GoshJosh
GoshJosh
About
- Username
- GoshJosh
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
My biggest pet peeve is when a challenge has in the description that it must be completed in one trial.. when it’s something that obviously has to be in one trial. Unnecessary clutter.
-
@Nathan13 said:
No way, old hatch and keys were the most broken thing ever in DBD. Nothing can top that.
Not even moris on first down, or Brand New Parts instantly repairing a generator to full?
-
@malibu_barbie_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/3177702#Comment_3177702
Old hatch never spawned with 4 survivors in the game unless ALL gens were done. If it spawned with 2 gens left at least 1 survivor was dead already. You’d at least get a kill.
And I don’t like it when a survivor is dead with only 1 gen being done because 1 survivor spent the time looking for a totem and setting boon and the other was hiding while the other was chased and placed on hook and I was on the gen (and that doesn’t include gens being knocked down bc of Jolt, Eruption, or any other gen disruption).
Once the game is down to 3v1 the game stalls on the survivor side and progresses fast on the Killer side (even without camping or tunneling accounted for).
Amd Killers Will tunnel no matter what, the Key only gave the Killer someone to focus on from the start and not a random survivor. If anything the survivor with the Key would be more stealthy and the Killer may waste time looking for them. It all comes down to choices and consequences.
Two survivors would have been dead, actually. The spawn condition before they nerfed hatch into oblivion was that the number of generators fully repaired had to be greater than the number of survivors still alive by 1.
Three gens complete, hatch spawns when only two survivors are left alive; four gens done, once one survivor dies; then lastly, it would spawn if everyone was still alive and five generators were repaired.
Edit: And of course just like today, it always spawned open no matter what when only one survivor was left, regardless of generators repaired.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3177628#Comment_3177628
They don't let anything block exit gates or hooks. It's like doctor madness.
For the most part. But there’s Trapper’s traps, and Hag’s traps with collision add-ons (though these can be crouched over or destroyed with a flashlight).
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3177628#Comment_3177628
would only effect twins so no real reason why it would matter. besides twins can already block exit gate
Why would it only effect Twins? Huntress has an add-on for it. And as I said, the game could see more ways to apply it.
-
Strongly disagree. His power is very situational, and the cooldown and recharge are punishing enough.
-
Agreed with all of the above. Also slightly off topic, but I don’t get why it still allows survivors to open exit gates. Might be more interesting if we had more killer perks or add-ons that applied it too. There’s hardly any out there.
-
@Thusly_Boned said:
Okay, bring back the old key system...and the no or one hook moris.
No? didn't think so.
All four survs just being able to dip with multiple gens left was exceptionally unhealthy.
https://forum.deadbydaylight.com/en/discussion/comment/3177594#Comment_3177594
DH is still very much worth bringing, you actually need a shred of skill to get value out of it now. A trained monkey could get value out of old DH.
The DS stun duration nerf was pretty pretty egregious, though.
https://forum.deadbydaylight.com/en/discussion/comment/3177601#Comment_3177601
I don't disagree (I hate facecampers), but the question remains: what would the stick be? There has been discussion about this for ages, but no one has come up with a solution that isn't game breaking. Everyone knows it needs to be addressed, but question of how has yet to be answered.
I just see it as a player problem with no apparent game design solution, unfortunately. Like tunneling, if a killer is willing to throw the game to camp their first hook out, what can you really do?
At a certain point, it just boils down to people needing to be decent, because you just can't just brute force some things.
Old hatch didn’t even work that way. Five generators had to be repaired for all four survivors to hatch escape. Otherwise survivors had to die, and gens still needed to get done.
-
@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3176718#Comment_3176718
All I can do is dodge lobbies with Prestige 0 survivors
Clear confirmation prestiges should not be shown, as it leads to false assumptions of player skill.
-
@Omans said:
Too bad. Would have been nice to see them all go down in 10 seconds against probably the first actual good nurse they've ever played against.
Is he a popular good Nurse? I wasn’t even sure, just up for the challenge! Haven’t been able to set up anything concrete on Discord.
-
I’ll take those Nurse matches off your hands!
-
Agree with this sentiment. Remove hatch offerings to keep it RNG, and revert the spawn conditions for it. I would settle for keys only allowing one person to escape too, but don’t see why it can’t allow multiple.
