Avatar

I_Be_Pro_Fun

I_Be_Pro_Fun

About

Username
I_Be_Pro_Fun
Joined
Visits
446
Last Active

Comments

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/706768#Comment_706768

    • Im not sure about this perk...
    • Yeah so why even add that 5% increase? And if the increase to bar stayed, like what would be the point of this perk EXCEPT preventing mid-chase instaheal. From my point of view - I thought you meant to do a "slow the healing a lil bit" but that 50% really kills that.
    • So yeah, i don't like that. Second Wind would become obsolete tbh
    • Im still iffy on this perk (even if its meant for more of a trolling perk)
    • You could always make it like a TR based thing (just to play around the numbers and stuff so its not Pebble 2.0)
    • Well, the wording made me confused. Now it makes more sense
    • And this would be probably the new meta perk.

    True true.

    Not every idea I have is viable, I purely wanted to put it out there. Thank you very much for your input

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/705599#Comment_705599

    • I know not all perks need to be game changing, but you didn't answer my question tho. "By any you mean even the obsession?"
    • Okay, but then again questions - Why do they get more movement speed after getting hit and why does it fill 50% of their healing bar?
    • Second Wind.... anti-tunnel? If you can loop a killer around for 30 seconds then maybe it is. Also you wouldn't HAVE to distract.
    • Infinites shouldn't exist in the 1st place but aside from that - Really good survivors can play around that (and they still have the fast vault).
    • Still, wouldn't feel fair to be exhaustion perk while having (even tho only slightly) less cd.
    • I know it could work with Nurse's but in most situations only 1 person is healing someone anyways. (and i said Freddy would be op/really good because in dream state they are always oblivious)

    Yes, even the obsession would be affected. Basically shortening chases and making previous loops unusable.

    They already get a movement speed boost after getting hit. That tiny increase is only going to make a tiny bit of difference. Maybe not 50%, but some number to increase the bar (so you cant combine it with Sloppy butcher and coulro to make healing impossible)

    It's anti tunnel in the sense that you heal. But yeah, it is kinda just like Second Wind. Except, you can use it more than twice a game.

    They shouldn't, but it won't ever be fixed. So instead we play around it. Honestly, that would be more for groups trying to troll the killer. Its more of a fun perk, than a ballstothewall one.

    Yeah. It is. Maybe the full amount of time. I just felt like it wasn't as useful as most exhaustion, so it made more sense.

    The healing effect would apply to the survivors if they are healing as well. The only way they wouldnt is if they were healing themselves (self care, med kit, etc).

    P.S. added a 7th perk

  • @Milo said:

    1. By any you mean even the obsession? If so - annoying for obsession. If not then it's suuuuper weak
    2. Survivors seems to get more benefits than penalties
    3. That seems like Second Wind 2.0
    4. That's suuuuper weak. Medium Vaults are death sentence.
    5. Now that's an interesting idea. I would just adjust the exhaustion to 60/50/40 so its on par with every exhaustion perk
    6. This is interesting, would work great with Discordance, but that's about it. (also would be OP on Freddy

    Thanks for your input! T

    he first one is not supposed to be game changing, just make things a little bit more difficult for the obsession (as the obsession perks generally make the game much easier for the obsession)

    Two is meant to be used to counter healing mid chase, and delay the game. It's meant to be used with a character such as Legion who can get a lot of hits in on multiple survivors extremely quickly.

    Second wind is used to counter tunneling by rewarding altruistic and smart plays. Devil's Deal is meant to push players to bold moves like protection and diversion events, at the cost of a much more dangerous endgame. Example: Killer is in chase. You take two hits, saving your teammate. He puts you on hook, and you get freed. You immediatly go, and distract him again. Losing no time to heal.

    Yeah. That would be the dud perk. It's more so like... A really good player perk. Meant to help you with infinites against a dumb killer, but not make it impossible against a smarter/more experienced killer

    The last two I got the idea from "The Shining." I didn't want to make it have the same cooldown time, because unlike the other exhaustion perks, it doesn't provide a speedboost of any kind (It's meant to save you before a chase begins, or during an invisible loop)

    I feel like you sell pre-meditated short. It would also work well with Nurse's Calling, high speed killers (like Nurse, Billy, Spirit, etc), as well as Freddy and Demi would all be able to capitalize off of the oblivious effect. (This perk was actually meant to work with Discordance and Nurses calling, in a similar manner to how Head On and Inner Strength work together well)

  • Mad Grit is much more effective at stopping body blocking.

