GoodBoyKaru
GoodBoyKaru
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- GoodBoyKaru
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1218748#Comment_1218748
https://forum.deadbydaylight.com/en/discussion/comment/1218751#Comment_1218751
You guys didnt understand anything on how the PTB looked like, right? Just spouting some nonsense, but you proudly present the lowlevel of this forums game sense.
No I saw Yerv's videobas well as some other posts and the blood lodge issue. But then in the same video there was another autohaven with an awful lot of pallets. Again, it's RNG, and blood lodge wasn't touched, as well as a lot of other maps. Again the only map that got pallets adjusted was Disturbed Ward.
You said that these deadzones would be the worst thing to happen to this game. Unfortunately for you, it's not the worst thing to happen to this game since its release of 2016, which I disproved. 60 second gens, actual infinites, insta-gen BNP, pallet vaccum, window vaccum; all of these were significantly worse for the game.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1217740#Comment_1217740
Doctor doesn't lose bloodlust when shocking, he should, but he doesn't
Well from my experience I definitely don't gain it whilst shocking.
However because of the slowdown whilst shocking the point still stands. If they keep shocking over and over and over again then keep running.
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@LetsPlayTogether said:
If they keep all those deadzones from the PTB, it will be the worst thing ever happening to the game.
Ya know something tells me 60 second gens with actual infinites no bloodlust or entity blocker stronger jungle gyms with 2 pallets 2 Windows shacks with 2 windows and L/T walls having a pallet by them is significantly worse than the deadzones that the devs have confirmed is not a confirmed feature and that the only map that's lost pallets is Asylumn.
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Mate you can't be serious? You're complaining about one of the weakest killers because the arguably strongest survivor perk is still the strongest, just a lot less brainless?
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@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1217740#Comment_1217740
Doctor loses Bloodlust when he uses Shock Therapy? I legitimately did not know this.
On that note, for the OP, be wary of the Shock Therapy, the spammable shock, if you're about to drop a pallet or hit a window, because getting hit by it prevents interactions for a few seconds, which could well be critical if he gets you at the wrong time. The area Shock, Static Blast, does not cause this effect.
I'm not sure if he loses it since I've never personally tested it but I do know that he doesn't GAIN it, which- like with a billy chainsaw or something- you'd assume means they lose it too. I believe this is also the case for static blast.
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@obamagaming99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1217751#Comment_1217751
fair enough but as i said i don't want to be banned for like 3 hours because i wasn't having fun and that's completely out of my hands. For example i'm getting face camped or i'm being bullied by 4 swf I'll eat the fifteen minute ban and all the "gg ez" bs but that's not my fault i can't change the way these people play and devs won't change much with this in my opinion. by the way i know this sounds stupid because i've just written a paragraph about it but what is the maximum amount of time you can get banned for leaving?
If you're getting a 3 hour ban you must have dced an awful lot.
There are 2 reasons for the penalties:
-To stop people dcing out of spite for being the first found and downed
-To help people who dc our of anger calm down.
In this case the penalties are good. If you're not having fun, take a break, then a bigger break, etc etc. If you're having so little fun you eat that many penalties maybe you really should play something else for the day
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@Negitive said:
https://forum.deadbydaylight.com/en/discussion/comment/1217748#Comment_1217748
I safetied I've been stuck on rank 9 because of all the reds I'm fighting
Well in that case it was 1 or 2 out which is certainly far from ideal. Again though may I direct to you the January Dev update where the new matchmaking is discussed in depth.
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@HellDescent said:
Where are the other 943 pages from survivor's rule book?
Would you like me to bring up the killer rule book too or should we just let this joke finally die and accept there will always be entitled people no matter what you do?
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That's what it was like before and people were abusing it to all hell. The issue is you can't tell if someone isn't having fun, or if they did it because they were losing, so you either penalise everything or nothing. In this case, it's a better idea to penalise everything.
