GoshJosh
GoshJosh
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2902959#Comment_2902959
https://us.v-cdn.net/6030815/uploads/VU819WFHJTH5/image.png
I would give up too after reading this :/
I genuinely don’t remember him being as unpopular as that post seems to indicate, and still enjoyed playing as and against him. Without a doubt the game played differently back then, but he was so unique and fun. He was refreshing and brought an entirely new play style. We can still fight to bring him back with some modifications.
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@Vlarian said:
https://forum.deadbydaylight.com/en/discussion/comment/2904095#Comment_2904095
so killers are forced to bring perks they may or may not want to bring because of the basic design of generator completion time?
Dude, don’t even start. Here’s what survivors get to deal with:
Camping killers? Bring Kindred and Camaraderie (Kinship). Killer tunnels off hook? Bring Borrowed Time and Decisive Strike. Killer slugs? Bring Unbreakable and/or other recovery perks. Don’t like NOED? Bring Small Game, Detective’s Hunch, and Counterforce.
As you can see, I’ve already listed far more than four perk slots. The best part is, most killer perks can function autonomously - meaning while they can combo well with other perks, don’t need to. Yet survivors usually have to bring multiple perks just to deal with one of the above scenarios! Killer will slug you if they suspect DS, so you need to run Unbreakable too; but you won’t activate Unbreakable if they don’t suspect or respect DS, so they basically live in symbiosis. Kindred will help your team know the killer is camping, but may not buy the team enough time to do things while you’re on the hook.
Not to mention, no one is forced to bring any perks they don’t want to. You are free to run gen defense perks if you want, but don’t have to. You’re gonna have a way worse time without survivor meta perks than killer meta perks, though.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2904091#Comment_2904091
There is 2 secondary survivor objectives. Boons and Chests. Both of these were meant to slow down gen speeds. However, both have become so useless that no one wants to use them anymore. The killers asked for a nerf to CoH and use of CoH is already dropping. Now we're seeing Killers complain about gen speeds because of the nerf they asked for. (Use of CoH has dropped 10% since the announcement of the CoH nerf according to nightlight, the aggregate stat site). My guess is survivors are going back to the gen speed meta and turning away from the healing meta that popped up with CoH.
This. Keep nerfing items, healing, boons, perks, just about everything survivors have.. and see how fast matches will go! 🤷🏼♂️
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2904708#Comment_2904708
Nah just only this but if i see a DH + some BB or 2 guys using DH.
It's the feeling i get during the start of the trial. If i see they are good survivors, that they use DH and that there is some kond of synergie between them + boon installed etc... and gen rush, yes i tunnel/camp.
Usually when you face good survivors you have all the "toxicity"right at the start :
- huge gen rush
- DH
- bodyblock after the DH
- extremely good loopers
So yes, the game forces me to try hard and camp/tunnel so i do it.
DH is impossible to bait against good survivors because a good survivors will play with sound, not the visuals and so will trigger his/her DH right when he/she hears the hit going. Only noobs pre-shot it.
Those bullet points being labeled “toxicity”… lol! Everything we need to know about you and this post.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2904687#Comment_2904687
Maybe not a bandaid, but a good fix it wouldn't be
Why not?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2904662#Comment_2904662
A base-kit BT wouldn't really do anything, unless it's as good as the current BT. If it's shorter, Killers would just wait it out. Bandaid fixes aren't good
Bandaid fixes = perks. Base kit features are not bandaid fixes.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2904637#Comment_2904637
Exactly.
Why shouldn't the Killer take advantage of your weaknesses and kill your team?
Which is why we can be thankful base kit BT is allegedly on the way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2904593#Comment_2904593
Did killers design the ability to camp, tunnel, or slug? They just use it, ergo not abuse!
I never said it was abuse, but it is terrible game design (camping and tunneling, slugging has legitimate uses).
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2904583#Comment_2904583
Cause it is fun to face 4xDH/BT/DS ?
