GoshJosh
GoshJosh
About
- Username
- GoshJosh
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2675019#Comment_2675019
Aftercare is pretty underrated imo.
To each their own. I would maybe only run it over Blood Pact if we’re talking about use as a solo queue information perk. And that’s only if I had to run an information perk besides the stronger ones that all come with the game.
-
@Shaped said:
I wish majority of people would stop and think about consequences of their proposals before making them.
Imagine the amount of trolling this would lead to when people would deny the unhooks and waste time for everyone else in the game.
It is auto loss when even one person does this in a solo team because others wouldn't know and would run from a nearly completed gen to unhook a troll.
You know that’s not when it’s happening. It’s when someone on hook wants out of a match ASAP, or to not be farmed, and is being denied that option. It’s this or the person just DCs, AFKs, or throws even harder (i.e. dropping all the pallets around the map).
Make your choice.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2675234#Comment_2675234
Remember when DBD Mobile had this either on launch or near enough?
Yeah...
I’ll take the DC over the bot who’s too afraid to do a generator, unhook me, or do anything else but run away at the faintest heartbeat. And not blow up my gen every skill check they get.
-
@Mandy said:
First of all nobody would be banned for Camping - that's not something that's even reportable, let alone something to ban for.
Chat insults - yes these are bannable but of course it depends on the level of insults, slurs, racism, homophobic comments etc will result in a temp ban, death threats can be permanently bannable. But we do allow a certain amount of "smack talk" - someone saying "you're ######### useless" in the game for example is not going to result in a ban.
And as for the other part of the question - please refer to the forum rules here, we do not discuss bans on the forum, so we would not appreciate people saying what they were banned for etc.
Why not just permanently ban - or disallow chat at the very minimum - for everything in your list except generic insults? We don’t need anymore of those kind of people in the DbD community. Or anywhere for that matter.
-
@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2675136#Comment_2675136
You know, since you're the only person here not having a kneejerk reaction to my suggestion, I'll say this: I never use Franklin's and I play plenty of Killer (more Killer these days than Survivor, surprisingly. Solo queue sucks). I used the addon for Bubba one time for fun, since I saw they had a medkit and I thought it would be fun to try out the addon. They ended up equipping three other items!
My point is that Franklin's is not a necessary perk for normal gameplay, just like items are not necessary for normal gameplay. Survivors use items left and right in my Killer games and it really doesn't matter to me, and I have good, fair games despite the items. I actually just played this game last night against coordinated Survivors on Ormond (one of them found a toolbox and was constantly trying sabotage plays) and had a great game. It was very fun and honestly, their items affected my gameplay very little (the one with the beamer tried beamer saves a few times but I always look at a wall or fake when I pick up a Survivor... imagine that).
https://us.v-cdn.net/6030815/uploads/M8D2P25HZAS4/screenshot-4.png
Sadly, I did expect people to have a fit about a proposed change to a Killer perk, despite me ONLY thinking of the Killer when the idea popped into my head. Franklin's activating on any form of damage (like Pyramid Head's M2) actually seemed a bit busted to me, but I thought that removing item depletion would be a good tradeoff. It would be more fair for Survivors instead of just yeeting their item out of the game. For instance, Survivors can't take away Killers' addons, right? Even though they're not necessary to have good games. And Survivors and Killers both lose their addons after every game. Yet Killers can just remove a Survivor's item from play with a simple M1. These are all things I thought of AFTER making this post, and they strengthened my point even more for me.
I would love to see this change implemented, and it would actually make me want to use Franklin's more than I currently do (which is never. I don't even have it unlocked on most of my Killers, despite being a pre-MMR Rank 1 Killer for many, many months).
I really appreciate your balanced perspective and thoughtful reply! Thinking about it now, Bubba did use his chainsaw in the moment of Franklin’s demise.. so it would be more thematically accurate anyways. 😉
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2675173#Comment_2675173
Really? Would think broken things like this in game should have place to be reported.
It’s broken alright, but not due to coding or anything like that. Someone just did a big mess up on the design team.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2675136#Comment_2675136
Hags run Franklins because one dude with a flashlight can completely remove her power. It takes virtually no charge to do and they just have to follow her around at a safe distance. The only other alternative for Hags when they get a bunch of flashlight users is to lobby dodge.
While I see powerful items very often, I very rarely see Streetwise or Built To Last, even with BTL's recent buffs. And honestly? BTL counters Franklins. If your item gets fully depleted because it got left behind in chase, grab it again, jump in a locker, and voila, good as new. If it's a medkit and you don't need to use it yet, you can now perform the old Franklins counter by dropping it somewhere that you can go to retrieve when you need it. The only item that really gets hard countered by Franklins is flashlights because they're meant to be used right next to the killer.