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Hi, do I have some excellent news for you! Back in the January Dev update they mentioned they were, indeed, creating a solution to matchmaking! So suffer a bit longer and enjoy your treat later.
Also, actually, doing some calculations here, this matchmaking does seem fair if you depipped. The devs aim to get a +/-6 ranks at most. If the rank 1 ranked up this game from rank 2, and you ranked down from rank 8, everything here is working as intended.
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Here's some tips I've learned:
-A lot of doctors will shock while you're both at opposite ends of the loop. In this case keep running forever, they won't catch you, since they lose all blood lust while shocking people.
-Calm spirit removes a lot of his tracking (not all, mind you) so if you're having a really bad time then use this perk. Be warned though, the lack of screaming from this perk makes you struggle sooner as there's no screaming animation before going straight into button mashing.
-The average game length is 6 minutes, as confirmed by a dev on one of these posts. This means the doc gets to use his static blast ability 6 times per match. When in the terror radius you also hear a directional audio que so you can either hide in time or book it in the opposite direction.
-Lots of doctors will shock where they think you'll run. Taking alternative patching makes them miss their shock and bloodlust and also probably a hit. For example, when at an L-T wall a lot of doctors will shock inside to deny the window (me included) so running to the other wall confuses them a lot.
Good luck, and I'll see you out there in the fog :)
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As a devoted head on gamer, I feel personally offended by this and you will be hearing from my lawyer soon.
But in all seriousness no head on is not op. Its a fun perk that has its use but playing solo it's far from strong. Facing a swf yeah its annoying but sometimes you take the stun then easily down them after because they used their resources anyway. It's just a gimmicky perk that people like to use.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/1211547#Comment_1211547
Map-wide comms is OP and we all know it.
Where did I say it wasn't? I was talking about noed being anoyher great example of the power disparity between map-wide comms and solo survivors. What's your point?
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@Zarr0ch said:
https://forum.deadbydaylight.com/en/discussion/comment/1214430#Comment_1214430
He comes across as an arrogant a-hole to be honest.
Probably because every David I come across solo unhooks in front of the killer, runs around the map looking for chests and doing nothing, but messages are calls you terrible because you didn't run across the whole map to take the aggro.
Well...perhaps that's just my experience with them :)
Well congratulations, that's your opinion, based on your own experience! So glad you figured that one out.
I want to main him because I do? That's literally it.
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@NursesBootie said:
The main problem is, that the more counterplay you create the less viable a killer is against swf. You know why nurse, spirit, freddy and ghostface are above average killers? Because they lack counterplay, either due to design or bugs.
But nurse, ghostface, freddy, Billy, huntress- every killer on the roster has counterplay without needing to dedicate 3/4 of your perk build to countering them. Spirit is the one exception and that's what makes her so unfun to face.
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As a David main I agree and would love this.
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Now I admamatly hate this killer so much and fully support her having an entirely new kit instead, but for this argument I still don't think that'd work. Sure there's some counterplay there but if I'm understanding it correctly that just deleted the entire point of the survivor not knowing where you are.
Personally I think it'd be nice to have a shimmer of sorts like the wraith trailing behind, make it actually difficult to see with a slight delay or something that fades in and out of the background. A subtle hint would be nice.
@CosmicParagon said:
Run Iron Will and/or Fixated to delete her power entirely. Spine Chill also tells you if she's phasing or faking it. if she's at a pallet or window, you can also see the shards on her legs/body light up blue
The spirit uses stridor and you're injured. Those two perks do nothing then. Spine Chill is very helpful but as a solo survivor trying to have a fun game needs three perks already so good luck adding two too many in there.
You shouldn't need a perk just to enjoy the game. "Oh but [Killer perk] is needed to have fun!" and it shouldn't be that way either. Don't force other people into the same ######### situation, but instead make the devs change your situation. Dragging people down so nobody has fun or raising yourself up to everyone has fun--which one sounds better?
