Gamedozer7
Gamedozer7
About
- Username
- Gamedozer7
- Joined
- Visits
- 3,487
- Last Active
Comments
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2674491#Comment_2674491
That’s why I think IW needs to get touched. It isn’t fair that survivors can hear me but I can’t hear them. IW is a problem against almost every killer in general because it takes away a whole gameplay mechanic.
I totally agree or revert the stridor nerf it would be a buff to only spirit because she's the only that uses it.
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2674098#Comment_2674098
I cant really blame the art department on this. this is there best map so far looks wise. so unique. but balance and layoutss....
I would rather have a crappy looking map that plays good not the other way around(rpd).
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2674481#Comment_2674481
I wish there was more of her. If only people could realize the potential she still has :(
Good survivors have to much control when paired with IW. You end up getting no info and the survivors know where you are.
I played spirit the first two months after release almost exclusively so I have a pretty good understanding of her kit never used stridor because it messed with my ability to tell how close a survivor really is. The thing is speed isn't everything you lose alot of info when you phrase and have to make smart reads in a short time and as I said before if they are running IW(I see it almost every match) your really really fast but your blind and def.
-
@GannTM said:
In my opinion she is. I'd consider her to be the most fun killer in the whole game to play as and to play against. After her nerf, there is a big skill cap in the new mindgames that are involved. Also, she really feels like one of very few killers that have the control against the survivors in chase even though survivors have reliable counterplay. The counterplay also isn't holding W because she's very fast but it is possible to loop her, even though she controls the mindgames.
Great job with Spirit BHVR. You guys truly knocked this one out of the park, except for keeping Mother-Daughter Ring the way it is.
I've played against her once since her nerf. So I don't think so other wise I'm sure there would be more of her.
-
@AstroLive8333 said:
I bought Aftercare from the shrine of secrets. post your thoughts about the perk below, and also please post about other good perks and perks that aren't so useful
I watch shrine watch by hybridpanda for the shrine.
-
@RoaderFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2671404#Comment_2671404
And do you have any proofs?
Fairy tales are good, even I can tell that I found five Dwights in one locker :)
I belive that over consistent 4ks on perkless clown at high mmr.
-
@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671943#Comment_2671943
And for me that is the Most Effective Tactic Available
So that is my "meta"
Good point
touche
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672036#Comment_2672036
Same, I played earlier today and was getting quick lobbies.
To be fair theres a new killer out people are probably playing her alot.
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2671939#Comment_2671939
yeah well I said that without those the nurse can't do anything vs overcome, she can't even catch up to normal shift W survivor
I that but you were saying you play with no addons and people were saying oh your handicapping yourself that don't count.
-
@RaSavage42 said:
I made my own "meta"... Corrupt and Whispers on Killers
BT, Kindred and Leader for Survivors
It doesn't work like that unfortunately because meta stands for Most Effective Tactic Available
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2671743#Comment_2671743
which specific addons do you mean
The cooldown and range
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2671893#Comment_2671893
I specifically said it does make a difference, just not as much as some people in this thread think.
It turn a weak anti loop killer into a weaker anti loop killer that can injure at range if you hit a difficult skill shot but not down. Thats a pretty big lose. Imagine all those times you just made it or the broke right in front of you but you got the hit. They are getting away now. Most of his hit are landed like this at least for me where I just made it to get the hit and with one less chain your losing out on a lot of hits your better off just going m1 and not trying to hit the chains
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2670629#Comment_2670629
Except that you can hit them a second time. I’ve been watching a lot of Pinhead matches and it’s not common to see a chase on someone where the extra chain lost on an injured target would have made a difference. Most of the time the survivor is healthy (in which case the chain still injures them) or the killer would have hit them regardless or still not have hit them regardless.
I’m not saying the loss of a chain literally never makes a difference, but it’s not as big an impact as you’re making it out to be.
Chains are almost useless with 3 of them how is removing one not got to effect a weak anti loop?
-
@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2670543#Comment_2670543
with addons sure, I'm talking addonless nurse
I don't like using addons on nurse
The point you should point out is what if nurse isn't running those specific add on. I constantly see survivors complaining About killers running the same perks and add on but killers complain about something and they bring up well just run those perks and add on we were just complaining about been used.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/297635/lately-noed-uses-abused-it-by-doing-nothing
What?
