GingerBeard
GingerBeard
About
- Username
- GingerBeard
- Joined
- Visits
- 1,216
- Last Active
Comments
-
I don't know because i've somehow managed to only play on that map like two or three since its release. I guess i've been spared one hell, but to make up for that the entity constantly sends me to some of my least favorite realms which are swamp, the game, and Japan.
-
The main ones before the mid-chapter dropped were Hag, Wraith, and Deathslinger. Could probably put Twins as well, but i've played against them so little its hard to say.
-
I don't post all that often, but i've been a lurker on these forums for years including before I made an account. I can definitely say i've noticed a decrease in quality on these forums to put it nicely. I can even roughly date when I took notice, it that was around the time of the Resident Evil ptb/release.
I would say to do what I try to still do, which is to remember the names of certain members and skip over their posts anytime you saw them. Can't really do that anymore, too much effort now as there are now too many to keep track of. I would like to clarify that i'm talking about the ones who clearly can't have a civil and mature discussion. The ones who are too far gone, too far up the rear of whatever side they main to ever give the other side the light of day.
-
I'm sure i'm in the minority here (I also only play Plague rarely), but the most interesting/fun playstyle for me when I do play her is infecting everything and using the increased duration addons. The new addon actually sounds perfect for me, and I usually hate meme addons.
-
@OniWantsYourMacaroni said:
Can someone explain the Built To Last Buff to me?
I'm not exactly sure how it's supposed to work now.
Pretty sure the first time you enter a locker, item refills to 99%. Second time item refills to 66%. third time 33%, fourth time doesn't replenish.
-
Wow did not expect that Deathslinger change, i'm happy though I would have liked a buff for longer ranged shots.
Also, hurray for Any Means buff! I always liked using that perk but felt it needed more!
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2523024#Comment_2523024
That's not what I was asking though. In your suggestion. How do you then balance this perk to not harm killers tools ? Thats not "go destroy it and lose pressure"
Do you have a solution ?
If you're talking about the example you gave with a survivor on a hook and one slugged next to them, just add a stipulation stating the perk is only active if no other survivor is within a given range.
Hopefully that answers your question because i'm not interested in a back and forth.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2522938#Comment_2522938
Ok. Now what do you do to slow down gens/survivors for compensation. If a killer has to go away from a potential hook/good situation. Or suffer sllllllooooooow speeds ?
I'll give you an example. How is it MY fault you messed up and I got a hook. Then a second partner messes up and I down them at your hook ? Why am I as the killer being punished for 2 people messing up at once(having a hook and slug) Why should one perk be strong enough to ruin the pressure a killer can have in a particular situation ? That's rediculous
Where's the perks that punish survivors for the killer messing up...? Oh right...There isn't any
Take it easy. I assure you this isn't a real perk, one might call it... a concept. All things are subject to change. Stipulations can be added, numbers can be adjusted, you have no need to fear.
-
That would be an interesting idea actually, never thought about that.
@indieeden7 said:
Tbh a boon totem that actively punishes camping would be a really cool idea, e.g. while the totem is blessed, if the killer is within x meters of a hooked survivor, the entity progression bar is slowed by 50%.
Yeah something like this would be nice. You could go another way and make the slow down amount dependent on the number of gens remaining. 100% slower at 5 gens if the killer is within 16m, 75% at four, 50% at three, 25% at 2, and 0% at one, something like that. You could also show the aura of the totem to the killer when they are within 16m to entice them to leave the hook.
-
Absolutely.
@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2492288#Comment_2492288
Hmmm. I get your concern.
The way I see it, those people are going to do that regardless. But when they see they weren't against a SWF, it could at least prevent them from coming on here after a game saying "I just played against the sweatiest 4 man SWF ever, nerf self care!!!" (That last part was a sad joke). And if they got a BP reward, I wonder if it would lessen the animosity from those people. I don't know though.
But regardless, people like that are the ones I take with a grain of salt. Loud and thin-skinned doesn't mean you're (general "you're" not you specifically) right. It means you're loud and thin-skinned. Nothing more. And no amount of snark, raging, or toxic behavior will make their opinion magically true. So when I think of it that way, I'm leaning more towards "Yeah, let's see who's in the SWF." I'm not going to base my actions on placating people like that. If they can't handle it, that's honestly their problem.