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@Ghoste said:
I think it's neat, but unless they add cross-save, I'm never ever switching to another platform for DBD. It already takes an ungodly amount of grinding to unlock everything on a single platform, let alone multiple.
Well unfortunately since so many things about mobile are different and the game is run by an entirely different team, crossplatform progression between mobile and mainstream platforms will never happen.
At least this one is free though.
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@LALYTHIA said:
It sounds like DS had its intended effect. You got everyone to death hook, so everyone's points were probably pretty great, and ended with 2 dead, 2 alive, which is the basic idea of balance in this game. You are complaining why?
If you choose to play as though everyone has DS because you can't handle the potential of a brief stun and having to chase them 10 more meters before downing and hooking them, that's your choice as a Killer. It doesn't denote anything wrong with the perk at all. Survivors spend their time cleansing all the totems because they suspect the killer might have NOED, to the detriment of their gen progression, and sometimes the killer doesn't even end up having it. Or sometimes they don't and it completely changes the dynamic of the end game. That's their choice.
The fact that you openly stated if you didnt think they had it you wuld have just tunneled everyone is the exact reason perks like BT and DS HAVE to exist in the game. Also, DS is not broken when it's used outside of being tunneled. That's its function. It is not specifically an anti-tunnel perk, that is just its core use. Many perks have multiple or situational applications. DS is one of them.
So I agree with everything you said apart from. The "10 extra metres" bit. Killer has a 5 second stun and from the moment when you hit the ds check you wait ~1.2 seconds from what I remember as you drop. So you have 3.8 seconds to get away, moving at 4m/s that's actually 14.4m you get. A killer moving at 4.6m/s would catch up at 0.6m/s if the survivor keeps running in a straight line, meaning that the ds stun actually buys the survivor 24 seconds before the killer catches up.
Op, the entire point of ds is to stop tunnelling, so having to play the guessing game is part of that. Do you tunnel for a potentially easier game but risk eating ds, or do you not and not get stunned for 5, but suffer an overall slightly harder game. If you ended in a 2k or above then the perk served its exact function, maybe not even well enough, and there's no reason to complain. Ds could use some tweaks to make it less abusable but the guessing game aspect of it needs to stay; its why ds is so effective.
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Hmm, killer I like the most would either be a good nurse who doesn't slug from the start of the game (very conditional to find) or a huntress with good ping.
Nurse is still incredibly strong and arguably the strongest in the game, and can easily decimate teams. Therefore it's fun when she toys with us and gives us chances to do things instead of just insta slug. Huntress on good ping is the most balanced killer. She rewards mindgames and winning loops whilst punishing mistakes well.
Least favourite would be spirit, hands down. What they changed wasn't enough and she needs a full entire base kit rework for her to be any fun to face. Player her doesn't feel fun because I know what the team are going through. Especially if they have stridor and remove all coubterokay whilst you're injured. I have a personal vendetta against that killer and hate her.
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David says hello.
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Now I am a pretty ######### nurse myself, but something I've found is that when watching godly nurses like Ardetha, you actually start to learn her blink distances just through watching. For example, I'd never touched her, still can't now because she gives me a massive headache, but always used to watch Arde. First game I had with her my distances were already pretty close to perfect (just lunging that messed me up lmao). So watch people play her and you actually get better yourself, though you can't master her without playing the game properly.
Good luck my guy, and if crossplay is ever added I'll see you out there in the fog (hopefully as some godly nurse main).
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Noed is a badly designed perk which further demonstrates the power disparity between solo survivor and survive with friends on comms. As solo you either have to waste time or dedicated a portion of your build to a perk to help find totems. As a swf on comms you can say, "Did three totems on the right side of the map" and you know the other two are on the left.
Notice how noed works against solo teams so much more often, and with such a larger impact, than on swf teams? It punishes the weakest role in the game while letting the strongest flourish.
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Personally I'd drop spirit down to below Freddy. I have a vendetta against that killer and hate facing her with a burning passion. If she runs stridor then good luck.