Just make ultra rare stuff actually ultra rare, and we’re good.
-
BHVR really do be hating their solo queue players. Just when you think nothing can top the previous bad Rift challenges...
-
@Raccoon said:
I really hate when I see a comment posted, click to read it, and it is no longer available/removed.
I always wonder about the 'winning' comments I'm missing out on:(
Email notifications are your friend. 😀
-
If they weren’t good, how did you manage a 0k five hook match? Regardless of their ability to heal? 🤔
-
@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3174703#Comment_3174703
Look at your pfp.....She abuses going through obstacles and ignoring loops lol.
Nope. Nurse's blinks are, again, a legitimate part of her kit.
-
You can't abuse something that is a legitimate part of the game.
-
@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3174221#Comment_3174221
Azarov's Resting Place I guess.
Yep!
-
@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3174094#Comment_3174094
I mean, you're part of that team, you could've broken the 3 gen
No, I am doing my part to repair in a way that doesn't let it happen. That leaves three other survivors who need to do the same. I mean, I've even called it out beforehand in SWFs and it still occurred. Especially on maps such as ARP and Suffocation Pit. I despise those maps on both sides.
-
90% or more of the time I find myself as a survivor in a three-gen situation, I am faulting my teammates and not the killer. It's actually staggering how many survivors don't strategically work through repairing generators this far into the game's life.
-
Up to two instances per trial, each time the user is unhooked. All effects it gives last for 80 seconds except endurance, which will end prematurely upon being hit by the killer or doing a conspicuous action.
-
What the heck? For some reason I thought that when they buffed it, they did away with the timer. I guess not. I think all it needs is unlimited duration as long as the current condition is met.
It doesn’t really fit the theme and description of the perk to activate by reaching the end game, and would be too similar to Off The Record by activating following an unhook.
-
I don’t think it’s too much to ask it to effect chest searches as well.
-
Seems sus.
-
@sizzlingmario4 said:
Hatch offerings shouldn't even exist.
This. Most of the complaints surrounding old keys and hatch could have been less exasperated if the devs never created these offerings. It should always be RNG.
-
What in the DbD forums is this?
-
@[Deleted User] said:
I’m sure I saw that the devs have confirmed that these two perks don’t sync together.
This is correct. Apparently when Open Handed says “all auras”, it doesn’t mean all.
-
Didn’t know this was a thing. Bogus.
-
https://www.youtube.com/watch?v=Rd3-9N6HKso@zarr said:
As long as you're in chase state, any vault should count toward the Entity blocker, it's just that slow-vaulting usually breaks chase state.
I haven't recently had any instances of the blocker not spawning when it should have, neither as or against a survivor, and I would have to see the video you're referencing, but in general it has to be kept in mind that the window blocker has counterplay - survivors can do different things to break chase state while in a chase, which can allow them to get vaults that are not counted toward the blocker.
Here's something I refrained from talking about in the past, but whatever I guess: I have no clue why BHVR decided to tie the Entity blocker to chase state. There is no reason for a survivor to be vaulting a window 3 times outside of chase interactions anyway, and even if there were, blocking that window on the third vault still wouldn't matter. So, why this chase state condition, rather than making it so that the Entity blocker simply spawns any time a survivor vaults any window 3 times within a certain time frame?
Of course, the chase state condition enables skilled survivor players to do things lesser players cannot, it increases the skill ceiling of the game, so that's why I personally want it to stay. But I am pretty confident that BHVR did not intend for people to be able to play around the Entity blocker. The only thing I can come up with as to why they tied the blocker to chase state is that they wanted to save resources, in both computing and networking, by not having to keep track of vaults and spawn blockers outside of chase.
Would it be healthier for the game if they got rid of the chase state condition? Yeah, being able to abuse a window for more than 3 vaults is pretty ridiculous. Does it really matter? Not really, it's maybe 0.1% of players in this game that actively play around Entity blockers in this way and are good enough to consistently do so. And killers also have counterplay to this, starting with the obvious one that is Bamboozle (and Crowd Control), but also knowing about the ways in which survivors can break chase state, and adjusting their pathing to not allow them to do so as easily. Plus a whole bunch of killers have ways to deal with windows innate to their kit.