Still, someone might have a valid reason for not showing who's in a SWF that I just haven't considered. So while I now lean towards yes, I'm still undecided.
I don't think there is any valid reason for not showing it after the game honestly, or maybe its better to say that the positives clearly outweigh any negatives. Even if there are some players that may somehow turn it into a negative thing (don't know how you could do that), I believe it would be an incredibly small minority of the player base. So small that it would make zero sense to give them any recognition and punish the vast majority by not adding it. I can't stand the mentality of "someone might abuse the system so no one should get it", that crap brings me back to elementary school where the whole class wouldn't get recess because one kid acted up.
-
@BadMrFrosty said:
He's very fun to play, but that's not the issue a lot of folks have with him. Fun, aesthetic, animations, and mechanics are well done. The risk/reward ratio for how hard he is to use just isn't lining up, and that's the main criticism. The good news is that the groundwork is laid for a strong killer if they make some small changes, quality of life updates, and bug fixes.
This pretty much sums up my view. I really like him and he might become my killer main, but he does need some tweaks.
-
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2488486#Comment_2488486
Judging by how a BHVR official called this useless mori version toxic in the 5th anniversary live, I wouldn't say the same.
They said they wanted to move away from the perception of moris being a toxic part of the game, and turn them into something seen as a more natural progression of the trial. There very well might be devs who view them as toxic, but they were clearly referencing this community's view with that statement.
-
No.
I love how split the responses have been so far.
-
I would like to see some changes made to spice it up somewhat.
Unique looks and layouts, either based on the map or randomly chosen from a list, would be spicy.
There was the cool idea a forum member had of having five lit candles in the basement, where a candle would go out each time a totem was cleansed.
I also had an idea where survivors can go into the basement to interact with a shrine, after doing something to unlock it first, to gain BP.
-
What a coincidence, just last night at work I randomly started thinking about doing this exact build on Bubba to see how effective it made camping.
As for my view on NOED, I don't like the current iteration. I think it could be made healthier, could be something simple such as requiring four unique hooks to activate. Killers that camp their first hook of the game no longer get any value from the perk, which I feel is the main reason players dislike the perk.
I also had an idea a long time ago, don't remember the specifics, but the idea was making NOED have an even stronger effect that only applied to survivors that actually rushed gens. Kinda like how I assume the upcoming Mori rework will play out, where you need to go out of your way to do something other than gens or suffer the consequences.
-
Alma Wade from F.E.A.R and Ellen Ripley from Alien are probably my top two picks.
-
For survivor:
Gotta Go Fast: Tenacity, Urban Evasion, Fixated, and Sprint Burst
Support: Streetwise, Leader, Vigil, Prove Thyself (could also use Open Handed/Up the Ante)
xXxShadowAssassin420xXx: Calm Spirit, Iron Will, Quick and Quiet, Technician
For killer I just want to suggest one that I did a couple time that I never see. Ghost Face with double crouching speed addons plus NOED and PWYF. Don't remember what I used for the other two perks. My rule was I had to stay crouched the entire trial (unless carrying a survivor obviously), and when the game forced me to stand I had to crouch before I could continue moving.
-
@Blueberry said:
What I gathered is it will light a totem in blue at the start and if the survivor can break it, it gives them a buff. Essentially like breaking a hex totem except instead of breaking it to remove the power from the killer, it buffs you instead.
I don't believe it'll work like that. It was said that boon totem perks will give a brand new interaction to survivors standing next to a dull totem. So I imagine you'll need to find a dull totem and then light it to activate your boon. Killer can probably crush these totems to remove the boon from play, but the question is can a survivor then relight another totem to get their boon back or is the perk gone for good?
-
I do wish there was an addon that added one more zombie at least, but otherwise from what I played the current two seem to do ok. I wouldn't be against having three zombies though.
Maybe instead of adding another zombie, their base movement speed could be increased slightly to help on larger maps?
-
Flashbang?!??!! AI?!?!?!?
-
Pyramid Head has the best by far.
-
Lisa, but I really like Yun-Jin Lee's blue legendary outfit so i've been swapping back and forth between the two.
-
Absolutely not an exploit.
-
I do like that idea, but it seems that it might be too good.
What if it gave a survivor a status effect, such as Oblivious, whenever a survivor uses an item and for a duration of time after (no TR requirement)?
