Hunter_Main_322
Hunter_Main_322
About
- Username
- Hunter_Main_322
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2618590#Comment_2618590
Killers get to be unique because they're the 1 in the 1 vs 4 structure. You don't get any more unique than being the only player in that role.
I understand you think passive abilities = uniqueness, but the draw of survivors are that you can have the same result no matter who you play. This was an intentional design choice by the devs.
When you give certain characters uniqueness characteristics, people chose very few characters. This isn't a hypothetical situation either, it really does happen in those games.
You already see it in this game when people complain about a lack of variety in killers they face.
Your idea of uniqueness will lead to less survivor variety, paradoxically leading to less uniqueness among survivors. Which was your entire point in the first place.
Do you think there is a large selection of survivors now?
Everyone has already scored and are playing on the same character and there are about 7 types of them
Then let the passive ability open from prestige
maybe 2 or 3?
I would like it to be not just a skin of survivors which is USELESS
-
@BIeepBIoop said:
No, boon totems are already really really good.
Have you even read the post?
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2618004#Comment_2618004
I just.... please actually read my post. Don't just respond.
I agreed with you on circle of healing.. I don't know why you keep bringing it up.
Both sides have nuclear option and tactics, why is it toxic? Because as I said it is not fun. I play DBD to have fun, if you want to play competitively then we have different goals for the game. I don't want to hear, SWF is makes the game unfun or 4 flashlights clicking is unfun, or I keep getting bullied and only get 1 hook, (i'm not saying you said this,) well guess what that's what a completive game is. Slugging, tunnelling, may be competitively a good strategy, but it is not fun. Maybe you want the game to be 4 survivors with the 4 same perks and the 3 viable killers with 4 perks, But I don't,
As for the twins/ oni, yeah twins would be far worse without slugging, that is what I call a poorly designed killer. That is why player disconnect constantly or kill themselves on hook against twins so much, not that they are too strong, but the chase, is the part of DBD that players want, and they just break that.
As for your last point, I actually said there are situations where tunnelling/ camping is acceptable. If a player taunts, if a player body blocks, at the end when all generators are finished I believe anything should go to ensure as many kills as possible.
My last post I outlined why camping/ tunnelling/ slugging is bad for the game, if the devs are not going to punish killers for doing this, then at least we need are proper methods to stop this from happening. Which is why D strike needs to be buffed, which the point of my original post. If not then I don't know what you are doing in DBD. When you play DBD and the killer stands in front of the hook for 3 minutes, or a nurse slugs everyone until they bleed out. Or you as the killer get 1 kill but only like 2 hooks, you say great game lots of fun. Because I don't, this is a massive issue that needs to be addressed. Before you or anyone says (but survivors genrush) I say yes, and there needs to be a punishment for that as well. Otherwise if anyone defends camping/ slugging or tunnelling, because anything goes then as a player you have to support genrushing.
Unfortunately killers camp and tunnel
So this is not fun
And the b.h.v.r themselves just sit
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2618533#Comment_2618533
People on gens are still on gens if a killer tunnels a person off the hook. How is that any different than what happens currently?
But let's apply your idea: killer goes after person unhooked. Everyone currently on gens now applies 1.2 charges per second during this time. Killer downs unhooked person quickly, because the survivors already injured. Everyone currently on gens goes back to applying 1 charge per second. Quite a miniscule effect for a niche situation.
Ok then after hitting the same survivor for 30 seconds
Will repair 1 generator with an automatic machine for such a game from a killer
-
@Seraphar said:
Every rank they are there. Penalize someone who hooks survivors and stands there or attempts to be nonchalant by moving in a 3 foot area around the hooked survivor. Heres an idea:
if a killer wants to play that way: Give the other survivors working generators a speed increase to repairing the generators the longer a killer hangs out at/around a hooked survivor.
1 Пусть тогда лишают половины очков крови за каждый лагерь
Если убийца выходит ни с чем, он дает им правильную мотивацию искать других, а не кошмар для одного бедного игрока.
2 Or make generator plant half the time
Then the killer will quickly look for others.
-
@Viktor1853 said:
no just is not against the rules
This is the trouble !!
Let then deprive half of blood points for each camp
If the killer comes out with nothing then he will put them on the right motivation to look for others and not nightmare one poor player
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2618513#Comment_2618513
Let's just lock all Teachables to their respective Survivor and only allow Universal Perks to be used in the 4th slot.
Then assassins should have 3 perks
-
@Nos37 said:
Imagine if it worked like BBQ & Chili.
It gives survivors tokens to potentially double their Bloodpoints while gently promoting them to not gen-rush (tunneling equivalent) nor stealth near a gen and simply wait for the Killer to leave (camping equivalent).