Fact is you just see your little side of things. It has been years now that survivors are just abusing broken things, and now, everyday i see a campt/tunnel complain thread here.
- survivors used to abuse infinites
- survivors have always abused items
- survivors now abuse DH and boons
How long do you expect killers to continue to play the game ? How is it possible to be so self centered all the time ?
Ah, you’re one of those people. ‘Use = abuse’.
Did survivors design the infinites into the game? Are they not allowed to use items, but killers can use add-ons? Are they not permitted to have one exhaustion perk and a secondary objective? Get over yourself.
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@EvilJoshy said:
I did a daily as doctor the other day. Hardly use that killer. Got him to 40 for his teachable and that's it. I got a 3k. Someone yelled at me to play a killer that's fun? Fun for who? You? I could play my p3 nurse. Would you prefer that.
Can’t speak for everyone, but I would! 😁
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2904491#Comment_2904491
Stabbing a killer in a place critical enough to cause you to drop from their grasp requires skill. Do you think stabbing Demogorgon in the arm would have it drop you? What about Trapper? He has metal spikes in him already. Cenobite? It plays into the lore and plausible reality as much as acting as a counterbalance.
“Requires skill”... and being picked up within 60 seconds of an unhook while doing absolutely nothing else.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2904476#Comment_2904476
Yes, DS comes with risk now as it is. With no skill check, it has no risk. Being hooked is not a risk. That's your failure. You don't intentionally get hooked to use a DS, that would be pointless.
The risk of DS in this game is gambling to take it or not. Take it and you may never even need or get to use it, leaving you with essentially three perks the whole match; don’t bring it, and most likely have a great time getting hardcore tunneled out of the match with no consequence to the killer. If that’s what we can even call a five second stun for tunneling.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2904450#Comment_2904450
Just hit the damned skill check its not that hard lmao.
The Killer has to meet his goal as efficiently as possible. And sadly with the current meta, some killers can only keep up if they tunnel the weak link out of the game. That's the environment they provided and developed.
You're just mad because you suck at skill checks. You want your stun, hit the damn skill check. You don't have an argument here.
Keep those assumptions going, pal. I’m a veteran PC player with no skill check issues, who doesn’t even use DS anymore post-nerf. But you go on continuing thinking that every change I ask for on these forums is for me, me, me! And if you choose to hardcore tunnel someone out of the match, I don’t wanna hear crap about gen speeds or one five second stun!
@Dionysus42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904459#Comment_2904459
It's an easy strategic choice if you have DS, and especially if you have Unbreakable as well. In that case, it's a loss for the killer no matter what.
If they just keep going for the other person, at the very least you bought them time and distance with the hit, and you just pick yourself up
If they pick up, you DS them
If it was really meant to be an anti-tunneling perk and nothing else, it would deactivate when somebody else gets hooked, since in that case the killer is obviously not tunneling
Ah, so now you mention Unbreakable! Well, in that case a survivor is dedicating half their build to a specific strategy - in which, again, you as the killer do not need to go after them or pick them up within 60 seconds. If you leave them slugged, you’ve still created pressure by removing their ability to do anything but crawl or recover. And if that’s how they want to use their one-time Unbreakable, so be it.
And no, it doesn’t need to deactivate when hooking another survivor. Killer gets a down on survivor A and slugs them; quickly downs the recently unhooked survivor B near the hook through hardcore camping and/or tunneling; goes back and hooks survivor A, then comes to hook survivor B. You have enough DS deactivation conditions within the one minute ultimatum. Deal with it.
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@Dionysus42 said:
Demand decent optimization, not bandage changes to perks to deal with sub-30 fps. And no, DS is not solely an anti-tunneling perk, it isn't presented as one by devs nor is it used that way. It is used offensively (body block a doorway with DS etc) as well for instance.
No one is forcing you to pick up a downed survivor you suspect may have DS. Are you confusing it with Borrowed Time body blocking? Huge difference if so.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2903142#Comment_2903142
Honestly I wouldn't even be mad if they removed the perk.
