GoodBoyKaru
GoodBoyKaru
About
- Username
- GoodBoyKaru
- Joined
- Visits
- 18,126
- Last Active
Comments
-
@Markness said:
https://forum.deadbydaylight.com/en/discussion/comment/2507207#Comment_2507207
Why do killer add-ons/perks/anything need a down-side to them whereas survivor ones never do? You probably have to get 3-4 bloodwebs to get one add-on, so they're hardly common in normal matches. He feels alright right now, if the maps were fixed (haddonfiled, mormond or w/e it's called) then he would be pretty good. He relies way too much on his add-ons to be good though.
Wraith can do incredibly well basekit, now that Windstorm isn't practically required though lol
-
@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2507657#Comment_2507657
Wait, even then your principle is wrong, because for it to work there would still need to be no Incredibly strong thing on either side. It works in theory thinking about one side having a really strong item while the other one does not, but that just wouldnt be the case here.
Both sides so have incredibly strong things, yes. However taking a look at them, the Syringe add-on is probably the best, as it is a health state within 16 seconds. It's a very, very strong add-on, however consumes the entire medkit upon use and can be cancelled out if they change health state beforehand. It has it's uses and it's downsides.
Brand New Part is possibly the worst offender of not having a particularly massive downside. Whilst it's nowhere near as strong as it used to be, being able to compete 25% of a generator very very quickly and not even consume the toolbox after is a smidgen too much, and the downside to that being "don't get interrupted or don't miss the skillchecks" isn't that big of a downside if you're smart while using it.
All flashlight add-ons are trash except batteries, but they're not good enough to warrant the downside. If anything they should be buffed. Same with Maps.
Blood Amber is an incredibly good add-on, but has the downside that you use a key up at 50% the rate. Once keys themselves get gutted this should be fine. The main strength of it comes not from the Blood Amber itself but the fact it sits on a key.
Gel Dressings, Medical Scissors, Socket Swivel, and Wire Spool you could make an argument for being very good, however this is mostly down to the utility of the item itself (with Medkits, followed by Toolboxes, being the best 2 items in the game). They're the only really, incredibly good add-ons I can think of.
And killers have this too. Mother Daughter Ring, for example, removes Spirit's primary form of tracking now that sounds have been changed, and Nurse's range addons also increase the charge time.
Wraith's All Seeing Blood is on the fence, in that in some scenarios it's overbearing good (indoor maps, especially RPD/Hawkins), and in others it's practically worthless (very open outdoor maps, like Blood Lodge). I don't think it's perfect, but I also don't think it warrants a downside to compensate (unlike some add-ons, topknot). I feel like having the aura fade out as you uncloak, as was mentioned by someone else in this thread, and I think that would help allow survivors a bit more maneuverability during the ubcloak and allow them to potentially trick the Wraith player as they uncloak. Even then I'm not sure it needs the change.
Overall, outside of charge add-ons (maybe) and Brand New Part, I wouldn't say there are any survivor addons so good that they really need the counterbalance of a downside. However, not everything has to be an us vs them, survivors get this killers get that, etc etc debate. Balance isn't just nerfing one side and buffing another- they both play completely differently and so both should be treated differently. Just because one thing is getting a downside or slight tweak to numbers doesn't necessarily mean that the other side needs to have one too.
Does that make sense? I hope so??
-
@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2507657#Comment_2507657
oh. Why would you talk about that when people are debating about all seeing blood.
Because it was brought up in general, so I challenged it.
-
As most killers I feel kinda pressured into running at least PGTW or Ruin. Some don't have enough map mobility (or I'm very bad at) so I use the Corrupt/Pop core. As Nurse I just say ######### it and use Haunted/Agitation/Starstruck/BBQ.
-
@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2506045#Comment_2506045
It needs a cooldown
Cooldown, or a flat out once per generator. I'm okay with either.
This is assuming we give weaker killers more map mobility ofc.