----
We're Gonne Live Forever - After repairing a generator for at least 3 seconds, it will be highlighted to you with a yellow aura. The generator stays highlighted until fully repaired, or you repair a new generator, or the Killer damages the generator.
- When the Killer damages the generator, your Scratch Marks are hidden for 10 seconds and all generator's auras are revealed to you when they are more than 40 meters from the damaged generator.
- After the first great Skill Check on a generator, gain a 25% stackable bonus to all Bloodpoint gains up to a maximum of 50% / 75% / 100%.
- The bonus Bloodpoints are only awarded post-trial.
It's a good idea because it really is.
Everyone goes to save only for their own benefit
It is necessary to make it so that they would be charged for the generators
After all, the killer's goal is to hang on the hook, and the survivors have to repair the generators
-
@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/292825/bhvr-will-never-balance-the-game
maybe it's not really meant to be balanced?
I think DBD is more of a platform for storytelling than it is a competitive game.
I mean, the game, when played in a meta way, is usually less scary.
a facecamping bubba will basically never be scarier than an insidious blight/legion, for example.
I don't know, that's just how I see it.
the game really could use a few balancing changes tho.
Нужно сделать так что бы способность убийц возле крюков не работала
Так как на данный момент кемп стал в каждой игре как и туннелинг
Думаю вот он переломный момент
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2618531#Comment_2618531
I do not understand your question, please rephrase.
I said that you need to make the survivors passive abilities that give them uniqueness
And the question was about the fact that the killers have a choice and the survivors do not
It is necessary to make sure that the survivors have not just skin as a unique and interesting character with his own passive abilities
-
@Mandy said:
076c7066-92e3-41db-9cbb-3669725c7950
No comment on whether it should be a power attack or a base one for me, just want to give you a code to make your Demo look cute in game
better fix getting damage in windows
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2618382#Comment_2618382
No. If generators go faster during a chase, this just encourages killers not to chase.
Consequently, this would lead to EVEN MORE camping and tunneling.
the one who was taken off the hook
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2618305#Comment_2618305
Every game with player-specific characteristics leads to characters in the meta being disproportionately chosen.
Your suggestion will make the problem worse.
Then, in your opinion, let the killers have a choice of uniqueness in their abilities, while the survivors with small passives of 1% do not have uniqueness?
-
If you cannot leave the totem of good, then let the totem break into dust along with death
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2618271#Comment_2618271
*asks for literal stat-stick cosmetics with no mechanical change whatsoever*
OK
Even if you went with a class-based system like in Deathgarden, then you'd need to think up unique classes for every released Survivor. And certain cosmetics would be locked behind certain playstyles.
It's too early to create entire classes
You can start with small passives in 1% one 5% aura to the second 1% heal to the third
I can throw in an example after a while
-
You need to make a mechanic if the killer is chasing 1 survivor then the generators start up 20% faster
This motivates killers to look for new survivors.
-
Also about camping by the killer
Then let the generators go 1% faster for every 5 seconds the killer is near the hook
-
DS is useless at the moment
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2618288#Comment_2618288
We're talking about survivor passives and you bring up this.
Nice whataboutism.
the meta needs to be changed on both sides
-
Need to limit the use of the ability for the killer around the hook
Or reward survivors with resilience when withdrawn against the killer's camping punishment
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2615834#Comment_2615834
That wouldn't shake up the meta tho, it will make it even more boring. To shake up the meta you need to buff all perks that suck and maybe nerf meta perks a bit so they don't feel as powerful
Same as Mora Rin and Nurse
And improve other assassins
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2618263#Comment_2618263
Because I like being able to play every ability on any survivor I want?
I also want to play for bubba but with the abilities of a nurse, so what?
-
@Mandy said:
If you had the chance to repair etc then you weren't being tunnelled anyway.
DS in it's current form is a lot healthier for the game than the previous iteration of it. It genuinely works on being tunnelled now, whereas before it was often used to just be invincible from the killer - for example, working on a gen right in front of the killer knowing that the killer couldn't pick them up because of DS.
You need to solve a thorny issue with tunneling and camping on the part of the killer
To make it so that it would not be profitable otherwise the game at the moment does not bring pleasure
-
@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/291597/add-uniqueness-to-survivors
the devs barely added boons and the forums couldn't handle it, at this point if the devs make any nice changes it is bad
I hope they can see fresh and not boring ideas
-
@Rougual said:
Never, Bubba with Corrupt, Deadlock, Ruin and noed is the new meta to gain mmr by facecamping and getting tons of skill.
So says the MMR system.
then you need to redo the hook mechanic to impose additional health if the killer is nearby (without the bill perk - he will only add extra time or take 1 hit at the specified time as a punishment for camping)
Option 2 an assassin within 20 meters of the hook cannot use the ability
-
@[Deleted User] said:
Do you want to only see Laurie, Bill, or Meg in every lobby?