I also don't really like myers because of some experiences I had as a new player facing him that's just stuck with me.
Pig and doc though I'd move up to "Enjoyable games". Pig can be stealthy and the tension of an active RBT gets me going and I love it, and something about doc knowing where you are and so putting you on a time crunch making the game more tense is just something I absolutely love.
Aside from that, I agree mostly. Interesting take.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1211338#Comment_1211338
Solo survivors don't have anything to complain about (except bad teammates).
As well as the severe imbalance between roles when not playing with a team, not being able to communicate to their team, a lack of emotes other than point and come here, the fact that a solo team gets crushed by an ebony but a swf stands a chance, the unreliability of teammates, that they need perks to get information other people get for free, that kindred is basically a necessity if you want a good fun game.
"Oh but I need [insert required perk] on killer so they know how it feels now!" Except it should never feel like that and that argument that I've seen many people use takes the side of "If I can't have fun, nobody can have fun" which is far inferior to "If they're having fun, how can I have fun with them".
Solo survivor is by far the weakest and most unfun role in dead by daylight. They have plenty to complain about.
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Slowdown add-ons do stack yes, like swing chains and jump rope. Skillcheck addons however, like wool shirt and blue dress, do not stack the regression penalty or the aura reading penalty (they do stack with Huntress' Lullaby however).
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Head On needs to be an exhaustion perk for one reason: Sprint Burst.
Head On being exhaustion means that you can't combo it with sprint burst and as such you can't make obscene amounts of distance on a killer. Plus it makes sense, you're hitting the killer with a locker so of course you'd be exhausted after that.
Head On stuns the killer for 3 seconds. Sprint Burst allows a survivor to move at 6m/s for 3 seconds. The survivor travels 18m in the time it takes for the killer to recover from the stun, and then if they continue to hold w will move at 4m/s. A baseline killer like trapper will move at 4.6m/s, and as such will gain 0.6m of distance every second. 18/0.6 = 30.
If Head On wasn't an exhaustion perk and as suck could be paired with sprint burst, you could make 30 seconds worth of distance before the killer can hit you and force another burst of speed back up to 6m/s for another 2 seconds.
On 4.4m/s killers that number is down to 0.4m of distance each second gained (like on deathslinger or huntress where they can't use their power to move). 18/0.4 = 45 seconds of distance instead.
Head On is fine as-is.
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Aha, yes, solo survivors who don't play with comms are unable to complain about killers because of a feature they don't want to- or can't- use. This logic is flawless.
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Welcome to the dark side of playing both roles, we hope you enjoy your stay (all 4 of us here) and welcome you to be our fifth member with open arms.
No but in all seriousness more people need to play both roles in this game and I'm glad you made the switch. You'll also find you have much more fun now because if one side gets too much (face camping bubba for the ninth time in a row or a single match on haddonfield) then you can switch to cool off.
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Hillbilly is an example of a perfectly balanced killer, he has plenty of counterplay but at the same time is a very strong killer. His addons need a review, yes, but the rest of hillbilly is fine.
110% killers rely on their powers during a chase and good luck managing to curve around shack or something. That's where Billy is different to spirit or nurse, their powers will help them catch up to a survivor in a chase. Unless you're holding W Billy's will not. He has an insta down, sure, but so does myers, myers' insta down is faster and leaves less counterplay once he's behind you.
The chainsaw helps you find survivors and down survivors, but doesn't help you chase survivors that much. Hillbilly is perfectly balanced and should remain untouched for the foreseeable future.
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I said this on a thread before but I'll say it again here: rebuilding pallets as they are is too strong.
So add a new type of pallet, the "splintered pallet" or something. Rebuilt pallets are automatically "splintered" and cannot be fixed to normal. These are always fixed as dropped pallets and cannot be reset to standing with Any Means Necessary. Splintered pallets can be vaulted a maximum of twice (or only once idk depends on strength) before they break and cannot again be repaired. Killers can break splintered pallets before a survivor vaults them to again prevent them form being rebuilt.