Difficult skill checks are really not hard to hit.
This but a skill issue.
Oh, you wouldn’t be mad if they removed DS?! You and a great deal of the killer base I’m sure! I’d never have guessed based on some of your other comments/posts I’ve seen! 🙄
The problem isn’t difficult skills checks in general, but specifically in the instance of DS. As others have said in their contributions to this thread, it’s a relic of past iterations of the perk that never got removed. When DS didn’t even require being hooked! That is no longer the perk function we have today, on top of serious console performance issues that can cause the skill check to be missed. There is no skill involved in that, is there? I’ve also seen recent reports of players hitting the skill check, yet the perk not activating. Is that a skill issue to you too?
The killer 100% deserves the stun with current version of DS (perhaps outside of end game only, which I would trade for two-time use before the final gen pop). You have to be utterly biased to think otherwise.
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@Tostapane said:
it would be more fair if this perk will activate 2 times (1st time after hooking everyone, and a 2nd time once you hook everyone again)
That change doesn’t address the core problem of the perk: needing to hook every unique survivor to activate. That is terrible perk design, as there is no guarantee a killer will come across every survivor in every trial. Some trials go too fast, some survivors immerse, etc. etc.
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It needs a total rework. Awful activation requirement for a laughable reward. Even worse if your last needed hook was the obsession.
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Map design? Sure. Gen speeds? Absolutely not.
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I prefer the login bonuses until severe issues are addressed.
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2903801#Comment_2903801
Starstruck isn't the only exposing perk and I wasn't even talking about that. Also the idea wasn't mine, it just minorly fixes the problem people have of Nurses getting insta-downs easier than killers with basekit insta-downs and I like that more than making all blinks special attacks.
"Is she not going to have fatigue if you consider the first blink attack a special attack?" I said the first blink could be a basic attack, not special, so I assume that's what you meant. They are functionally different as they are called "blink" and "chain blink", and chain blinks are shorter and need to be activated after a normal blink. Lastly, if you meant "Is she not going to have fatigue if you consider the first blink attack a basic attack?", my answer is no. She already uses basic attacks that grant her fatigue, why would this be any different?
I did mean basic attack, and have corrected my post.
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2901668#Comment_2901668
Technically I can run Bamboozle, Enduring, Spirit Fury and Brutal Strength for example, but it would be ironically. I am able to run them if I want to though. Just like I could still run a perk with basic attack requirements if it was nerfed in some way, even if it required something like having to get a hit on the first blink, which would still be much more useful than the build mentioned above. I don't want to limit her perk options for no reason, it just feels inconsistent balance wise to me to have even more of a lethal ability.
By the way I do not think she should be nerfed further than the example I mentioned (only 1st blink is basic attack) unless she had her base speed increased, just for the sake of fun. I like my Devour Hope on her.
It makes zero sense for a first blink attack to be considered a basic attack, but not a second or third blink attack. They all function exactly the same. Is she not going to have fatigue if you consider the first blink attack a basic attack?
Starstruck is one of the most counterable exposed perks that it’s laughable people have issue or trouble with it. You can only get hit by it by being greedy for protection hits or sabo plays.
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@FormelyThomas said:
https://forum.deadbydaylight.com/en/discussion/319114/its-time-to-revert-the-spirit-changes
"Cry all you want" he said while wiping tears from his eyes
Have you considered being an author? That was so poetic!
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I’m pretty sure it’s just the layout of the tiles, which are all the same across the different variants.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/319143/could-dbd-be-a-tv-series
Samination says yes
I was going to say, this is probably the closest we’re ever gonna get.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2902955#Comment_2902955
https://forum.deadbydaylight.com/en/discussion/comment/2902959#Comment_2902959
I am touched by your words, my dear friends. I did not expect people to care that I was no longer around, but know that I sincerely appreciate it <3
The truth is...I see no point in continuing this crazy little mission of mine. I've already spent 2 years and 8 months fighting for my old precious killer, only to miserably fail. What should have been clear from the start is that our quest is either completely ignored by BHVR, or the idea has been rejected from the start.