The clip in question begins at the about 1:49 mark. The survivor did break chase early on in the clip, but the Entity blocker is still supposed to be active for five seconds after losing chase. They vaulted it something like five times before Wesker finally got screwed by a miserable hit box and then ultimately DC’d.
-
@Whoudini said:
https://forum.deadbydaylight.com/en/discussion/comment/3170439#Comment_3170439
If it effected repair speeds, it would be too strong. It would be a prove thyself but you can use it without co op actions and also stacks with prove thyself.
Requires stopping to heal first, and goes away upon injury. And again, killers can stack up to four slowdown or gen defense perks of their own.. but there’s no problem there? Have you not heard of Call of Brine + Overcharge following patch 6.1.0? Pain Res + DMS still being a thing? And on and on.
-
He has a lot of snowball potential. Maybe if they made some sort of restriction to how close he could place traps together, it would be ok. Otherwise, traps just need to be made more accessible throughout the match.
-
@WorthlessBeing said:
https://forum.deadbydaylight.com/en/discussion/comment/3170439#Comment_3170439
Doing gen faster isn't equated by killer's ability to slow progress. If killers had perks that reduced the time required to go from a hook state to another, it would be the same. Doing gen faster means a lot of pressure on the killer, and a lot of leasure for the survivors. It's not healthy for the game, as seen by the fact that gen time was recently given a slowdown.
They do: Scourge Hook: Monstrous Shrine. But they don’t even need it with how powerful camping and tunneling are right now. And because generators got base increased charges, shouldn’t that be more reason to allow perks to somewhat offset it?
-
Serious question for you all: why can it not effect repair times? Requires pausing to heal, then goes away if that survivor takes damage. Survivors don’t have too many perks that effect gen speeds. Overzealous functions similarly but you don’t ever see that run. You obviously can’t stack Better Than New with Resilience. Prove only works on co-op repairs.
But killers can stack all of their slow down and gen defense perks options? I’m seeing a double standard here.
-
@RinsDoormat said:
Shattered Hope is one of the most transparently low-effort bandaid fixes the devs have ever done. It's only there to counteract something the Survivors might have, like Lightborn - but unlike Lightborn you have no idea of whether the thing it counters will even be in the game.
This. Think about it.. Shattered Hope is the first ever new general perk in the game since its release (discounting Stranger Things perks being absorbed into the pool with the license loss), nearly six years into its life. That says something! All for a set of perks the survivors may or may not have in the trial. Screw me if I ever put that on my load out!
The only other perk on the survivor side like this is Distortion, which you have a pretty sure chance to go against killer aura reading perks and add-ons these days. But Shattered Hope should have never been made a perk. The annoying part is that as a general perk, you have to buy it on every character three times too. Ugh.
-
@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3169856#Comment_3169856
That’s not a super helpful response. This is the feedback section, yknow? Where people make suggestions. If you don’t like what I’m suggesting, a helpful dialogue to get your point across does wonders for me.
So the way I’m seeing it is playing killer doesn’t help me find more variety in my survivor matches. That’s sort of like the “be the change you wish to see in the world” kind of approach. Survivor mains aren’t going “This is the 7th match of Blight I’ve had in a row, let me switch to killer and play Huntress so the other survivors can go against someone who isn’t Blight.” they’re going to keep playing survivor and pray for a different killer to face or just stop entirely.
With an option to avoid a specific killer, you eliminate this problem entirely. Yes queue times get longer, but when you opt into something like that, it’s with the expectation that you’re going to have to wait a little longer to find a match. With 29 killers in the game, finding one of the 25 others shouldn’t be a problem.
Dude, I merely suggested you try playing as the killers you aren’t facing, if you really wanted to know why you’re not versing them as survivor. If you can bear the long queues, praying that no one DCs before the match begins to have to go through another extended queue, just to be getting hook numbers you can count on one hand before the gates are powered.. then you’re the exception.
You won’t understand this if you don’t play killer, though.
-
@darkcloudlink said:
https://forum.deadbydaylight.com/en/discussion/comment/3169726#Comment_3169726
And survivors aren't punished for being forced against the same 3 killers every match with no way to change it? There are supposed to be over 25 killers in DBD, yet in over 50 matches, where are they?
