so take it with a grain of salt.
I know when they were hidable back in the dark times in places like the ironworks or exit gates, it wasn't bannable. They typically don't ban for most exploits - they just fix them.
Frankly, as much as people fall for ones that are in plain sight, it seems pointless to have to exploit and hide them though.
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Best things
- Overall atmosphere of the game is great
- Many of the killer power ideas are cool, even if the execution is flawed.
- Their art team is top-notch.
Worst things
- This community. Especially those who seem to have this idea that playing to win makes you a bad person.
- The maps. While we have a few that are balanced, there is still a large number that are horribly tilted toward one side or the other.
- This grind is getting to much. It's especially harsh to newbies.
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I'm not a fan of this.
I'd prefer people get some intestinal fortitude and learn to adapt.
Tired of games catering to a bunch of weaklings.
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Only one that I can accept being changed is maybe the Ebony Mori
Cypress Mori is very unoffensive - and only affects the last person in the game
Ivory Mori only affects 1/4th of the team.
And if anything should be done, it should be done at the same time keys are addressed as it's more or less the same thing - lets you win without really completing all objectives.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/750459#Comment_750459
pretty sure it's like mettle of man endurance with no mend
Seems like a Deep Wound from what I've seen. Maybe I need to check the vids again.
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I've changed my mind somewhat
If the price is 5 or 7 bucks, and their dedicated servers are good, I can see this being justifiable.
But if their dedicated servers are crap, they can suck it
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This game is buy to play
That being said, I've kinda changed my mind about the battle pass
I'm okay with it IF and ONLY IF, the dedicated servers launch and they are awesome. Then I can justify them looking for more money and even consider buying into it. They're putting out the cost of running servers - that justifies the income.
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I could see losing the ability to blink through walls if I was made a 110% speed killer in return
Otherwise, it's a waste of blood points.
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It's an extra heal state they need to heal if they get away.
Frankly, I'd be inclined to chase somebody else myself and let them waste time mending. Time mending is time they aren't doing a gen.
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@UlvenDagoth said:
Really sad that yall are mad at a company for getting more money to keep the game alive that you like to play.
Just don't get it.
that's what the DLC's are for
There's a point where you have to draw a line and say "Enough is enough"
But hey, if you got more money than sense, have at it.
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Because if I wanted to pay a premium, I'll play a ######### MMO, not this... thing where the balance is often questionable and the community is toxic.
FFS, us older gamers are getting sick and tired of everything and their dog getting monetized. How much is enough for half these devs?
I remember when all I had to buy was a game and whatever DLC I wanted.
Games as a service needs to just ######### die for awhile - I'm sick of it.
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Not sure how I feel about seeing all these "turn the tables" mechanics tweaked, but I won't panic and will adopt a wait and see approach.
There's enough panic mongers around here screaming about the sky is falling.
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The apple is literally just 1 pool ONE FLIPPIN POOL
If your entire team is downed by one pool, you deserve to die.
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@GodNap said:
https://forum.deadbydaylight.com/en/discussion/comment/739711#Comment_739711
Yeah, but those illusions are too op if you have them after 3 zip zap of the doctor's treatment mode.
That's just the base suggestion. That's part of the reason I suggested that the illusion breaks after 20 seconds, to keep it from wasting too much time.
The time can be adjusted down, or we can limit the number of illusionary generators that actually spawn. We have options.
Either way, the idea itself is flippin' cool. Hell, I'd be happy if they just pinned the idea to use on another killer that uses illusions.
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Or, we can just accept the fact that the game is full of momentum reversal mechanics and move on.....
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I dunno man - I stopped caring when the current iteration of the emblem system came out which heavily screws over the Plague.
I just play for points now, ######### the emblem system.
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I fail to see how this is a problem. It takes them 4 minutes to bleed out completely anyway, and you know how where half the team is.
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So we're not going to test these changes before saying such things?
Entity, this community on both sides of the aisle is full of panic mongers...
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This game is full of things that shift the momentum back and forth. Honestly, if you dislike things like DS, Adrenhiline, or NOED - you might be in the wrong game... or have no business in games to begin with.
When you break it down to the basics - NOED is kinda like Mario Kart's Blue Shell or CoD's noob tube. It's a perk that's great for helping keep the new player engaged and feeling like they have a chance against those who are more experienced. However, most experienced players eventually discard them and not use them anymore.
Frankly, if you have such a visceral reaction against countering a mechanic that has a counter, you might want to take a look at yourself and ask why you play games to begin with... because obviously it's not to better yourself by overcoming challenges.
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If you want to talk about illusions, imagine the following scenario.
You are sane, and you walk by to find your teammate squatting like he's at a generator, but he's motioning to the air.
"dude, what you doin'?"
"I'm fixing this gen you noob!"
"Dude, there's nothing there"
All you have to do is pop illusionary gens where they'd normally spawn in a maze tile or so forth. We know that not all gen spawns are used - so fill them with illusionary gens that only show up while in madness level 2? When the gen get's 25% done, have it explode in a shower of sparks with the docs laughter ringing in the survivors ear!
Wouldn't that be awesome?
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Interesting, let's go over his addins then I'll offer my thoughts.
Discipline - that's the one that moves the red stain. I really hope they leave that one alone as moving the red stain to the person your chasing has a lot of utility both in a loop and while running through a cornfield.
Order - The illusionary pallets. Again, a good addin, I see no reason for it to change.
Calm - Reduced terror radius while in punishment mode. This is one I think many of us have underestimated until Ardetha pointed out how well it synergizes with Monitor And Abuse. I see no reason to change this one either.
Scrapped Tape - This addin makes your shock a donut. Absolutely useless. I'd have it widen your shock to make it easier to hit the guy your chasing (but shorten the range to compensate)
Interview Tape - ahaha, one of my favorite meme builds involves this. This makes your shock a 20X2 meter beam. When combined with the polished electrode, you get a lulzy 35 meter shock. I used to combine that combo when using Monitor And Abuse and Nurses Calling. It allows me to shock people on generators or healing from OUTSIDE my terror radius. Not terribly useful in a chase, but flippin' entertaining as hell to both me and my small streaming audience back in the day.
The electrodes - many people think the brown one should be base kit - I've never felt that way myself. But if they ever decided to increase the docs base shock range, it would shock me (pun intended) if these didn't get nerfed at the same time. As it is, I suspect the yellow and green ones are probably going to have their range reduced but have the negative effect of extra charge time either reduced or removed.
Iri King - I never used this much. In fact, I got a big old stack of them sitting in my inventory. If I'm in the mood to be sadistic, I'll use one. I wouldn't mind seeing it changed to something else.
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A very large number of mechanics in this game are designed to turn the tables and completely cock-block your opponant from succeeding. Keys is just another one of these things.
So... welcome to Dead by Daylight.
If these type of things upset you, this might not be the right game for you.