-
@Miles said:
https://forum.deadbydaylight.com/en/discussion/comment/2507308#Comment_2507308
that would work if first of all, all seeing was even remotely close to incredibly strong. And that is also supossing that no survivor add on gets even close to incredibly strong, which is just a lie.
Please show where exactly I stated I was on about "All-Seeing- Blood". I was talking about a general principle. :)
-
@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2507459#Comment_2507459
I am pretty sure I had 2 almost consecutive dc‘s due to that ‚no connection to host‘ error/bug a few days ago and the second time was also 5 min
Honestly with my experience with DCs due to internet loss, it seems to scale as no penalty, 2x 5 minute penalties, 2x 15 minute penalties, and then I think it's a 45 minute one ater, but I don't know since I've never gotten this far.
-
@MeltingPenguins said:
Alright, here's something I noticed:
Giving some of the bugs in the game recently, I get the feeling that what they are trying is to recode patch by patch. This isn't as ridiculous as it may sound, but bound to cause trouble. So, once that recoding is done, balancing will be a lot easier
We can hope. They did say they had enough people to work on new content and game health at the same time, so who knows maybe they were actually right
-
Both sides are toxic, there are just more survivor players per game. That's all.
-
@ThiccBudhha said:
I am usually the type to take personal responsibility. I play a lot of competitive games with fgc roots. But yeah, I find myself just blaming the game for a lot of shenanigans. Even when they benefit me, I can't help but shake my head.
I had a 3 gen on mothers dwelling where the gens were chainsaw dash distance. The Bubba kind. One charge. And after that, the hatch spawned right near the person I hooked to death. And then both exit gates were on the same side and I could see both from... you guessed it, chainsaw dash distance. Probably 2.5 charges, to be "fair."
Like, how could I possibly lose? I could have beaten Oracle with that absurd rng. It was so obscenely rigged in my favor.
To be fair with spaghetti code and complete RNG in everything, from map layout to totem spawns to teammate skill, it does get very easy to blame everything but yourself for a loss, or blame everything but yourself for a win too.
-
They're apparnetly had data on this for half a year now but couldn't forsee that SBMM data gotten while using RBMM would lead to this flop
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2507351#Comment_2507351
Well, I mean... She just stood there and tried for the stun. It is still survivor sided even if survivors are suspect. Lol.
Sorry it's just that everyone and their grandmother seems to portray it as impossible to hit through pallets and bhvr hates killers blah blah blah we've heard it all before, when in reality it really isn't??
"camping the pallet guarantees you a stun" is one I've heard quite often and it literally doesn't??
-
https://clips.twitch.tv/DepressedColdRamenPicoMause-_T8hFDPjF1BjoUp-
Mhm, yes, completely impossible very survivor sided, yes correct.
-
@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2502006#Comment_2502006
They both suck tbh. The generator ones are like pulling teeth. I'm on the stun the killer 20 times one right now. I haven't had a ton of luck with pallets lately and I'm horrible at aiming flashlights with controller. Thankfully Blast Mine seems to count for 2 - 3 stuns each time it lands, for some odd reason lol
The one where you had to point at the killer with Premonition active from a couple rifts ago wouldn't work until I got an AFK killer.
I'd love it if we got more challenges that weren't miserable grinds, or so specific that they cause you to throw matches until you complete them. Ones nestled snugly in the middle.
Blast Mine counts as 2 I believe, because it blinds the killer as well as stuns them for 4 seconds.
If you're still stuck on it have you considered Head On?
-
@DaWeezerd said:
https://forum.deadbydaylight.com/en/discussion/comment/2500109#Comment_2500109
Cause devs are survivor biased
Bestie this was not it
-
I hate it all.
Survivor is barely an improvement from RBMM. The games are still boring as a lot of the time thanks to the killers and the builds combined.
Killer is just hell. Trials are sub 6 minutes and comp teams are everywhere when I play basically anyone, except during the weekend.