    Hola. Legion Main as well here. Just have a few... Tips.

    A. Fix your perks. Legion gets their strength from knowing where survivors are, and delaying all survivors at once. Mad grit instead of agitation, because in End Game, body blocking will be much more prominent regularly.

    Discordance instead of Barbecue. Unless you are playing Spirit, Billy, Nurse, or Demi (in some cases), Barbecue is really only good for points (as you cannot move fast enough to capitalise on it). Not to mention, Discordance can't be blocked, and doesn't even require you to do anything (though not sure it would have helped with the first three, admittedly)

    Take off Brutal Strength. Your killer power is literally derived from not needing to break pallets mid chase. Basically meaning that Brutal Strength is just convincing you not to use your power. Instead, take sloppy butcher (cause you get lots of hits to slow down the game further), Franklins (again, lots of hits) or bamboozle (so you can basically fly through vaults)

    PGTW is fine, though really, I run Monitor (allows you to get closer to working survivors)

    Last tip I can really give to you is don't continue the chase after you get the frenzy hit. The power is designed to slow down the game (for survivors to mend). Chasing after that survivor literally does nothing to your advantage. It basically means you wasted your power for nothing (as the timer doesnt decrease when within your TR).

    Personally, the best play with Legion is to hit as many people as possible within the first few seconds. Giving chase after the only DW survivor wastes both the DW and all of your map pressure

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/651513#Comment_651513

    It's not about a us vs them mentality. My comment was mainly a joke thread while also stating that we can't forget that killers DC as well while a small bit of seeing if some would apply a double standard. You are correct survivor DCS are more noticable due to their larger numbers. I find a killer DCing as bad as a survivor DCING due to a couple of things low bp gain,kills the mood for everyone including the dcer,lobby simulator can be demoralizing and sometimes depending on the situation survivors are subject to depip. Both are about as bad. Most people in this thread aren't side picking although I can see why it looks like that.

    Ok, cool. It's hard to tell at times, because there are threads with less controversial a topic that turn into complete flame wars over the Us Vs. Them.

  • A lot of comments here are talking about how killers DC as well. And I mean, that is certainly true 100%. Survivors aren't the only people who DC. The difference is, it is statistically more likely for a survivor to DC than for a killer to DC. In a way at least.


    Say 1 out of every 8 survivors DCs. That means in the two matches you play, one person DCs. Costing their other survivor teammates a much harder round in the fact that they now have to do say 5 generators, and they have one less person to help.

    Now say... 1 out of every 8 killers DCs. That means playing as survivor, you get 7 good matches for ever 1 Killer DC.

    I honestly think survivors should wtill be awarded. Not fair that Killers can DC and punish every survivor with little to no BP.

    But so many people in this thread are taking sides and arguing that "It's not fair for the killer to DC either!"

    True. But why does nobody understand that when a survivor DCs, BOTH sides suffer! The survivors side just lost 25% of their man power! They have one less person to do gens, but still have the full amount of gens! They still have to open gates and escape!

    Please stop turning this into Us Vs. Them. Why can't you just recognize that a survivor DCing is generally worse than a killer DCing, because at least when a killer DCs, you don't have to suffer through the rest of the match a man down. And a killer DC generally is less likely to happen due to the numbers.


    Thank you for coming to my TED Talk.

  • @thesuicidefox

    It sounds like you had a hard time, and I know I am a little late.

    I also know the arguement that his three traps and helicoptering of the totem made it "Impossible" to destroy.

    The thing was, it wasn't impossible. It was just really, really, really hard. It wasn't the killer putting the totem on a roof or outside the map to make it literally impossible.

    It was him playing smart that made disabling the ruin NEAR impossible. And yes, the tactic may be annoying and yes, the tactic may have been easy, and cheap. But it wasn't unstoppable.

    That is bad. It is tough. But playing smart is the only reason that totem was untouchable. If he set the traps down and never ever checked the hex, or never reset the traps, would it still be impossible?