I know it is not right of me to say this, especially after the countless promises and the amazing support I've received throughout the years, but...fighting for something that likely won't see the light of day while being CONSTANTLY reminded that this game will never be the same game that I fell in love with back in 2018 is...difficult, to say the very, VERY, least.
I don't think I want to do this anymore. I don't think I can do this anymore.
@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2903099#Comment_2903099
It's a shame to see you demoralized like this, but I'll always be here rooting for Old Freddy's return too.
I too wish we could turn the ‘clocks back’ (see what I did there?) regarding many things in DbD. Let’s stay persistent and consistent in our calls for better features and times! Freddy, maps, mist, moonlight.. all things we would enjoy to see make a welcomed return! And that’s just scratching the surface I’m sure.
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@El_Gingero said:
Tunnelling is a valid strategy / way of playing. Most perks require you to actually do something to get use out of them, so I don’t think you should be able to avoid being tunnelled by simply equipping DS. Skill checks are a mechanic in the game after all.
Everything in DBD is punishing to new players. Your friend just needs to practice hitting the skill check.
Most perks requiring you to do something is patently false. Botany Knowledge, NOED, Deadlock, the list goes on. Aside from DS’s laundry list of activation needs and deactivation conditions.
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A 60-second timer after being unhooked, difficult skill check, being picked up, and one-time use per match weren’t enough activation requirements - according to BHVR and killer mains. Enjoy reading an essay for your pitiful ‘anti-tunnel’ perk that is still complained about to this day. While the root issue persists.
So yes, at the very least they can remove the difficult skill check already.
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The last time I encountered Bond in solo queue was on a Meg in DbD Mobile. Her and I were the only two survivors remaining. She brought a key, and the killer to me on purpose. So yeah this perk can often cause more harm than good; nonetheless, it is a great perk when used as intended.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2902947#Comment_2902947
If that's really what is all about? Then it shouldn't be.
It’s a video game about survivor versus killer, I don’t see why you or anyone should expect anything less! They’re not going to join hands and sing Kumbaya.
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I would like this as well! Among many more stats and details on the scoreboard.
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@Hi_Im_Chucky said:
Not to high Jack the topic, but since were talking scourge hooks, can survivors tell which hooks are scourged?
As far as I understand it, no, not in any way.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2902899#Comment_2902899
He’s leaving us 😔
Saw your thread on his profile after commenting here! I sincerely hope he is well above all, and wish him the best.
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@YOURFRIEND said:
I really don't think the game needs more ways for people to be rude to one another.
Sure it does. That’s what Dead by Daylight is all about!
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@MauriceMaverick said:
https://forum.deadbydaylight.com/en/discussion/comment/2902892#Comment_2902892
Good. That gives me hope. But I came to notice you didn't answer my original question.
Yeah, I do have ideas that I initially think are good, but later change my mind about. I’m a flawed man!
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They have implemented suggestions people have made here and elsewhere - whether exactly or partially. They wouldn’t bother having and moderating these forums if they didn’t care.
How much they care and how quickly they make changes is another question. And, not all suggestions should be regarded (obviously). But, they do review them.
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@JoByDaylight said:
Equip 2 scourge perks and you are fine
What is this supposed to mean? You only ever get four scourge hooks, regardless of how many scourge hook perks you bring.
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He’s far more forgiving if you miss. One missed blade? No worries, just spam another 40. Can also face camp close enough to Bubba’s level, particularly if main event is held near full charge.
Can also use add-ons to hit multiple targets at once and around objects.
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@GoodBoyKaru said:
Isn't almost everything in this game RNG-related in some way? Like it just randomly picks 4 hooks sometimes you get bad luck.