-
@Mr_K said:
The complants about tinkerer here is making me think these survivors are too busy staring at the gen to notice an aproaching killer. How do you all handle Wraiths, Myers, GF, and Pigs I wonder?
It is my experience, Tinkerer only has value once per survivor. Once you know the killer has it you can bait them fairly easily.
One way, repair a gen to tickerer prompt. Move away from the gen. Killer comes and gets upset to find a lonely gen. Killer kicks and leaves. Go back to repairing gen. You just wasted a lot of the killers time. In turn your teammates would proc another tinkerer forcing the killer away freeing you to finish your gen.
Thinking the stealth part of Tinkerer is the strong part lmao
-
@Kira4Evr said:
I don't agree. I like actually RPD lmao
I have a therapist friend we can book you a slot it's not too late
-
Hatch is there as an alternate means for escape since teams are unreliable, and the devs wanted to encourage choosing your playstyle; 4v1, or 1v1v1v1v1.
Believe me when I say it's better than the alternative. You either have a Hatch or a 90 minute stealth game where you desperately try to find the one survivor who's been vibing in the basement listening to music.
-
@GoodBoyKaru said:
https://twitter.com/DeadByBHVR/status/1409608871283417088?s=20
For those who cannot use twitter:
Q: "Hey, Do you have an update on the cross progression feature that was supposed to be added to the Switch version of the game? I just hope it didn't get cancelled. I understand that you have a lot of other things to do, but are you still working on this?""
A: "Sure do (but it is a smol update)
We're still ironing out some details with our partners before we are ready to go live with Switch cross progression. It's something the team is still working on, but we are unable to commit to a firm date at this time."
So, the Q2 2021 deadline hasn't been reached and we don't have a replacement date yet.
That is all folks
Um-
We got something on June 28th... as well as a lot of communication from the mods here, and this is counted as an official platform...
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2507289#Comment_2507289
Just pointing out the hypocrisy
Btw You are literally saying: "Rules for THE not for ME".
I am sorry but double standards should be called out.
Hm, yes. Rules for them but not for me.
Please go back to the example I gave, and let's analyse it together since reading through the bias glasses must be so hard for you.
"If survivors have a strong thing with no downside, but killers have an incredibly strong thing with no downside, there's no need to add a downside to the survivor thing if you add a downside to the killer thing."
So. Survivors have a strong thing. Killers have an incredibly strong thing. To turn the killer's incredibly strong thing to strong, a downside is added as a countermeasure. To turn the survivor's strong thing to strong, you don't need to add a downside, because it is already strong but not too strong.
Capiche?
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2507238#Comment_2507238
That would solve nothing from what people claim to want the nerf for which is the anti stealth/immersed.
Being honest all seeing blood is probably the most overrated add-on in the game currently due to how low its detection range actually is.
Ps. Not all strong add-ons need a downside or we should start applying that logic to the survivors too as a lot of their best add-ons have no downsides despite their power.
You do know not all balance standards must be applied equally to both sides, right? If survivors have a strong thing with no downside, but killers have an incredibly strong thing with no downside, there's no need to add a downside to the survivor thing if you add a downside to the killer thing.
Not everything is an us vs them debate, and you don't have to bring it up in every conversation, you know?
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2507264#Comment_2507264
Eh not really because you could argue any stealth killer with any generator detection perk would be op...So you want to nerf pig?
Hardly. Stealth killers are countered in the majority of cases by using eyeballs. You cannot easily, and in fact incredibly rarely if at all, coordinate Tinkerer procs in solo.
-
@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2502792#Comment_2502792
their bank accounts keep getting bigger but the game isnt gettign better, so unlucky we are that is BHVR the one in charge of this game they dont deserve this game, is way too much of a game for them.
You say that but I'd rather it be bhvr than ActiBlizz or EA.
-
@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2506105#Comment_2506105
Tinkerer doesn't need to change as long as gen times stay the way they are.
Solo stomping perk therefore unhealthy game design.
-
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2506045#Comment_2506045
Tinkerer is entirely under the control of the survivors do I doubt it will ever be nerfed.