He probably had a butt-queue and by the time he realized he was ingame, it was almost over.
I had this happen at the very last second after the gate were open they started moving. I felt bad and hung out with the nurse tell egc finished
-
@fr0sty1223 said:
If people really want this game to be better then they need to start demanding tunneling and camping be removed. Not only is it completely unfair and unfun to survivors but it also is the reason kills have to be weaker then they should be because they have to incredibly powerful strats to abuse. Get rid of these strategies and killers can be buffed to be how strong they should be
They tried to fix camping twice and guess what happend the people complaining about camping made sure to abuse the anti camping mechanics. That right survivors started abusing it so it got removed you complain about something and when the try and help out the make sure it won't work by completely abusing it.
-
@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/2670960#Comment_2670960
They should've did bones.
This F**king killed me right now.
Kudos to you
-
@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2670983#Comment_2670983
Oh lmao troo troo
They would have been teabagging and ######### his eyes with flashlights after
I straight pictured that happiness in to movie if hilarious.
-
@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2670951#Comment_2670951
Myers wins though?
In the movie yes but if it would have been going by dbd not so much lol.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670908#Comment_2670908
Its a multi-player game if you want a 4v1 where you win all the time its called a single player game there's many options to chose from.
It been a 4v1 is not an excuse for the 4 to always win and get there way. I paid money for this game and have paid money for characters what give you more the right to have fun then me?
One more thing been the 4v1 why is it always up the the 1 to make sure the 4 have fun especially when it isn't returned.
-
@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2670908#Comment_2670908
The problem with this logic is that it isn't considering that the killer is the one getting ganged up on. It's like that seen at the end of Halloween Kills when Myers is getting beat up on by that gang.
If that would of been dbd it would of ended so different.
-
@I_am_Negan said:
THERE'S A HUMAN PLAYER PLAYING KILLER
I swear
-
@FrootLoops said:
Honestly it would probably be better if survivors didn't know there is a human being playing killer. I bet the tutorial bot doesn't get teabagged or flashlight clicked.
I've heard of people tbagging zombies so it wouldn't surprise me if they did lol.
-
@Krimbar said:
But it's 1v4, 4 humans against 1
If the killer loses, only one person loses
If the survivors lose, 4 people can potentially lose
Its a multi-player game if you want a 4v1 where you win all the time its called a single player game there's many options to chose from.
It been a 4v1 is not an excuse for the 4 to always win and get there way. I paid money for this game and have paid money for characters what give you more the right to have fun then me?
-
It seems like alot of survivors forget that you don't equip certain perks and addon and let the killer play its self. Theres a player on the other side using there skills and making reads and would like to be rewarded for doing so.
-
@throwaway79465468797 said:
Some killers dont want to take 3s to snuff a totem so their effects remain for 90% of the match instead of half of the match or less
The problem is that 2 seconds can cost you the case or can force to speak extra time you don't have to locate it instead of pressuring gens or starting another chase.
-
@Chocolate_Cosmos said:
You are playing DS just like me to prevent tunnels.
You decide you want to play some fun build (you didn't get tunneled the past games).
Just the next game you switched to fun loadout, you are getting camped and tunneled left and right.
I feel like there is a 50% increased chance to get tunneled whenever I don't play DS.
Makes you really want to just stick to your own build to have at least some decent chance in soloQ games.
I said it before they released boons are going to promote camping and tunneling. CoH completely negates snowball potential and unless your an S tier killer and a couple of A tier the only way to effectively apply pressure is snowballing.
On topic I don't run ds for this reason. I play 5 games with ds no tunnel take it off tunnel first hook.
-
@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2670829#Comment_2670829
I can agree with this. Maps are too annoying. maybe the unhook mechanic was bad my idea and thought process was to just help out solo-q a little bit. Also, solo-q should defo get built-in kindred and mini-bond and a robust ping system
I would even take a basic ping system to start at this point. Maybe getting a decent luck boost for unhooking as a solo maybe a 50%. I get it i can't count how many times I've just been left to die first hook(I run kindred almost exclusively) after a 3 gen run.