And... sometimes the game just rolls like that. I can bring DS and get a killer that doesn't tunnel. I can bring UB+Flip-Flop+Power Struggle and get a killer that never slugs. I can bring a map and get a killer with no hex perks. Yesterday I brought a gel dressings ranger medkit and the killer was Plague. You are not guaranteed value out of the things you bring.
I dunno. I don't run Franklins as killer (with Hag, I just lobby dodge), but when I end up in a lobby with four items and the killer knocks my item out of my hand the first time I get hit, my main thought is "fair enough." If losing your item mattered to you, then it was a powerful item, and I can't blame the killer for spending a perk slot to deal with it.
I understand your perspective. I think I’ll just end by saying I would be much more ok with the perk if lobbies worked the same as they do in mobile. Neither side can alter anything, and once all five players are found, the match starts in five seconds. No toxic switching survivors, no killer getting to alter their build based on survivor items, just come as you are ready to play. Along with it showing your item, add-ons, and perks to your teammates in the lobby.
-
@bm33 said:
Should post this in bug report section if you haven't already.
It will be closed as “not a bug”. Can anyone confirm if the map has been kill switched yet?
-
Would greatly enjoy this!
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2674932#Comment_2674932
Overwhelming Presence is trash. The only item it realistically does anything to is flashlights, and not even that for Hag, the killer who needs Franklins the most.
It's really not that big a deal if you don't get to use your item in a game. The only issue I have with Franklins is that it bypasses White Wards.
Items are important, some survivors base their whole build around the item they are bringing. Why run Streetwise, Built to Last, or any other item enhancing perk when Franklin’s just gives a big middle finger to all of it for one measly basic attack? The reward for the input is out of whack. Plus, you mention Hag. As if most don’t play scummy enough, many run Franklin’s and just spin the scroll wheel when you go back for it.
To me, there’s just a certain stigma that is typically true for killers that run Franklin’s. I’ll be out of that match as fast as I can (being cautious how I say this, as I don’t want to break forum rules).
-
@GannTM said:
Which perk?
Aftercare. Poor guy.
-
@sizzlingmario4 said:
The item depletion is what makes it decent. If you remove that it becomes bad.
It's also what makes it cheap. Killers can run Overwhelming Presence for all I care.
-
+1
-
Flashlights already only have one use in a match, except for certain killers. On top of limited charges and other forms of counterplay, there's no reason to just say you can only blind X number of times.
And if you want a brighter game, you don't need a perk for that. Some people may not want it.
-
@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2674893#Comment_2674893
alrighty. can you explain why?
- Why are survivors just randomly losing their item for standard counterplay against a killer?
- Three traps allows him to lock down an entire area from the get-go, such as killer shack.
- Disarming traps is sometimes a survivor's only counterplay to Trapper. I already hate his iridescent that injures you just for countering his power. It's akin to OG Engineer's Fang to me, I'm surprised there's not more outcry about it to be honest.
-
No.
-
Gonna be a hard pass from me.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2674832#Comment_2674832
Yes such limited utility that Clicky Click brigades can abuse the heck out of them, they can blind killers through a boarded up window in the killer shack, they can blind when the survivor is standing at a 90° angle of the killer and behind a LoS blocker. So yes very limited utility.
You mentioned one utility... blinding.
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674826#Comment_2674826
Lol I have seen it pop up often. I have yet to play a map offering as killer. I prefer BP gains for now. It's a new map why wouldn't they increase chances for a bit? Best believe I have got Haddonfield each day though.
I think they did increase the chances. At least based on how much they’re loving sending me there, mostly as killers that can’t do anything on it of course.
-
It is survivor heaven, boasting huge size and the strongest main building in the game. Also currently has a completely blockable hook in the main building.
All in all, exactly what I’d expect from the people who thought RPD was ok for this game.
-
Flashlights already have limited utility, charges, and are hard countered by Lightborn. These interactions are fine.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674750#Comment_2674750
I mean, it would be interesting to test it, but I think it would be just too good.
It would work if you showed survivors that there is devour activated (which I really don't want) from that second token. So they have time to find it.
This would be kinda NOED on steroids.
Definitely don’t change giving notification prior to the first exposed hit! They would still have time to find it after the second unhook.
The difference between DH and NOED is vast. DH rewards killers for hooking, and leaving hook in search of other survivors and/or patrolling gens. NOED rewards killers for... having at least one dull totem on the match and allowing survivors to finish their objective.