I haven't really thought about how to buff the perk, not too much you can do if you want it to still play around with items.
-
Was not expecting to see that when I read the notes so was pleasantly surprised.
I wonder if the reason for adding it was because the devs saw stats that showed tunneling actually did increase after the DS change?
-
It could do it's job better. I think the best buff I agree with is to disable all forms of tracking for killer so a survivor can actually loose them. I also made a thread mentioning that the skill check should just be removed as I believe it is outdated now, and instead should just be activatable during the pick-up animation.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2155603#Comment_2155603
Was it a problem before? It does not seem to me like it was a problem before in that regard. So why is it a problem now?
There was absolutely no way I would've ever mentioned buffing DS, in any way, before it's nerf, I feel I would've been crucified by the community. Now that it isn't abusable like it was before, I feel comfortable I can finally suggest buffing it's anti-tunneling potential.
This is a guess, but it might also be because tunneling may have increased after the change. So now the people who are running it are seeing just how little it can help when they are actually being tunneled. Whereas before they might have only used it aggressively or never got to use it at all since a lot of killers would just slug to avoid DS, but now they just pick up straight away.
-
Yeah long games absolutely suck. At least with survivor you can just let the killer kill you. As killer if you have no way to detect survivors and they want to hide all game, even when you give up searching and go AFK in a corner, you're at the mercy of the survivors to end it.
Heck after 20 minutes i'm already over that specific game and just want it to end. I see no reason as to why there isn't a time limit of at least 30 minutes. No game should ever go longer than that and players shouldn't need to DC/AFK/suicide just to move on. Would be a nice QOL change.
-
I've seen a slight increase in tunneling, but not a drastic enough increase for me to start equipping DS just yet.
However, there has been a drastic increase in games without an obsession. This kinda sucks since before the rework I usually wouldn't run any obsession perks as survivor (maybe occasionally Bloodpact), and relied on my teammates to have one. Now i'm starting to feel pressured to run DS, which means one less fun perk to bring like Autodidact or Any Means Necessary.
When the new OoO drops, i'll probably start running that as I really liked it in the PTB, and then at least there will be an obsession in most/all of my games. So problem solved I guess?
-
"Is it ok for me to DC if a tornado is about to hit my house?"
"Does blinding the killer make me a bad person?"
"I have a serious medical condition, is putting my life first over this game the right thing to do?"
"Is teabagging immoral and punishable by jail time?"
Where on earth did these thread come from?!
To answer your question OP, no playing Bubba does not make you a bad person. Playing Hag DOES make you a bad person though, and I think it's also illegal.
-
Twins is a weird one for me. I think they are poorly designed yet I keep coming back to them. I just find something satisfying about playing them despite their flaws.
Regarding your first point, I love it when a survivor kidnaps Victor. It does turn you into a M1 killer, and it's not exactly engaging for either side. However kidnapping Victor can hamper the survivors more than it does the killer... sometimes. Take my last game with them for an example.
I pounced a Dwight at the beginning of the game who never tried to remove Victor. This turned the game into a 3v1 with 5 gens still left to go. He kept revealing his teammates to me as he ran around, and because of that I was almost always knew where survivors were or weren't. This gave me some free hits too, as sometimes one of the survivors would think I was unaware of them. There was even a time when he tried to take aggro for an injured teammate that I was chasing, but he was actually helping me keep track of the survivor so I ignored him. Eventually he got rid of Victor but it was too late. Ended up winning that game.
-
If i'm to be honest...
I didn't quite understand it at the time, but playing F.E.A.R 2 when I was younger awoke something within me. It was the first time I discovered I had a thing for psycho ladies who could mess your ######### up.
Well this game, if you can believe it, has psycho ladies that could mess your ######### up, thus the thirst (for me).
Although I don't really thirst that much, and part of it is more lighthearted then serious.
-
Hmmm, I think the one i've been running the most recently has been:
Kindred, Iron Will, Fixated, Any Means Necessary
-
A couple powers are similar to others, so not completely unique, but would still be different enough I think.
- The most said one, a doppelganger inspired power.
- A killer where survivors need to avoid looking at them.
- One based on sound and/or movement.
- A killer whose power is map-wide and could alter the map itself. Kinda like what Pyramid Head could have done, where after a bit of time he could summon in the fog. The survivors, killer, and the map would then be under its effect for a time.
- A ranged aoe that can injure.