-
@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2670778#Comment_2670778
that's true. maybe just shrink the maps and the mechanic I still think should exist. but if they face-camp for 20 seconds you instantly get teleported to a new hook. And the unhook gives you deep wounds.
and buff half the killer roster
I agree with shrinking down the maps
The problem is been able to unhook yourself takes away the pressure of hooking so you'll end up with killers slugging instead of hooking to make another survivor get off a gen.
Can we get a ping system at least. I would take a decent one at this point.
Also I think if you q up solo you should get a built-in kindred and a mini bond.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2670760#Comment_2670760
Iridescents with very strong effects should have drawbacks, for two reasons:
1: To allow them to have actually strong and powerful effects without becoming OP.
2: To inform and influence the way that you play with them, so that they're more for defining the playstyle than being the unambiguously best option.
https://forum.deadbydaylight.com/en/discussion/comment/2670739#Comment_2670739
I don't think this downside really is equal. Ranged damage through walls, at the cost of having less utility in looping. He can still loop just as well as any M1 killer, and he still has the Chain Hunts to help him out- all this addon means is that you have an easy injure and have to work from there with other tools. If you don't like the idea, don't run the Engineer's Fang? It's not like it's his basekit, you don't have to play in that "injure at range, down up close" style if you don't want to.
Been an m1 killer is really bad the are the weakest killers in game. Chain hunt is only strong because survivors don't want to get the box. I played against him a pretty decent amount and only died a few times to him(I play solo) if you just get the box his power is pointless.
I don't run it because I'm on console and that 50% adds alot distance if you don't hit or have to cancel. If you hit ever chain then its strong but if you miss the w is real.
-
@ShadowNurseZFX said:
This will not include just flat-out nerfs and will include some new mechanics.
Nerfs:
Let us get the bad stuff out the way, shall we?
Gen speeds Old: 80/40/27/20 (the third value, 27 might be false. do let me know if it is.)
Gen speeds New: 100/50/33/25 (the third value, yet again might be wrong. as I said above, do let me know if it's wrong.)
Maps
every large map should be significantly reduced to help out killers a bit more with patrolling generators and having control
End
Now, these are really all the things that need changing on the nerfs side. Let us talk about some new mechanics/QoL Changes.
New Mechanic
So to start off. I want to propose a new mechanic called "100% unhook" for solo-q players. Now, you may be thinking "Deliverance exists" and well, yea it does but this mechanic only works if there was one DC from the game. This should help solo-q out a bit.
QoL Updates
Solo-q should have a game-chat option to talk to other survivors. Or they should have some button they can press to say something. For example. On a controller, if you press down on the D-pad and you select "Do this generator with me" or "heal me" it will send this and they can see this on the left or right of their screen. These changes should help out solo-q a lot.
This is pretty much it. Thoughts and questions? And how would you improve it? Any criticism is much appreciated and I will try to respond to as many comments possible
If you increase gen speed and shrink map size im pretty sure your handing me a 4k ever game. If you do one or the other it would be ok.
If survivors could unhook themselves it would remove the pressure of hooking a survivor because they wouldn't leave gens Nd be like oh the will just get themselves off. I can also see it making the killer stay at hook waiting for the unhook because if you leave they get off for free most likely before you start your next chase.
-
If there good at loops your a m1 killer that can injure fast with built in survivor controlled slow down.
Survivors- x killer need nerf there actually strong
Also survivors-im so tired of playing against the same two killers how come you never play different killers
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2670713#Comment_2670713
That's... really not much of a downside. That animation is already pretty quick, and the addon was still very clearly a net gain with no functional, meaningful downside.
Now, there's something you do actually have to take into account when you run this addon. This is exactly how an iridescent should be- very strong, but with downsides/limitations that dictate how you play with it.
The problem is you can't give it a downside equal to it power other wise it should be a purple or green. If it the rarest I should be strong it should cause a threat. That doesn't mean broken and op.
Alot of people on this game don't understand stand what overpowered really is.
Like in a moba I play there was a character the could walk into a 5v1 at 30% health and walk out with a 5k and 70% health you had to be very skilled to pull it off but it still wasn't ok.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2670663#Comment_2670663
Not sure where you got that from, but we'll see if I can rephrase for better clarity!