DH gains its momentum usually mid-game, NOED end-game only.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674735#Comment_2674735
Damn, Devour hope would be super broken this way.
That effect is just too good for this to work.
I respectfully disagree! Why should it be cleansable or blessable before it even has any effect at all? Same with the others. Two tokens is just the haste effect, and remember DH rewards leaving a hooked survivor (i.e. not camping). I see it as a win-win perk: survivors don’t get camped, and killers earn time while survivors search for the totem.
It loses any significance when cleansed prior to at least two tokens. Which, fair to say, can be said of all the other hex perks. But this would increase their lifespan at least a little.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2674719#Comment_2674719
Only if you let it.
Either, like you said, push then out but let them humiliate you one last time (if you are susceptible to that)
Or, like i said, make effective use of that time, while avoiding them.
But only on my version can I be sure to not give them what they want (indipendent of their true intentions) while also not wasting my time, so win win.
I personally do both. Might as well get those last few points in, then move on.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674670#Comment_2674670
Alright, Undying + Devour hope?
They don't get icon till it's activated, but because of Undying, survivors are going to look for second hex.
Well in that specific scenario, I would argue the issue lies more with Devour than Undying. DH shouldn’t be applied to a totem until it has two tokens. And the same for every other hex until it first takes place. And in the event a boon totem is the only available totem for it, the hex would override the boon.
Those would be my changes anyways.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2674712#Comment_2674712
I would rather say the survivors wasted hours for their own time as i for example either use that time to farm boy with my killers power or breaking remaining pallets/walls or i do something out of game like watching yt, taking a leak or refill my drink.
But that was at a time when i still played normal and not like today.
It does go both ways, doesn’t it?
-
@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2673978#Comment_2673978
If they made it out, aren't they winners?
When EGC is four minutes max, and this person has lost “hours“ for refusing to push survivors out of the gates his or herself. 🥲
-
Never saw it as my role to give the other side free BP. 🤷🏼♂️
-
100% agree it’s the maps, please no longer gen times.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674641#Comment_2674641
Survivors would get only icon when they get under hex effect. So they have to figure it out too.
To make it balanced, you would make it that if one survivor gets under hex effect, every survivor will see icon, so soloQ is not punished.
For example Undying is quite bad that it gets told to survivors. Survivors know that they need to look for at least 2 hexes, it would be way better without aura reading imo.
By your logic, denied aura reading is not negative, right? So why is negative that your aura is revealed? You don't get it for BBQ. So why you get told there is Undying?
It wouldn’t really make sense, any knowledgeable survivor who knows all the hexes already immediately knows what hex it is anyways. So why remove the specific information from the survivor’s view? It wouldn’t change anything.
Undying simply matches every other hex in revealing itself to survivors. Even if you removed the aura reveal aspect, survivors would still see the cursed icon from whatever other hex is still standing after Undying is cleansed or blessed.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674628#Comment_2674628
Let's be clear, I don't want killer to get more info, I want survivors to get less info.
I just think that it is unfair that survivors get free information even tho it's way easier to find out what perks killer has. Killer usually has to pay quite high price to find out about survivor's perks.
Solo queue already has it real rough without some base kit info, which info are you wanting to take away?
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674616#Comment_2674616
Problem is that shadowstep is only boon you can tell for 100%, but you have to chase survivor there. What if it is in corner of map and you just don't see auras?
They picked up, was it unbreakable or new boon?
They healed, was it medkit, other survivor or CoH?
Best way is to play like you do with DH etc. you always play like they have all boons, problem is that this approach nerf some killers a lot. Mainly Oni and Twins.
There are multiple perks with the same abilities besides the ones you mentioned that overlap (self-healing, picking oneself up, etc.). - and that’s even without boons. So the point is kinda moot.
-
@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2673625#Comment_2673625
It does remove scratch marks from the killers vision though, so it could be argued that does affect the killer
Let me try another way then. Killer hear thunder. Killer enter certain area of map, and suddenly no scratch marks. Killer hear boon totem. Killer now know Shadow Step in play.
How’s that?
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2673653#Comment_2673653
I think that is slightly different though.
Iron Will completely removes the sound from the Survivor (as another Survivor, you can see if a teammate has Iron Will). It's not taken the ability to hear sounds from the Killer.
Scratch marks however, can only be seen by the Killer. So when you are taking away scratch marks, I could definitely argue you are removing an ability from the Killer.
Lucky Break then. Removes scratch marks and blood. No indicator to the killer it is in play.
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2673625#Comment_2673625
As mentioned in my earlier post, you could definitely argue shadowstep affects Killers.