- Have no idea how this would work, but maybe a power that has a puzzle involved?
- A power that starts very strong but then gets weaker overtime?
@Profezia I actually had the same concept but for a perk. Like it would make an obsession, who then is unknowingly marked. Could do anything really, but my idea is it showed the aura of any other survivor within 16m or so.
-
I think i'm fine with allowing DS have two uses now with the way it currently works. Maybe with the added condition that it is disabled when the endgame collapse starts or even when all five gens get completed.
Though there is one thing, regardless if it stays at one use or not, that I think should 100% be changed now and that is removing the skill check. It made sense before the change, but now that it actually is an anti-tunnel perk I see no reason for it to stay. Not a big deal since the skill check isn't difficult to hit, but its mainly meant to help newer players playing against newer killers where tunneling seems to be more rampant.
-
I don't really main any killer now, but before Blight was released I did main Clown. Now I play a few killers on rotation, so i'll play a match or two as one killer than switch to another. The killers I play vary between most of the roster, but the main three would be Blight, Demo, and Clown.
-
The antidote definitely made Clown stronger, but by how much I can't say as I no longer play him as much since the release of Blight. I did mention in an older post that I would be happy with whatever they gave Clown as I found his gameplay too simple. The antidote does add more complexity to his kit and for that I am happy as I said I would be. However, I would be lying if I said it isn't a bit underwhelming.
A long time ago I brainstormed a second ability for Clown that would give him some map pressure while not giving him increased mobility or lethality in chases (for most instances that is). Compared to that idea and a couple others that people have posted his antidote isn't as creative as I hoped.
@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/2034756#Comment_2034756
He's fine chase wise as is right now, the only problem he still has is he can't get from point A to point B because he's not someone like Blight. I always wanted for Clown to have a bottle that he drinks that makes him go super fast for map mobility, but didn't get that sadly. For some reason the devs are very hesitant on giving certain killers no map mobility, and the only solution to help them is to make maps smaller. The only changes I'd make to Clown right now is to give him Sticky Soda Bottle as basekit, buff the invigorated effect by a little bit, get rid of that stupid grunt noise he makes when he vaults, and make his ultra rares actually useful instead of being garbage.
As you said, its also disappointing that they didn't remove his grunt when vaulting or redo both his ultra rares. I seriously despise RHPF, its one of the addons that tilt me the most.
-
The problem even with totems that are hidden well is it just eventually boils down to memorization. Doesn't matter how well a totem is hidden if I know where they can spawn. However, if a totem is hidden what it does do is waste more time for the survivor as they will actually need to run up to the location to check instead of being able to see it from afar.
This is obviously better than some spawns such as the ones out in the open, and I want those gone just as much as anyone else. Its just that against a team that happens to know where the spawns for totems are, its just a matter of time before they find your hex.
-
I've been getting Coldwind Farm WAY too much recently. In fact, i've been getting it so often that I really did believe at one point the devs must of accidentally increased it's pick rate. At least three every five games I played ended up on Coldwind.
Something else I noticed is every time I play Blight my chances of getting Yamaoka increase dramatically. I dislike the realm in general, but I hate playing on it as Blight even more so. Its a damn conspiracy I tell you.
-
Wow. Usually Aftercare almost never gets mentioned. I came into this thread fully expecting to see maybe one or two people at most mention it. Glad to see many people, at least in this thread, who seem to understand how good it can be. Its one of my favorite perks to run, but unfortunately I can't live without Kindred and running both is mostly redundant.
So since everyone is already saying Aftercare, i'll go with Any Means Necessary.
-
I thought it was useless at first too, and to be fair it is for the most part. However, to my surprise i've actually been able to get value out of it more than I realized I would.
I like to two hook all survivors before I go for the kill, and before I would often loose track of how many hook stages i've gotten which has led me to kill a survivor before I intended. Now even thought it doesn't tell you who those hook stages belong to, i've still been able to use it to help me infer who is on what hook stage.
The easiest example is there are still four survivors left in the match. I have seven hook stages, so that means there are three with two hook stages and one with just one hook stage. Obviously if you have good memory you could probably remember this yourself, but I tend to forget a lot. Especially if a survivor hits second stage on their first hook and I don't catch it.
-
I think overall I would say I like it more than I dislike it. The only things i'm not too fond of is the look of the survivor and the killer's power in it's current form.