In fact Tinkerer/Ruin/Undying are all perks that are controlled by the survivors in some way making it the fairest killer meta the game has ever had:
Ruin/Undying are totems so they can both be destroyed in the first 16 seconds of a game. Also the killer has to pressure generators for these 2 to do anything at all.
Tinkerer literally only activates by survivors actions on generators and only can be reset on said generator by the killer regressing it.
Solo stomping perk therefore unhealthy game design.
-
@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2506520#Comment_2506520
First of all, I highly doubt he has the liberty to just drop that. Not to mention the specific phrasing - “teasing”, in particular - sounds rather tame for such a drastic response.
Second, that profile picture looks fake.
Third, they’re called much worse on the regular. I doubt a few “I came” jokes would be too much for them to handle.
You'd be correct about this. I did some fact checking on that account, and it was entirely false; Almo uses his actual name (Ethan) for his Twitter account, and is actually followed by Mandy. The false account was suspended for impersonation. Not to mention the handle is the same as all of his other socials- Almo2001, not AlmoBHVR
Overall, whoever ran that fake account got what they deserved.
-
@killer998 said:
God I seem to have found a salt deposit so large it will cover us in the 3000s
No because OP actually has a point and despite literally everyone saying RPD as a map wouldn't work here we are.
-
@R2k said:
This interview is pretty much water (useless information),
Not a single word about weakest/strongest killer buffs/nerfs/reworks, not a single word about survivors meta perks nerfs/reworks, no a single word about map size changes, not a single words about useless addons and perks, no a single word about how actually MMR works, not a single word about SoloQ or SWF.
Everything they talked about is irrelevant compared to issues mentioned above.
ok
-
@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2503561#Comment_2503561
Why did all of those posts get edited anyway
tagging @MadLordJack because she asked something similar too. basically OP and thus comments quoting OP were rather... insensitive in terms of someone's location, blaming one place specifically for most high-ping players. Also then people discussing this one location in particular were also edited into nothingness.
-
Because God forbid letting other people play the video game too.
And yes, it was supposed to, but that's under the stipulation that SBMM works.
-
what a good Moo Moo
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2506310#Comment_2506310
the only time I've been a giga-brain.
If you stanned our lord and saviour the Moo Moos you'd experience the same omniscience as I.
-
@ouroboros_world said:
https://forum.deadbydaylight.com/en/discussion/comment/2506105#Comment_2506105
Tinkerer is fine, spine chill tell you when the killer is coming, you can’t expect solo queue be a 100% win rate for survivors. Maybe it’s a family that’s letting their kids play for the first time or a someone teaching their friend this game, you never know. And if your that worry about losing because you have no pro team, go find a swf. Tinkerer don’t win games, it just don’t make games a easy 3 min gen rush lol and that’s only with 3 other perks to combo with. Tinkerer by itself is decent at best lol
Tinkerer is fine, spine chill tell you when the killer is coming,
Thinking the stealth is the strong perk of Tinkerer lmao
Tinkerer don’t win games, it just don’t make games a easy 3 min gen rush lol and that’s only with 3 other perks to combo with. Tinkerer by itself is decent at best lol
No, by itself it's okay, it's when used in combination of regression perks on a high mobility killer to stomp solos and have substantially less effect vs SWF it becomes problematic and unhealthy game design. You shouldn't be punished that harshly just because your friends are busy.
:)
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2506301#Comment_2506301
oh my god
do we have the same brain?
our minds rn
-
@ElusivePukka said:
Considering how quick I see totems pop, I'm shocked people would call it OP with any sincerity - but this is DBD
Tell me you didn't read the post without telling me you didn't read the post 2: electric boogaloo
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2506286#Comment_2506286
Tell me you didn't read the post without telling me you didn't read the post.
Oh my god
-
@R2k said:
Game is survivor sided, and yet they still cry to make it easier. I guess devs should implement press to win button.