Try playing those killers yourself for the answer.
-
They’ll never do that. It would punish killer players just for trying to play the game, and let four survivors block up to four unique killers of their choosing. Increased queue times for everyone. Not happening.
-
Yep! Empathy has remained one of the most solid aura reading perks in the game over all the years. Also not mentioned, for sabo attempts.
Didn’t do much for my solo queue teammate running it today, though. Somehow with Empathy equipped, they sandbagged me while I was being chased on my death hook. I was going up one of the smaller platforms with a vault and drop on Dead Dawg Saloon. Don’t even know why they were hanging around up there, all the gens were repaired in the area. They also had Autodidact, so maybe they’re not all there. (Oops.. I’m not being very empathetic, am I? 😅)
-
Azarov’s Resting Place and Suffocation Pit, along with all the realms mentioned in the comments above mine. RPD (in any of the forms we’ve been given so far) should be removed from rotation completely.
-
There is now an anonymous mode option in the game. As far as I understand, it's what would prevent you from seeing their profile.
Edit: And to be clear there are no bots in the base game, thank God.
-
Look, you buy a perk and level it up once per character no matter what now. P3 a character and never pay BP for any of their perks ever again. And BHVR (finally) actually did massively reduce the grind just this last patch by lowering the cost of everything in the blood web by a large margin.
I don’t see much more room to complain about the leveling or prestige system. Other than removing clutter from blood webs (luck and mist offerings).
-
@Paz said:
https://forum.deadbydaylight.com/en/discussion/comment/3165011#Comment_3165011
He really doesn't though, demo has the one pounce while Wesker can do it twice, also if you hit a survivor with it and they get downed you dont have to waste time picking them up. Not to mention his debuffs when you hit someone with the power. They are both different killers and Wesker has his purpose. I'd say Wesker is more fun then Demo
Demo's one pounce has more distance than one of Wesker's charges, no recharge, destroys pallets without an add-on, reveals survivors near open portals.. Wesker is literally Demo for those who can't buy him anymore in his current state. He has gotta be C-tier highest.
-
*Pallets. Demo can vault windows.
-
These are the kinds of killers BHVR makes a lot of balancing decisions around. It wouldn't surprise me in the least if they did nerf bodyblocking.
-
@Tsulan said:
Fascinating how the same people that complain about only facing nurse, blight and now wesker. Are the people that cherrish not facing hag anymore.
I’ll take Nurse over all of these every time. Until Hag is reworked, she can suck a fat one.
-
@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3165708#Comment_3165708
From my experience as survivor, a lot of loops can be chained or ran in very unconventional ways that just really can be strong. Like chaining 4 pallets and a window type stuff. But it mainly depends on what side of RPD you get tbh, both side is just has to deal with their hand from lady luck.
I guess I’ve had it different. I don’t play PTB, and playing them firsthand in both solo and SWF at least four times.. survivors have never once finished all the gens yet. There are maybe two god pallets per variant, the rest are worthless fillers that can’t even be mindgamed (take that one outside the east wing near the main entrance, for example. What is that?). It’s like most of the pallets were put just for killers to break for extra BP and Rift challenges.
As if the main lobby area vault drops weren’t great to begin with, as I feared, Superior Anatomy and/or Bamboozle make them a complete death sentence without Balanced Landing. And as bad as the west wing basement spawn was before, now there’s one less pathway to it! Imagine being hooked in there, 100% death sentence. I think I’ll wait until map rotations are back to normal to play survivor again. I suspect many will still be dodging these terrible non-DbD maps.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165846#Comment_3165846
Why waste the time?
We are post-patch 6.1.0, remember?
-
@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3165649#Comment_3165649
RPD is ridiculously survivor sided. What are you talking about?
Old RPD maybe, but only with coordinated survivors. Explain how the new variants are.
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3165658#Comment_3165658
Yes i literally made it the survivor version of lethal, but wouldn't it be nice to know where your team is at the start
That’s fine, it works! Solves the primary issue I have with the perk.
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3165640#Comment_3165640
Open handed rework:
For 9s at the beginning of the trial, you see all other survivors auras, they also see your aura
The range of auras for all survivors is increased by 16m and the duration is increased by 2s (this effect does not stack)
There you go, it does something on its own now
Sure!