Also when it comes to you talking charges, I assume you mean how many full totems it can cleanse? In this case I recommend changing it to "14 charges" per totem since that's how many seconds it takes to destroy a totem. For example Iridescent Cleaver would then add 28 charges as it can cleanse 2 extra totems.
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Well im glad you're such a fine refreshing gentleman (or woman, idk) who plays in a lovely way and definitely doesn't justify the existance of the 4man death squads to ensure you get no fun out of the game either. So glad you're not the one ruining the game for everyone else.
I hope I don't see you in the fog.
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Okay I'm a freddy main, current freddy and old freddy (started playing just after the first nerf).
He was #########. There's no other way around that, he was absolute #########. He didn't have pressure, he had a sleep world where you dial a skillchecks and all of his pressure vanishes. Other survivor? Pressure gone. His power was a hindrance not a help, and he was the only killer I felt okay seeing noed on.
His power was countered by rng, which is not something you want ever. He had nothing to assist in chases and it was pallet drop into pallet drop into pallet drop into ######### that's 5 gens done. There's a difference between a power helping in chase and having no power, and freddy had worse. He had a hindrende not a help, you had to wait 7 seconds after you found someone to hit them, by which point they find a loop and yay.
He was fun, when I played him god was he fun, and definitely underrated. But just because sometime is underrated doesn't mean it's good, just not as bad as people think.
He also was a noob stomper, strong against new players but find someone who can hold w and you're incredibly weak.
I never want to see old freddy again.
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What I think could be cool is that AMN is able to repair 2 broken pallets per match.
These broken pallets are repaired as dropped pallets and cannot be reset to standing. These types of pallets are called "Cracked pallets". Cracked pallets can be vaulted a grand total of one time before they splinter again, and the killer has a chance to lock these cracked pallets to again destroy them.
This still limits the use of the perk, doesn't give strength back to god pallets because they can be vaulted a grand total of one time provided the killer doesn't break it, but gives it an extra niche and would be a nice touch.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1204802#Comment_1204802
In my opinion those changes are not really useful as yes he is healing but where? The voice chat would cover all of that if one survivor is talking poop just mute him
So there are several issues with adding a voice chat that the devs have mentioned previously as reasons for why they're not going to:
-People have conditions like anxiety which make them unwilling to talk to other strangers. I know a friend like that who couldn't speak to me for our first 2 voice call sessions because their brain was like "Lol nope" and had to be comfortable before they could speak around me.
-People can be mute
-Trolls exists
-Muting people works to stop them being annoying but then you miss out on the information later and sometimes the damage is done already.
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Because it wasn't meant to be a buff, or a rework, or anything. It's a QOL change, that's all.
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Why does everyone here like pineapple on pizza? It’s actually rank.
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And this is why kindred is a good perk to use
I always use it as a "camper alert" when I can be asked to do it at all, but more often than not I can't be asked
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As survivor: Iron will. As much as I love head on iron will has saved my life so many times.
As killer: PGTW. My entire strategy revolves around this perk functioning and at this point its become a crutch.
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I like discordance more. Being able to find 2+ people at the start of the game when pressure is scarce is an absolute lifesaver and can singlehandedly win games.
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ESCAPE
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As killer, I love PGTW to death and feel naked without it, gens don't regress enough and you're buggered basically (I've developed my playstyle around PGTW so then playing without it hurts).
As survivor, I switch builds regularly, but if have to say iron will. Being able to stealth around making no noise is an absolute blessing and I hate when I don't have it.
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If you want to go full out whilst having fun, here is my AntiNoedBuild™ (also my normal build):
-Inner Strength (Nancy, level 40)
-Head On (Jane, level 40)
-Quick and Quiet (Meg, level 30)
-Detective's Hunch (Tapp, level 35)
Item (optional): Map able to track totems, increased range add-ons, if possible increased time to use map.
