Grandpa_Crack_Pipe
Grandpa_Crack_Pipe
About
- Username
- Grandpa_Crack_Pipe
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1838366#Comment_1838366
I'm almost positive that the majority of players would find their weapon simply passing through the survivor far more frustrating.
An easier solution would be to simply add a 1 second stagger forward (like almost losing one's balance) at the end of the dash that prevents vaults/pallet drops if that's what your intention is.
That would be a good workaraound, as well.
-
Yes, it's technically correct that using the actual distance to avoid damage instead of the invincibility frames themselves accomplishes the perk's intended effect of avoiding damage.
No, I don't believe that's how it was intended to be used because BHVR has a tendency of not thinking certain things through (hello, Victor), but that's not something that can be really proved without developer input, so.
You're talking about the letter, i'm talking about the spirit.
And in the spirit of it, I think it'd be better to remove the dash and up the frames, 'cause again.. not much real counterplay to distance, outside very specific circumstances.
More fun, more fair, is all i'm saying.
-
Yeah, I agree for the most part.
It's usually pretty balanced until the bigger, sweater SWFs come into play-- and I say sweatier 'cause a lot of SWFs are just dudes playing with their friends, they're usually pretty bad at the game.
A lot of the people who yell that the game's killer/survivor sided impress me with how unbelievably oppressed someone can feel over a videogame.
-
Give us the tapes, Richard.
-
And now, class war talk.
-
I think it shouldn't work when the killer's undetectable, but other than that, I don't really have a problem with it.
I notice that survivors who run it tend to be easily spooked off of actually accomplishing things-- that perk lights up for more than half a second, and they're running halfway across the map regardless of if the killer looking their way was completely accidental.
And I like it, but don't run it myself, because I don't wanna become reliant on it-- i'd rather hone my senses and situational awareness. Same reason I don't run Sprint Burst or anything like that, 'cause I don't wanna become reliant on 150% movement to get away from the killer.
-
Aaaand there's the one guy.
-
@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1837351#Comment_1837351
Something I have to point out, killrates are garbage because of survivor entitlement. Every hook suicide inflates these rates.
Imagine a freddy 4k game going like this, freddy downs someone after 3 gens. They fail kobe and kill thenselves on hook, 2 ppl see this and look for freddy to get downed and killed. The 4th person tries to make it to the hatch but fails bevause team throwing and dies. Freddy nownhas a 100% kill rate for 1 game where he may have only gotten 1 because survivors gor so mad he played freddy that they ragwd
"Too entitled to even live"
can't make this up.
-
Her obscene strength is obscenely difficult to take advantage of at the highest level, so I think it's fine.
Plus, though she can ignore pallets, windows, walls, and.. well, damn near everything else in a chase, I wouldn't say she's as oppressive as Freddy or Spirit. You can still get in her head and juke her.
-
Toxic people are toxic.
Words are the only way small people can lash out, so deny them that and move on-- they can't do anything to you that you don't allow.
-
It's
complicated.
-
@Clevite said:
There really are two kinds of tunneling. Toxic tunneling, straight off the hook, through BT, through DS don't give a ######### about genny protection tunneling.
And sorry I found you again but need a kill to get some momentum tunneling.
Tunneling is fine as a tactic. But if tunneling someone straight out of the game is your whole strategy, then you're probably a bit boosted.
Pretty much.
I don't WANT to tunnel sometimes, but sometimes the unhooker just goes and hides in a corner while the unhooked guy (without BT) desperately tries to get away, and like.. I would've gladly gone for the unhooker if I could have, i'd really appreciate it if the guy took the heat for you 'cause that's what i'd happily do in his shoes, but what am I supposed to do, let you go?
You might not notice it when it happens to you, but I guarantee a lot of killers don't want/mean to tunnel, they just don't really have a choice.
The ones who just walks past the unhooker, past like 3 gens being worked on, across the entire map, eats BT and DS and still keeps going though, yeah ######### that guy.
-
Nah. If I can be the best Bill I can be and die saving everyone, that's how it's gonna be.
-
oPpReSseD lOwEr cLAsS
-
First off, commas.
Second, paragraphs.
Third, apologize to Godzilla.