Because that's how you get only seeing Laurie, Bill, or Meg in every lobby.
Then what's the problem if there is no choice anymore
What difference does it make to you if survivors have passive perks?
-
@LapisInfernalis said:
1) If you do the objective/heal/do bones, you are not tunneled.
2) Mending, boxes, Exit Gates, blessing, doesn't remove your DS.
3) Hop into a locker.
I have not heard anything more useless
Tunneling needs to be fixed !!!
It is necessary to make it so that it would not be profitable for the killer to run after the unfortunate player
-
@Unifall said:
Tunneling is a good strat. Always has been but now its even more common. This is because of how the game is becoming more frustrating on killers. The easiest way to have a good game is to get 1 person out asap. Usually the weakest link.
spoil the game for others because of this
just be a stuffy person
-
@SadLegion said:
https://forum.deadbydaylight.com/en/discussion/comment/2615823#Comment_2615823
First of all, Kindred is not a trash perk and in fact really good. Second, do you really think survivors need to be even more efficient, so that 1 person always goes for a safe unhook, and 2 others sit on gens? Like current ~5 minutes gen times is not enough, lets make basekit Kindred and go for 4 minutes gens?
Tell us about your Survivor build?
I bet there isn't this trash perk
-
@Vyne456 said:
https://forum.deadbydaylight.com/en/discussion/comment/2601638#Comment_2601638
Add that with DS and your ready to go
For now, this perk is trash
DS improvement needed
Also in DS there should be an aura if the killer still decided to tunnel the poor player - it should show the team the survivor and the killer
Or make it so 2 hooks 2 DS fair exchange for the current nerf
-
@Mandy said:
If you had the chance to repair etc then you weren't being tunnelled anyway.
DS in it's current form is a lot healthier for the game than the previous iteration of it. It genuinely works on being tunnelled now, whereas before it was often used to just be invincible from the killer - for example, working on a gen right in front of the killer knowing that the killer couldn't pick them up because of DS.
Also in DS there should be an aura if the killer still decided to tunnel the poor player - it should show the team the survivor and the killer
Or make it so 2 hooks 2 DS fair exchange for the current nerf
-
@vacaman said:
I hope this is intended or they are even more clueless on game balance than i thought
Вы выигрываете только с помощью таких критических ошибок в игре? Эй, нуб
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2601638#Comment_2601638
Camping bubba doesn't care if you have 50 survivors hook bombing, they're all going down
Then you need to make the hook mechanic so that the killer cannot use the ability within a radius of 20 meters from the hook
-
@ShinobuSK said:
No thanks, I dont want to play character I dont like just because their perks are stronger
Nobody forces you to play as an unloved survivor
But in the choice of the killer, everyone, of course, takes Bline Rin and nurse Cool
-
@GuyFawx said:
So I dont know if this is intentional or not but I had 3 Maekelas in my match against a huntress and well i was the last one left. I realized that boon totems atm deactivate when the player that cast it exits the match either death or escape. Granted they ate no longer in the match but i almost feel as tho their buff should stay until its snuffed out by the killer. Especially if youve gotten used to its placement during the match.
This is a big flaw on the part of the developers.
I think they should fix it
-
@anarchy753 said:
Same as every other "give survivors passives" conversation.
- It would create a survivor meta. The strongest perks = the characters picked 90% of the time.
- It would ridiculously punish a HUGE amount of the playerbase who invested in their favourite character if they were now objectively worse than other characters, especially when you have people who just unlock teachables then add them to their one p3-50 character who has everything.
And the killers don't choose the strongest?
Don't they have a meta that has been running for 5 years now?
Play for the survivors yourself! Where is our choice in uniqueness
We need such changes to make the game feel fresh
And whatever you understand, I play as Rin and I would not mind breaking this established skin of survivors that does not affect anything
-
@Viamont said:
To me this sounds like a killer having a derp moment, survivors embracing the stupidity and just roll with it.
I have had games like that from time to time, if my survivors start doing dumb stuff i play along and whe just hang around having fun, this sounds to me like the killer being a good sport, leting you guys do objectives while at the same time doing his then playing a little bit the meme of "top 10 anime betrayals" just for the fun of it, quite honestly this doesnt sound neater like an ill intension betrayal or a troll.