The plan? Do a gen, find totems with Detective's Hunch, cleanse and repeat. Inner Strength gives a really nice buff just by cleansing totems, and then capitalise on the full locker build with Q&Q and Head On. It's surprisingly effective and cancelling noed, whilst still making the game fun (thanks, head on).
Detective's Hunch being the main anti-noed perk here.
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@Keezo said:
Sadly, as seen above, the solution is setting your windows resolution to 100%, because DbD is the greatest game ever made. Dont worry, you learn to like the small icons, really frees up desktop space
As much as I adored my 125% tiny laptop screen making it viewable, I've learned that 100% isn't awful, just far from ideal. Plus I can see my wallpaper more clearly now, yay.
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The decisive strike reworks will happen:
-When Patch 1.3.0 releases
-When Patch 1.4.0 releases
-When Patch 2.6.0 releases
-When Patch 2.6.3 releases.
2.6.0 will carry the biggest change I'm pretty sure.
Oh wait these have already happened.
So you're saying you'd rather have the perk be a 5 second stun for hitting a skillcheck with no counterplay, with them needing to do nothing, instead of a 5 second stun which can be slugged or ignored or a lot of things? Personally I'd take the current version over anything we've had before to do with ds.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1193236#Comment_1193236
I don't know how new to gaming forums you are, but a dev will get high votes for anything they say. As far as "building the hype" goes. I would sooner see better hype come from a dev response that actually clarifys they give a damn about the players actually keeping their game afloat - which is the ones playing the Killer role, but so far we have been given objectives to force players to play some Killer as a completionist bonus. I'm talking about the Archives. While in the meantime they keep nerfing Killer's experience into the ground, making it incredibly unfun.
The past few patches have been overall killer sided and have been pretty good with the exception of changing ruin, which only worked wonders on the new people anyway. Ruin wasn't going to stop a deathsquad rushing you. But ngl I think releasing reworks to maps after this long to make them bearable is a pretty good step in the right direction for improving on the experience of killers and not just needing them into the ground. It's been more fun as killer recently ngl, and it's only been getting easier.
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I think I've had this bug before, on pc. What I found was it was my keyboard causing the issue, with the way that holding down a key worked on it, and in a game with weighted movement like dbd I just had to accept that it wasn't going to work. As a fix I found, though, is get a really cheap keyboard (instead of a relatively expensive trust gtx one, just using a £7 one from asda solved it). Hate to say it, but its probably just a hardware issue.
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Decently
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1190984#Comment_1190984
Also a Dev probably shouldn't respond to threads with sharp sarcastic humor like "Oops, I dropped my mid-chapter screenshot". It really reflects how the dev's actually feel about the Killer's experience playing the game - at all ranks.
Mate. It's a joke. Not "sharp, sarcastic humour" just... Humour. Sorry it wasn't to your taste but like, clearly it's built the hype they wanted.
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@kijugangster said:
Thanks for all the answers guys. You've answered my questions. I think I will give this game a try. Even if I will exceed 2 hours gametime to refund it, I don't think 6$ is a super wasted money :)
Do you think getting any dlc is necessary(for perks or killers/survivors) or am I good to go with base game?
As others have said, no getting dlc isn't needed, and the maps that come with these are unlocked for everyone already. All you'd be missing is the killers and the survivor perks (since all survivors play the same). A lot of these you can grind for (for example, the iridescent shards you get from playing the game, you can spend on new, original characters) anyway, though when I say grind I mean GRIND.
If you did want to buy some dlc, the first one I recommend is "A Spark of Madness". Recently the Doctor just got buffed and he's now pretty good and his power is new person friendly (to play, not to face, as it makes skillchecks harder). Feng Min is also very new person friendly- her three perks are amazing when you're new, particularly technician. I should note these two are one of those that you can grind for.
Good luck, and I might see you out there in the fog.