Tell me you didn't read the post without telling me you didn't read the post
-
My editing skills are truly something of envy.
-
Too wholesome I'm banning you from my Minecraft server
-
...no?
-
@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2506045#Comment_2506045
https://forum.deadbydaylight.com/en/discussion/comment/2506054#Comment_2506054
Tinkerer is not problematic in this combination. The problem are survivor with goldfish memory, who never return to the almost completed gen after they are chased away. This teammates are so frustrating. The killer cant stop 4 tinkerer at once. Even 2 are problematic. Tinkerer is consistent.
Ruin/Undying is different. Totems spots are so inconsistent. On some maps i can spot them from 20 meters and on others i hear the sound first. So most of the time both totems are gone in one minute, but on others you need a map to get the same result.
Personally i dont think any perk needs really a nerf, but i wouldnt care for a 1 minute cooldown for tinkerer on the same gen. Playing against a blight, who doesnt chase, can be boring.
Ruin/Undying is a very strong combination, which is mitigated by the fact that the killer must go to the survivors to chase them away from the gens to get any regression, and the fact that it can be completely removed from the game.
Tinkerer takes away the first drawback. You do not need to play the game well to get a lot of value out of Ruin, and if you have a map like Saloon or Midwich you have a very easy time because of the totem spawns. With Tinkerer, the part of Ruin which needs you to use your brain is removed almost entirely, especially since you can have multple Tinkerer procs per gen.
Furthermore, the way to counter Tinkerer is to coordinate Tinkerer procs, yes? Now, attempt to do this in solo queue. You can't. You physically cannot because it requires you to coordinate anything, which in solo is already near impossible with the limited options you have.
Not to mention, Tinkerer when used with Pop over RuinDying is still an issue for the exact same reasons, except you need to be decent at chases to get a lot of value from it. Alternatively, you just play Spirit with Ruin, Undying, Tinkerer, and Pop. Or Blight.
Tinkerer is the problem child of the perk combo. Tinkerer needs the change, not the Ruin or the Undying. It is too overbearing on solo players and the only real counterplay is hoping the killer is bad, or playing in a SWF.
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2506072#Comment_2506072
Okay and how many time is needed 5 years? 1 month?
You're asking me because?
I just know that coding is a pain in the ass and a single missing semi-colon somewhere in line 7843 can cause half the intended features to stop working. I do not have access to BHVR data, their code, or anything, so why would you think I know how long it takes to fix the Silent Slug bug?
-
@Exult said:
I must be the one of few people who enjoy playing on RPD.
i know a therapist friend i can hit you up with
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2506036#Comment_2506036
Ong that would be one of the best things that ever happens to this game.
######### wrong comment. Meant to reply to this one:
https://forum.deadbydaylight.com/en/discussion/comment/2506038#Comment_2506038
both work. just don't forget the cows :)
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2506032#Comment_2506032
So survivors unable to be hear in the ground who was a "feature" and is still in game is not a surv code problem?
You know, I believe Mandy has explained about 15 thousand times than when bugs aren't reproducable, and when the devs have to explicitly ask the community for their log files because no matter what they do they can't consistently reproduce this bug, it can then be inferred it is a difficult bug to fix.
Please note my use of the word "usually" in the comment you quoted. Once again; "USUALLY". Just in case you missed it the first couple of times- USUALLY
-
@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2506038#Comment_2506038
With cats and baby cows that allow players to pet them walking around.
now this i can get behind omg
-
@dspaceman20 said:
How did talking about bugs turn into a survivor vs killer discussion?
It started off as an incredibly thinly-veiled survivor vs killer debate under the guise of bugs.
-
I wouldn't say to nerf the Ruin Undying combo. Just take the Tinkerer far, far away.
-
@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2506036#Comment_2506036
Nah, they should redesign it to where a meteor has struck it and make it an outdoor map.
It's a big meteor and the map has accidentally been deleted and replaced with a big rock in the shape of Claudette morel.