I would recomend you to embrace this moments, not all killers are willing to roll with the dumbness and just goof around with the survivors.
how do you sleep after that
murderers where is your conscience and honor are you all so toxic
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2614436#Comment_2614436
I'm used to Dead Hard, it's uncounterable when used for distance and yes, most perks in the game suck, even for Killers
I propose to shake up the meta, otherwise it becomes rather boring to play
You need to add passive abilities to survivors then it will feel fresh
-
@ThePolice said:
What if a survivor’s teachable perks were buffed slightly when they are played on their owner
example
When used on Bill, Unbreakable increased recovery speed by 40% instead of 35%
Or when flip flop is used on Ash the conversion rate is 75% instead of 50%
This could lead to survivors choosing other characters to take advantage of the better perks, maybe even slightly nerf some meta perks and use this as a way to make them less stackable
This is a great idea in terms of the uniqueness of the characters.
It will also not be boring to play as a killer, because from the start you can predict which survivors are in front of you.
-
@Mandy said:
I don't really see the issue at all with NOED - first of all it can be removed from the game before it's even active and secondly, the killer is down to 3 perks throughout the entire match. I'd also refute that it's used on less skilled killers, i see it used a lot on low mobility killers, which I think is perfectly understandable as those are the ones that are likely to reach endgame more.
Make a separate animation or burning weapon if the killer has the power to kill you with 1 hit
Or impose a vulnerability immediately and not after someone fell
-
Then let this perk be built into the hook on which the survivor (Kindred) hangs !!! This will give information about the campsite from the killer's side.
Answers about the fact that this perk can be put into the build, I will immediately ask the question - Will you put such a trash perk?
-
@Kiikii said:
I got complaints after a match to kill the last by camping you want it to end. Make a suggestion for slowee gen progression I am sick of using my slowdown build.
if you are tired then play with another build
-
@Dino7281 said:
If you see killer is chasing survivor on dead hook, always try to body-block and get protective hits.
I even let killer down me if needed, unless I am on dead hook too...
he will not stop tunneling because of this
-
There is even an idea for certain survivors to improve perks with their aura
But first you need to start with small passives 1% of one 1% for the second
-
@Ussu said:
It's not that simple. Sure some killers purposely camp close to hook like you described. However, there are also many times when killers are actually only still nearby due to some other reason. This includes but not limited to, smashing a pumpkin or previously dropped pallet. ..Laying down traps... snuffing the boon totem... looking around for scratch marks of fleeing survivors... trying to find a second downed survivor... and of course if the killer sees another survivor in the area they have every right to chase them, even if they run around the hook area.... also if killer sees another survivor trying to run up to unhook or trying to be sneaky about the unhook, the killer cannot be expected to ignore this.
the fact that they pretend that they are supposedly busy with something and walk around does not remove such an act from their filthy soul
-
@Gwinty said:
I know that tunneling feels bad, especialy if the Killer is more capable than you. I got tunneled by Nurse a few times yesterday and because I am only an avarage survivor I was not able to extend the chase for some time and got downed rather quickly. As always I forgot my Deseicive Strike and Borrow Time was not enough to protect me. I was the weak link in the team and the Killer exposed that weakness.
Now the problem is: Did the Killer do anything wrong? No they did not. Even thou I felt bad afterwards and was a bit salty the Killer did nothing wrong. This Nurse played to win and the most efficient way of winning is to eliminate a player early. This is even more true now that Killers like Nurse can not abuse "Hex: Devour Hope" as easiely because survivors are more bone focused.
However what happens to Killers who play this way? They go up in MMR and get paired against better and better survivors. Remember how I was the weak link in my team? Higher MMR players are never a "weak link" like me and will expose this tunneling fast. Also if the Nurse continues to win she will face even harder opponents.
What does this mean for us? Well, tunneling players go up the ladder, we stay or go down. After a while you will face less and less tunneling players. MMR took care of that issue in a quit subtile way.
what are you talking about? what is the weak link? you are just the first one who caught his eye
Moreover, Tunneling on a nurse needs to be solved since she can fly to the hook at any time - the decision is to make a radius of 32 m from the hanged man where the ability will not work for some time
-
@YOURFRIEND said:
They're different sorts of games. The nice thing about the sedentary meta in DBD is that there's comparatively little power creep. DotA has incredible power creep and just rolls with it in a way that DBD can't.
If you wish, they could really bring hundreds of combinations into the game.
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2614455#Comment_2614455
But I don't want that combo.
Also we're getting off-topic by now.
the topic is just about perks and their combinations
And with a watch it would be logical
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2613429#Comment_2613429
.... To counter snowballing. As I said.
(also, you can buy time with Delivarence+DS combo fyi)
i want combo Borrowed time + "Deliverance"
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2612519#Comment_2612519
Play against a team with Survivors that know how to use Dead Hard for distance not to dodge a hit, then you'll see how busted that perk is
I'm quite experienced and 70% of the survivors use it so I advise you to get used to
Playing as survivors having good perks is really frustrating because the choice is very small