Something which increases power to the degree of Engineer's Fang should have a downside. Engineer's Fang is still just as strong for the effect that it actually gives, and the tradeoff for that strength is that the slowdown on injured survivors when you hit them with an M2 chain is less effective.
You can use a second addon to cover that downside, or you can play around it. An addon that makes a power much stronger just should have a downside, which this does.
Ok it did have a downside it took 50% longer to exit the possessed chains animation even if you didn't fire it off plus there a cooldown before you can do anything but move after using his power.
If iri addon can't be strong then they need to change the cost because it 7k bp for just one iri and thats alot.
-
@Chordyceps said:
The artist's slowdown perks are very cool in concept, but all but the scourge hook one are incredibly inefficient.
Grim Embrace would be a really good perk if playing fair was actually effective at all. If you try and spread out your hooks, you're most likely going to lose 3 or 4 gens before you can hook everyone once. You basically need to tunnel one person out of the game to stand any kind of chance with how huge these maps are.
Hex: Pentimento simply came out too late. If it came out before Boon totems, this would be very powerful. But unfortunately, basically no one cleanses totems anymore. They either bless them or leave them for other people to bless them.
Scourge Hook: Pain Resonance is the most useful because of it's instant gen regression on a gen you don't even have to be near. But of course it suffers from the same issues as Gift of Pain. If you're taking too long to get a down and/or you down someone and there are no scourge hooks nearby then you're just out of luck.
TLDR: Grim embrace was designed for an idyllic version of this game where playing fair is viable. Pentimento is basically useless because of the existence of boon totems. Scourge hook is really the only useful one, but could be difficult to activate due to the randomized nature of scourge hooks.
Grim Embrace is an all or nothing perk.
Either you get it sorta early and it a huge advantage or you can't hook that last one and get 0 value.
-
@BoostedKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2670151#Comment_2670151
I'm naturally competitive so I find it hard to not care about the outcome however I still refuse to camp and tunnel just to get a kill. Nowadays I never get an average team I only get survivors who are better than me or survivors who have little experience.
People do take this into account. Chill it just a game. Well I super competitive and like to win. That doesn't me I'm going to flip because I lost but when there's some bs that stacks against me it got old fast.
I also hardly get normal teams in about 60% of my games i see PTS on at least 1 person.
I also feel like I play against quite a bit of stretched res because they will play certain titles a little to well. Then I'll play survivor and be like wait how did they play like they knew where I was on these loops you can't see anything.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2670638#Comment_2670638
Yeah, bud, you do still have to play well and you do have to overcome the downside to the very strong opener, that's not a particularly great argument.
The effect of the Engineer's Fang is really strong, there should be a downside, and I think having the now-damaging power not working as well on injured targets is perfectly legitimate. You can prop up that side with addons, or go for regular chases with some perks to help out if you think you're up for it. You shouldn't get to just make his power much stronger with no downside, that's bad addon design.
Did you just saying pulling something off that takes skill shouldn't be strong?
-
She's fun if you playing against someone that doesn't know how to counter her because you can use her power but if they hold w once you start placing crows it completely negates her power and she's becomes one of the most boring killers to play.
Haven't went against her though.
-
It doesn't matter how fast you injured them if you can't hit them the second time.
-
@Aurelle said:
Just curious about the opinions on the new perks for Artist and Jonah.
Grim- is either really good or get no value because you couldn't hook that one survivor soon enough.
The hex I've gotten no value and took it off. No build around it though.
Pain is really good imo and might make it a staple.
I don't have any of the new survivor perks but I've played against them a few times.
Overcome is disgusting the amount of distance and time it waste is bad.
The new boon can be strong in the right non swf like I was at 2 gens with one down in the boon(I wasn't aware at the time)and 2 people close so I went to slug. The downed survivor crawled into the boon by the time I knew he was in the boon area it was to late.
-
@Irisora said:
Kinda meh and boring.. for both sides.
You put crows in a loop and the survivors just go away to another loop, so the counter is just going full W.
This at first it was fun because I wasn't any good with her and survivors would stay in the loop and I got chances to use her power and experiment and then survivors started holding w as soon as I set on crow to another loop rinse and repeat untell I down them or give up because I'm wasting time but no resources.