With already being limited to four hooks that can be sabotaged, it’s completely fair to expect and ask for scourge hooks to have minimum distances between them. It’s an overwhelmingly requested feature for good reason.
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@Hoodied said:
These just sound unneedingly OP, her phase sound exists for a good reason as it lets you know that she is phasing and not standing still in the first place
115% movement speed on a killer who has one of the strongest powers in the game as is sounds like a terrible idea as well
Add-ons were changed as she had a few strong ones that were overbearing
Not to mention, still has some of those broken add-ons. I’d be content to never see a Spirit again for the years of BS we had to put up with.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2902458#Comment_2902458
It gives killers a advantage as well but they honestly should just be binned like the Splinters and Moonlight offerings
#bringbackmoonlightandfogofferings
I include fog, because what we have in the game now is not fog…
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See you tomorrow. A little closer than before, though.
😉
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@mr7ba_bk_ said:
I really hate soul guard when used against me, more than dead hard
Oh my. That’s a hot take!
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2901575#Comment_2901575
Mindgaming is the most crucial aspect of chase no matter what. Breaking LOS is a method to assist with that. Mindgaming is more skillful than having a chase predetermined based off RNG/factors out of either side’s control.
For instance. You are in a dead zone versus a standard 115% killer. There is more or less completely zero you can do. They will just walk up and that is that. Another example. The standard 115 is at an enormously strong setup, such as a long wall jungle gym. There is next to no way for the killer to mindgame in a way the survivor cannot bypass, as the tile is setup in a way that allows the survivor to stay at a safe location with multiple optimal routes either way the killer commits. As such, at high levels, it will take a tremendous amount of time to go through. Again, next to nothing one side can do about it. The factors are already predetermined.
Now, you have Nurse. It is frankly impossible for her to walk up unless the survivor makes a horrible mistake (outside of super niche crap add-ons). So even in a dead zone, she still has to correctly mindgame to land the blink. If she wins, she lands it. If she fails, she doesn’t. But also the same with any other tile. Even at enormously strong setups, it comes down to player skill in mindgame vs mindgame, not map RNG favoring one side overwhelmingly.
Bugs should be fixed. They are not relevant to balance discussions, because they are going to be fixed/aren’t intended.
👏🏻👏🏻👏🏻
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2901166#Comment_2901166
Because all perks are already viable on her, right?
Yep! Some are more viable than others though. Why do you want to limit her perk options?
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901131#Comment_2901131
I agree. I’ve tried thinking of ways to adjust her before, but over time realized it would end up making her massively weaker no matter what pretty much.
But intended counterplay being to bring a specific item into the match beforehand when you don’t know it’s a hag is bad design when simply crouching over traps is often not practical when dealing with traps near the hook depending on what the hag is doing and how far away she is.
A quick fix others have suggested is that her traps nearby a hook disarm when a survivor is unhooked. While it might help, it might actually encourage camping more (since she wouldn’t be able to teleport and moves so slowly, may as well guard the hook). I want her to have a whole new power, but don’t know what it would be.
Thankfully, she’s seldom seen these days.
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Ace, no question.
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@CashelP14 said:
I don't see the point in this buff. Yes it would be nice for killers securing their 4k but I personally don't see why it needs to be a thing.
If anything I'd actually say this is a bad thing for killers. Supposing the hatch is blocked as soon as it spawns then the survivor just waits it out. Now they don't need to worry to worry about telling the killer where they are after touching a door.
Simply so killers have something for countering hatch, whereas right now they have nothing. I did propose it would be during a hatch escape attempt, not when hatch spawns. Just saying.
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I haven’t practiced enough hockey to unhook a teammate versus Bubba yet.
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@IlliterateGenocide said:
Two worthless perks, and keys that aren't even worth brining anymore (other than maybe blood amber)
Left Behind and Clairvoyance are far from worthless, especially in conjunction with a key. Survivors also have maps to track the hatch.