Fourth, the bear traps should get some kind of rework, but not that one. Though it's up to RNG, the RBT are great for stalling the game because they HAVE to come off, no way around it other than the hatch. Could be now or the end of the game, but eventually, you have to start finding the Jigsaw boxes. And that's a process that could take 20 seconds or 3 minutes, which is a lot of time for a survivor to be doing absolutely nothing., and they're gonna be doing it sooner if the gens start popping.
If she just gets them back when they get taken off, then games are gonna grind to a screeching halt reeeeal quick.
I don't have a problem with her addons.
-
"Killer win rates are high because there are way more killers then survs"
I take it back, it's bait.
-
@tespellman7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835733#Comment_1835733
That's a good point about the 3 Gen thing. I just think it might be difficult to code it that way.
https://forum.deadbydaylight.com/en/discussion/comment/1835738#Comment_1835738
I have no idea what you're referring to. My OP would benefit the other survivors if someone DC'd, without hurting the killer. Again, a free Gen popping would balance the game for the remaining players, Survior AND Killer.
Deja Vu actually tracks and highlights the three gens that're closest to eachother (thanks for helping me remember that Otz)-- so there IS a basis for it.
-
@ukenicky said:
This feels like bait tbh.
I hope so, but goddamn is that a lot of text
-
Well first off jesus christ dude, apologize to Godzilla
And second off, yes, it's better than it's ever been for killers. Many, many people, many killers are saying this, and they're saying it for a good reason because they've experienced being a killer for multiple years now and have literally lived it.
It doesn't sound like YOU'VE been having a very good time of it, and for that i'm very sorry, but if you don't think so then I encourage you to binge solo queue for a while and come back to me on that.
-
@tespellman7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835684#Comment_1835684
Not gonna lie, I have no idea what depipping means lol Also, if a Gen was about to be completed, that's just tough luck for survivors. As a survivor main, even I think it would be unfair if an untouched Gen was popped for free, then a few seconds later we complete another one. It would be a bit overpowered. As I said in my OP though, if there's a tie between Gens, a random full one gets popped anyway instead of the furthest worked one.
But side note, I was chatting with a friend, and she made a good point. If my original post was implemented into the game, it would solve the argument of whether DC'ers should be penalized as well. Because if someone has not so great internet vs someone who rage quits, there's no real way to prove which is which. My OP would solve that. Nobody needs to get penalized, and the remaining players still get to play a balanced match. (All my opinion, of course, but that's how I see it lol)
It means ranking down. People call those little black marks on the emblem thing that show how much you've ranked up/down pips for some reason
People're mainly annoyed that someone DCing can result in everyone ranking down with no real way around it, so being protected from ranking down's the fix i'd make first.
And it WOULD be a pretty nice change to give survivors a chance to actually survive, since most DCs tend to turn the match into a hatch game, but we don't know exactly by how much it would, so it'd take some experimentation. Like, if there's a gen almost done before a Dwight gets downed off it and DCs instantly, then hey, good news, gen done! But it was about 5 seconds away from completion, so does it really make up for the DC?
I think it'd be better if it automatically completed the generator that's closest to all other generators-- IE, the one in the middle of 'em, splitting them up. You get a generator AND you're less likely to 3 gen your team and get screwed even further.
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1835693#Comment_1835693
Huntress was tough but I decided B because she can be very dependent on the maps and how things play out (same with Oni hence why they are in the same tier). Like a top tier Huntress will decimate but even they will lose to very strong survivors given just a little bad luck. It's very easy for things to go south as Huntress and it can be very hard to recover when they do (at least compare to all the killers in S/A tiers).
That's fair, yeah.
It's interesting to speculate on how the tier list would play out if every map was like.. Macmillan or something, though.
If only maps weren't the only SS tier killer.
-
Man, Oni and Huntress in B?
They got done dirty.
-
It's almost like I could see all the comments an entire day in advance
-
Eh, I dunno. Even with a full free gen, it's easy to become a situation the survivors just can't come back from-- especially if the gen was already about to be completed anyway.
If nothing else, I think everyone in the match (besides the DCer, of course) should be protected from depipping.
-
@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1835315#Comment_1835315
Huntress can do the exact same thing, but nobody seems to complain about her.