Cool design
Seems fun in theory
W completely negates her power and makes her boring to play
-
@Brokenbones said:
I'll never understand people stigmatising 'Holding W' aka running away from the killer
I get why people dislike it, why they think it's unfair or "has no counterplay" but the thing that enables survivors to do it (Post hit speed boost) has been in the game since the very beginning I believe and the maps have only (more or less) gotten a bit more balanced over the years
Here's a question for you people who hate 'W holders'. What do you want them to do? Commit to the closest loop? Waste their speed boost on an animation lock (Which a lot of the killers punish heavily)? Like what do you want?
imo the real problem isn't holding W, it's that chases can take too long making committing not worth it but sometimes you have no other option. It's a lose lose
The problem is that holding w after a hit is a minimum of 20 seconds to catch up and get the second hit assuming they run straight and don't stop. Now you can take that 20 almost and connect it to shack whit pallet. Thats not even adding the time to find a survivor and get the first hit. For a killer to have any chance of winning he need to only spend 40 seconds max on a down against good survivors or its a bad chase.
W has almost 0 counter out of a few killer and SBFL and the latter might not even get enough stack in time to be useful in alot 9f cases.
The thing that I hate the most about it to is is completely non interactive. The whole point of this game been multi-player is the survivor killer interaction other wise is a one button gen sim.
-
@Leatherface1990 said:
Lobbies crash on the console every round it seems only been 4 year old+ bug :) I think they're doing purdy goody
Last or next?
-
@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2669774#Comment_2669774
Again seems like the haste isn't the problem and something else which is the point. People pointing out the haste is the problem has no idea how the game works.
The point is the perks not worth taking over alot of other perks in this context yes 7% is trash because that's all you get and only when the game is over. Now if it was 7% all game it would be busted. I'm all for hope buffs though.
-
@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2669767#Comment_2669767
Seems like a time problem and not the haste itself?
Which is the point.
If you make it to long it will be used to hold the game hostage because of making those infinites. If anything maybe a second effect like seen the exit gates no limit or fast exit gate opening.
-
@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2669759#Comment_2669759
7% is huge and is absolutely worth the perk slot, You can make pseudo infinites with this. Problem is 2 minutes is short and is situational. Killer needs to be on you as soon as all five generators are done.
Thats kind of my point you'll almost never get close to 2 minutes of value and it only activates when the gates are powered alot of other perks would get way more value way more often over hope.
-
@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2669747#Comment_2669747
And I disagreed that haste speed isn't a joke. How are you missing this this? Any more speed addition just to warrant a perk slot is flat out breaking the chase dynamic.
I have to agree with the other guy. I don't think that only 7% haste at end game is worth a perk slot when you can get more value out of other perks the whole match.
This is excluding a build with hope synergy of course.
-
@lovemeplz said:
I think the size of the map is fine. The main building is a problem because its too strong but you can always ignore it. The issue is going to be pyramid head is power is going to suffer in that map
There are some good windows in the man building. It feels really big but I think that's because all the gens are on the outskirts except for the one in main.
I still think is big though
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2669716#Comment_2669716
Competition is always for the better! But it's always good to remember that both games can exist at the same time, players can choose freely what they want to play and everyone can have a good time.
Just saying, if we are mentioning VHS... we do not do that to imply that "it's going to kill DbD" or something negative about DbD devs. I'm supporting your reply as long as I know for sure your intention with VHS is for pure competition and seeing the better of this game!
Absolutely im a console player so vhs isn't an option for me yet. But if it does go console and I leave im not going to say away from dbd for ever and when I do come back I would love to see it have grown. I love dbd and thats why i get so annoyed because I want good things for it. Like I said VHS looked at dbd and solved some problems(supposedly) and if it does well dbd can look at them and go thats a good idea or that give use a good idea.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2669659#Comment_2669659
I think we as a community should appreciate them trying their best to deliver good content to us, knowing the huge scale of this game.
If we can only be positive and wish that all of the upcoming updates will be the same or just better :)
I think they need to be held to a better standard for a game that is not free to play, has a paid battle pass,and cosmetic, and is also a studio of over 800 people. I really hope that VHS does really well and gives them real competition. It looks really good and seems to have solved a few problems dbd has hopefully it will stop the compliancy.