However the biggest flaw, is that the music in the teaser isn't in the game. I was really hoping to hear more of it, so I would say that's actually my biggest disappointment.
-
The female face for the game would be Claudette or Meg.
The female face for the community would probably be Kate.
For me personally, with several being a contender, i'm gonna go ahead and represent my girl Lisa.
... I think I might just be the only Lisa main in existence.
-
I couldn't decide between Clown or Blight so chose both. I guess I should clarify this is what I would keep to avoid confusion.
Clown:
- Cheap Gin Bottle
- Cigar Box
- Ether 15%
- Garish Make-up Kit
- Bottle of Chloroform
- Flask of Bleach
- Sulphuric Acid Vial
- Solvent Jug
- Sticky Soda Bottle
- Fingerless Parade Gloves
Blight:
- Compound Thirty-Three
- Alchemist's Ring
- Soul Chemical
- Vigo's Journal
- Blighted Crow
- Compound Twenty-One
- Umbra Salts
- Blighted Rat
- Canker Thorn
- Plague Bile
-
I hate how Kindred is a must have perk for me. I love the perk, but anytime I take it off I feel naked and afraid. So then I only have three perk slots to toy with.
Except in walks Iron Will, another perk I hate playing without. Not quite as mandatory as Kindred, but I can still definitely feel the effects of not having it. Now i'm down to just two perk slots.
For those last two slots I have a multitude of perks i'll swap in and out. Usually one of those being a healing perk and the other being whatever random fun perk i'm in the mood for, such as Any Means Necessary. I really enjoy when someone attempts to heal but instead throws down a pallet (due to controller), and then just stands there in shame or anger or whatever. Then I come happily trotting over with Any Means Necessary and pick it back up for them.
-
@yobuddd said:
5 lit candles around the basement hooks. 1 burns out each time a totem is cleansed.
- simple, clean, thematic
- does NOT add HUD elements
- some risk involved (basement) for the information reward
I've always said just give a subtle audio cue whenever a dull totem is cleansed to help solos, but I actually like this idea better. Plus, I always thought it would be cool to give a reward for survivors who go down into the basement, other than the chest, such as a BP shrine or something that they can interact with. This candle idea does both of those things so i'm absolutely all for it.
-
I actually liked it too.
-
@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/1978256#Comment_1978256
Theme and visuals and probably game mechanic concept of an Android killer would be totally different from a Frankenstein's monster. Besides that general stories often appear very similar, but their execution is what makes them unique. Just think about it how many revenge or people suddenly snapping stories DbD has e.g.
Yeah that's what I was thinking too.
As long as gameplay wise the killer is unique enough, it doesn't matter how similar the lore is. Plus, maybe this is the dev's version of a Frankenstein scenario. That is if they don't intend on including the actual one, which I have a feeling is the case.
-
This is almost exactly what my idea for a reworked Red Herring would be. Its just seems like it would be a fun and unique concept for a perk, and I would love to use it even if it wasn't very strong.
-
@Phasmamain said:
I’ve had an idea for solidarity where it reduces the pain grunts of the survivors your healing and also goes at a 70% conversion rate
I'm fine with a buff to Solidarity, though something else needs to be changed that I feel is very much needed.
A problem that I never see mentioned is that it gives no indication you're running the perk to other survivors. I made a thread a long time ago suggesting a simple QOL change that I see no reason not to implement. Similar to perks like We'll Make It, just have it pop up when a survivor is getting healed by another injured survivor who has the perk equipped.
It is very irritating to try to use the perk, and have the other survivor you're trying to heal keep canceling the heal because they want to heal you instead. This occasionally happens and is why I made my thread in the first place. I thought maybe they had Solidarity too, so I gave in and let them heal me. Turns out they didn't, and in fact they had no healing perks so they just wasted time and made the perk useless.
This same logic could be applied to Deliverance too. If you have it activated and get hooked, perhaps your aura could be in white instead of the usual red. Both these changes also have the benefit of not making the perk any stronger in a swf, but it does make them more useful for solo players.
-
God I hate this situation so much.
There absolutely needs to be a time limit put in yesterday. No match should ever last longer than thirty minutes, and even that is still a bit too long for me.
As survivor i'll usually just run toward the killer if it seems the only other remaining survivor is hiding instead of doing objectives.