That's because she has to prep a hatchet throw. Takes a second to get the hatchet ready, takes a little longer to get it to full throwing power, slows her down the whole time, and there's multiple audio queues for exactly what's happening so you don't even have to look behind you.
Deathslinger can skip all that and shoot pretty much instantly with a quickscope.
A closer comparison would be old insta-hatchet Huntress, which was more than a little busted.
-
Nah.
It's risk/reward with incredibly tight timing for a survivor but extremely satisfying when done right, and I think you're downplaying just what you can do about it as a killer.
You can look at a wall, of course, and considering a lot of downs happen at loops or buildings that's not too hard to pull off. And even otherwise, you have to realize that a survivor going for a flashlight save, positioning themselves for it, trying to avoid getting detected.. is doing a whole lot of nothing otherwise. I love when people bring flashlights, because they waste a lot of time prepping for saves that's easily foiled by either looking at walls or just checking the area and chasing them off. They're usually gonna try and stealth around to catch you unaware, so one good smack and watching them run off means they've got no hope of saving now.
Or better yet, slugging the first guy and going to down the would-be saver. That's someone down, someone being chased and someone else who has to go get the slugged dude, creating a lot of good pressure.
-
I think the PTB version's a better listen, but the new one's more fitting.
But my god, imagine if they used My Heaven for him though
-
@Rydog said:
People say Spirit has a lot of coin-flip guessing games, which I understand in theory at very high-level play, but I at least usually feel like I have some sort of play vs. Spirit (trying to fake out where she predicts I will go, walking, doubling back, etc.).
Deathslinger is the killer who I feel is way more of a coin-flip encounter, because unlike going against a Huntress, there's no way to predict or dodge his projectile if he's got you in his sights. You either move left or you move right, and if there's no LOS blocker, good luck with that. He can also harpoon you from outside of his terror radius, which is just terrible to me. He is 100% the most unpleasant killer to go up against.
I'd still go against a Deathslinger than a Spirit any day of the week, but that's probably just 'cause I don't go against many good Deathslingers-- totally agree with you on the rest of it.
Even if it really isn't much (and it really isn't), you can still make a lucky guess and get out of Spirit's power for a little bit longer 'cause she's still gotta hit you with her sword. Meanwhile over here with Deathslinger, dude.. dude's got a gun. You don't dodge, he misses. And eventually, he's gonna stop missing.
Either way, going against top-level Spirits and Deathslingers are like coin flips if the coin was a marble and you died when it landed on the round end.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1834565#Comment_1834565
I would argue that most SWFs are either weak or average,honestly.
Most of them are very altruistic and try to save their teammates which you can easily take advantage of.
You just have to play a bit more scummy/optimal (e.g tunneling the weak link,proxy camping to confirm 2nd hook stage etc.)
I'm playing with a red rank swf as well,and most of us escape quite often even tough we're rather average.
Thing is,most killers we encounter are pretty bad at the game honestly.
They don't really know how to use their powers correctly,how to zone survivors,mindgame and generally lack game sense.
A lot of killers don't differentiate between "SWF" and "Sweat squad", unfortunately.
Sweat squads are fun friendly fellas who've decided that winning's more important than fun and are a cancer killing the game, but most SWFs are just friends who wanna play a fun game together. Take me for example: I get together with a couple peeps every once in a while, usually get completely trashed, and we have a pretty good time as long as the killer doesn't live and breathe spite.
But unfortunately, playing with friends makes you responsible for killing Dead by Daylight and probably WW2.
-
From time to time.
One notable situation like that for me actually went positively, though: me and 3 other randos vs. a pig who had us dead to rights at a couple points, but through some clutch coordination and a solid bit of luck we managed to all get through the exit gate.
She asked us if we were SWF after, but after we clarified that we weren't, gave us props for working so well together. We told her she did damn good in return, gave her some tips to dunk on the next team, and we all wished eachother well
Good feels.
-
If you're going to insidious camp someone for the mori, it's not that distinguishable from insidious camping them normally.
Don't get why people feel like throwing the game so they can try and squeeze the same usefulness out of the current Mori as they could the last one.