Even if, from a programmatic standpoint, the scratch mark belongs to, or is spawned by, a Survivor, the fact a Killer cannot see them is arguably a massive "negative" effect, to use your term.
Then why do killers not get a popup when Iron Will is in play? Same idea, no?
-
I think it makes sense. Hexes affect survivors negatively, boons do not directly affect killers (i.e. give them slower movement speed, longer attack cooldown, etc.).
Also, not all information is equal in this game. And that's on both sides.
-
It would give a killer too much power in deciding who to chase and attack or not. As you mentioned, for PWYF stacks but unfortunately one obsession tunneling perk does still exist for some reason (Remember Me).
It's just that many killer obsession perks are still bad, and should be buffed or reworked. It doesn't really matter who is your obsession or not in their cases.
-
@GentlemanFridge said:
Had someonelike that a few days ago as well. I heard Bill (the hacker) land next to me when I got healed from down to full, whilst I couldn't see him. Guessing they just turn themselves invisible and teleport straight to you to pick you up.
Yeah, I thought it was just a map bug when I first saw random flashes of white light. Then I was suddenly full healed when using a medkit on myself when I had only been about 3/4ths done. Then I saw him harassing the killer and basically just stopped playing. Let the Entity take me. Poor guy (killer) even ran a Sacrificial Cake.
-
If I’m going to risk my life for an altruistic play, I sometimes decide to full open the gate and take my chance there is no Blood Warden. Only if I see at least one person possibly escaping through that gate though.
-
I used all my remaining brown and yellow map offerings already, in fear they would be unexpectedly removed without announcement by BHVR. Especially after how dirty they did us with Hawkins.
-
@Iliketoplaykiller said:
Maybe you queued with a friend thats cheating? You know guilty by association.
I was solo queue. I’ve seen plenty of cheaters recently, but never quite like this one.
-
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2673254#Comment_2673254
Perhaps. Unhooking is pretty easy activation, but healing can be tricky with so many ways to heal yourself fast these days.
If they would just remove the part where you lose the progress made when hooked, it would be an infinitely better perk, and strong contender with the other information perks.
-
@chargernick85 said:
Great for solo's. Outside of kindred (which is only available on hook) no perks I can think of allows you AND your team to see each other. Bond is only you seeing your team, empathy is only you seeing injured survivors, Spine chill is not relevant to any of these perks it's killer related. Your whole solo lobby seeing each other is more valuable (IMO) than a perk that allows you to only see them.
Blood Pact, but no one runs that either. The two problems with Aftercare are how much it takes to build up, and how easily it is all lost.
-
That's actually one of the most moronic and annoying parts of Freddy's kit. For how much you even get back for waking up, why does it take progressively longer each time someone else does it for you? That's two people off gens, healing, etc. anyhow.
-
@nostrada96ass said:
https://forum.deadbydaylight.com/en/discussion/comment/2673050#Comment_2673050
as i know mists doesn't stack after 3level(purple)
Correct, +3 is the maximum mist. So a purple, three browns, or a brown and a yellow is maximum mist.
-
There are too many perks to discuss which are good or bad in one forum comment. But if you're looking for a better information perk, run Spine Chill, Empathy, Bond, or Kindred instead. Spine Chill is best.
-
@GoodBoyKaru said:
Isn't it 18+ on Steam too or is that a UK thing?
Over here in North America, the ESRB rating is instead M - which is 17+.
-
Nurse. Never. Ever.
-
+1
Remove Victor's vulnerability after a successful pounce, and let him snuff boon totems. However, he should also have a longer respawn time after being crushed. Six seconds is a joke.
I would also like Charlotte to actually have something unique about her. The killer right now is Victor, not The Twins. So give her a 2% haste when Victor is detached (since she's not carrying him around).
-
@Chordyceps said:
I definitely think that something should be done about the exit gates. I think that progress should revert if it's not being held down, so it can't be 99'd. I know the devs say they've experimented with that one and that it "didn't work" but that response has never made much sense to me. I'm assuming it "didn't work" because it made people have one person stay near the exit gate to make sure it doesn't lose much progress. The thing about that is that having one survivor be unavailable to help the others for any reason is actually a huge deal. That's one less survivor that a killer has to worry about attempting body blocks or stun saves or something like that, and it can really make all the difference. Three survivors grouped up in one place to save a teammate killers cant really do anything about. Two survivors is a bit more manageable. If at that point theres only one survivor that can come help, in some scenarios that's basically a nonissue.
Artist says hello and now makes any possibility of this being added to the game exactly 0%. I mean if they actually care about balance at all.