-
@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835102#Comment_1835102
Err... I don't want to assume anything, but I don't think you read the post. That, or you really wanted to clarify that. I can't tell.
They really wanted to clarify, 'cause the OP said FOV when he meant camera position.
-
Questionably.
Rank 11 Ghostface and every single one of my matches tonight was against babeys who really weren't ready for what I was bringing.
Like, almost all of 'em were rank 15-20. There were like, three red ranks, but they really weren't much better.
-
Pyramid Head's mori is conditional on his power, though. You have to be on death hook AND have triggered his trail of torment to use it.
-
It sounds like you should play with some better friends.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1834136#Comment_1834136
The nerf Pig and buff Nurse stats? Sure! Those look really accurate...
Anyway, i can´t wait for the new stats. Without moris. Because moris obviously had such a strong impact, that they required a nerf. So the kill stats must be way different now.
The moris are gone, man, you gotta let go.
They died in the crash back in '96, you're never gonna wake up from the coma if you don't move on.
-
@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1834200#Comment_1834200
As far as snares go, the reason I haven't been snaring shack so much is because it's time consuming. But maybe you're right and snaring at least the window tiles will make them think twice or get in their heads. So from now on while running that loop I will simply snare as I chase. That would at least give a slight edge in my favor and it's something I haven't been doing.
Regarding the mindgames and tiles, I know all of the other tile sets and I've seen videos on how to run both shack and tiles. I've not seen Scott's, but really the only thing I need help with is shack. Every other tile is easy to master and I can fold each one in about twenty seconds including breaking the mandatory pallet, which isn't terrible.
I do want to sweat. I suppose I'd take off DH for Ruin and perhaps oppression for Undying?
Thank you for your feedback!
No prob.
And what I usually see Freddies doing is readying the snare as they round the corner outside or moonwalk to snare the window as they pass, so they don't lose any distance-- it should be a cinch once you do it a couple times.
I mostly recommended Scott's video 'cause part of it was dedicated solely to mindgaming the Shack and accounting for most of everything a survivor could do against you there.
-
I mean.
As Freddy, a snare in front of the window on the outside cuts shack time down tremendously, and extra snares in the doorways would make it a deathtrap real quick unless you're playing pallet Freddy for some reason. Besides snares, learning to mindgame the shack is an extremely useful killer skill i'd recommend developing, there's plenty of good videos that explain it in far more depth than I could. Scott's video about how to run all generic tiles in particular's one i'd recommend.
If you REALLY wanna sweat to win, you can run ruin/undying. Devour Hope's a good one, but it's subject to luck, so it might be one worth switching out for a more reliable perk if you haven't been hitting at least the Exposed threshhold very often.
Other than that, just hone your skills. Not much else to it.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1834130#Comment_1834130
As an Oni main, Scalped Topknot is totally boosted and has almost 0 counterplay. Using Topknot + Lion Fang easily lets you down an entire team in under a minute.
Oh I know, don't worry.
I've experienced the joy of scalped topknot + crutch firsthand.
-
@[Deleted User] said:
Tuned Carburator is one of the candidates for worst addon in the game. It gives less time reduction than old Spark Plug while making you the speed of Hag. Meanwhile Oni has Scalped Topknot making his dash basically instant with no impairment at all...
Tuned Carborator really did get done dirty, but in defense of the two, the Oni at least doesn't have access to his power at all times like the Hillbilly does.
-
The devs tried reeeeeeeeeally hard to think of addons that didn't just give straight numbers buffs and didn't think hard enough.
In a couple situations, at least.
Leafy mash plus muffler's goofy fun, but what the h e l l is that black grease?
-
Dude, the Moris are gone.
They've been gone for weeks.
You've been in a coma for 4 years man, it wasn't your fault. You gotta forgive yourself and move on.
-
I'd say more SWF sided than survivor sided (solo queues have notoriously sad experiences), but overall, yeah.
I imagine BHVR's a bit spooked to swing the hammer on the part of the game population they'd ideally keep at 80%.
-
@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1833275#Comment_1833275
Why should they do that. Any healthy change that can be done should be done. No need to delay it.
The scales, the scales man. They must be perfectly even, everything else be damned.
-
Solo queues get potatoes, killers get sweat squads.
We share solidarity in our pain, brother.
-
@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1833285#Comment_1833285
but it wasn't the person who died or the other 2 red ranks... It was the purple...
Oh, whoops.
Wow that's even worse then, dude lived and still got mad enough to get handed a permit for a whole damn circus.
-
Spicy.
If dying in DbD gets you this mad, i'd have to recommend not playing games anymore and taking up gardening.
Plants are much less likely to hand you your clown license.
-
@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1831778#Comment_1831778
that in fact s what makes it a 'game problem'. idk ######### anybody still plays killer lmfao
The expectation that survivors play immersed in a constant state of unending terror at the mere thought of your grim visage approaching them instead of playing a videogame for fun and doing silly things-- not the game's problem.
-
@Monarch said:
https://forum.deadbydaylight.com/en/discussion/comment/1832886#Comment_1832886
I suppose that narrative comes from a place of all the hate in KvS over twitter and in-game. it's always been you have keys? Mori them all.
It kinda feels like having a poker hand ripped away from you losing that ace up your sleeve, I think moris and keys are given a bad rep by the genuine malicious people abusing them.
I just think it hurts especially hard now, its kinda blow after blow, pop nerf, new killer which is very "bad" in a lot of peoples eyes and now no moris.
Not to mention the percieved bias towards survs, which makes sense they're like the 70% so why not pander to them?
In light of the mori balancing, I do think it's gonna be more than what its written on paper, because you could waste time chasing the same survivor, you could have an immersed survivor ect. a possible change alternative could be for every 2 DIFFERENT survivors hooked you can kill a survivor that has already been hooked but not if they've been hooked in the last 60 seconds or were the last survivor unhooked
This way it would fix the problem of a first hook mori and would force someone to get surv 1, hook, get surv 2, hook, retrace surv 1, mori
this aims to allow the survivor to recooperate and hide.
If they were downed in the 60 seconds they cannot be moried until they're hooked and unhooked or put into the injured/ healthy state and then downed again not inside the 60 seconds.
Oh yeah. How people managed to turn KvS into some kind of cold war class vendetta is beyond me, but both sides having such nuclear options probably never fostered good faith.
4 DS Unbreakable BNP/Key gamers and tunnelcamp ebony mori spirit/nurse likely did a lot of people dirty that really didn't deserve it.
At least Ormond got reworked, though. And I remember before Crossplay was introduced (and worked) that survivor queues generally went by in a flash and killer queues took minutes 'cause too many killers and not enough survivors on PC. It's not the case on console, but I mostly attribute that to the format not being super killer-friendly-- so I don't envy the devs job to try and maintain the holy 80%/20% ratio while everyone screams at them for bias.
And as for moris.. I dunno. I understand those fixes, I think it'd be a lot better than how it was, but I think it's a lot to expect people to try and outplay it that hard when they aren't even sure if it's in play or not. I just don't think an offering should have that level of sheer power, and there's no way solo players would be able to coordinate hard enough to get around it.
That's just how I feel about it, though.
-
@Monarch said:
https://forum.deadbydaylight.com/en/discussion/comment/1832870#Comment_1832870
Moris are one of the most hotly debated topics in the game.
im not begrudging him for doing it I interpreted your first line as exactly that and basically aa suited up "git gud" message.
I literally even said "we're just playing the game" in defense of his tunneling because there was aritual and he has no easy way to get it.
I think we're on the same side of this issue but on a different side on the "change the entire game issue", I in support of it being changed to something like hook everone once - you being in support of what I'd consider there utter deletion and irrelevancy.
I'm sorry if i've come off as insulting or mistranslated your meaning. After all it's just a game and I suppose we can be passionate about how we think it should be.
S'all good.
I just don't know where the narrative of "If you want to use moris you need to tunnelcamp" springs from-- feels like a lot of spent effort trying to pretend it's how it used to be instead of utilizing it more like a nice bonus that still has good uses in a couple situations.
Which i'm more in favor of than "Hooking everyone once and then being able to mori everyone", because that's still going to cut a lot of games nearly in half. Why an offering ever had that level of power to begin with, I don't know, but now it's at least closer to par with being able to remove two chests from the next trial for 1000 less BP.