    No. It's player intervention which makes that impossible. Same with flashlight and pallet saves. It's not impossible to catch a survivor. But a talented saver with a flashlight and pallets can make it near impossible. Pig can tunnel trapped people, making it near impossible to escape the bear trap. But that's because the Pig chooses to. Not that her traps alone are impossible to escape

    You aren't mad at the hex position, or the traps. You are mad at the trapper (player) who put pressure on anybody who attempted to disable his hex, and mad at the players who realize this. The Trapper didnt have to go ans reset the traps or stop the cleansing. He chose to

  • I kind of have a solution for the "Only defense is SG" arguement (sorry for being late to the party)

    Just Take Detective's Hunch. Most are probably thinking "What in the blazes is that?" It's an amazing perk that basically rolls hunting for other generators, hunting for totems, hunting for chests, and doing generators into one.

    If you are seriously annoyed by having to hunt down totems and being taken away from gens for longer because some are hidden, use it. It reveals stuff whenever you complete a gen. It's helpful against any killer, because it has nothing to do with the specific killer. Only downside really is that it is a Tapp perk. Meaning you either need to purchase Lil Miss piggy and "I'm getting too old for this" bundle, buy tapp with AC, or find it on the bloodweb

  • The other survivors had already escaped. And if they hadn't, how was he supposed to down them at the gates? Not every killer runs NOED

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/605982#Comment_605982

    This is not true at all. I have a spreadsheet of my games because I'm a dweeb. It shows a depip, bit once you get to the main lobby you regain your pip.

    @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/605982#Comment_605982

    On Xbox, the scoreboard will show it as a depip but when you return to the main menu you will see it didn't count. I feel like this should be the case with PS4 also, so you might want to double check at the main menu. It just wouldn't make sense that it depips you on this platform and not another.

    I do believe that I may regain the pip in general. Though, there is one time I can confirm I did not recieve it back (possibly because of the way It depip). I got depiped back an entire rank (because I had just ranked up, so losing one pip lowered my rank). Though that is the only time I can actually confirm it was a permanent depip. I do trust you both though, so thank you both for the knowledge

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/605528#Comment_605528

    How many points to I get when all that is happening and why does the game cancel if someone DCs during the loading screen?

    Answers: 0 points because the game hasn't started. And it DCs because players gave BHVR the feedback that 3v1 games are garbage.

    If someone DCs 30 seconds after the game has actually started, the game does not end. And now its a 3v1 with 5 gens (even worse). But the game has actually started and players have earned some points and progress.

    So again, why is there an issue with people DCing during the loading screen? Other than time (no penalty to lobby dodging) and the DC'er losing an offering (their choice), nothing is lost.

    I don't know how it works on XB1 or PC, but on PS4, a disconnect and subsequent match cancel will cause every person to depip. I'm sure I have some pictures or videos containing this (i could make a compilation at this point).

    The problem is you are delaying other's fun and potentially causing a depip.

    Think of it like this. A friend is hosting a party, and has to have exactly 4 other people show up (i know, this is very specific). Everyone puts in $5 to come, they wait a while, and then its the night of the party. Then you cancel. You may not get the $5 back (while the others do), but now the party is called off and it was just a waste of time.

    Lobby dodging on the other hand, I feel should still be punished, but it's more like changing your mind a short bit after RSVPing. You get your money back, and they can find a new person. It may be delayed a bit, but nothing had been set up and nobody had to wait for nothing.

  • @ColgateAdvancedWhite said:

    Why nerf killers? The 4k stats are already lower than 50%.

    Killers are not designed around getting 4k. They are designed around two escape two survive. Of course there are times where survivors are sloppy and all die, the killer is extremely good and practiced so they play effectively, or survivors are SWF/Extremely good and all survive.

    But the base of the game is 50% of survivors dead, not a flat out stomping (which a lot of Survivors and killers tend to base their balancing ideas off for some reason).

    Edit: Added that Killers being extremely good can lead to more than 2k

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/596505#Comment_596505

    Sprint Burst and Dead Hard is just as fast as Hillbilly? No, not even close.

    Sprint Burst / Dead Hard = 150%

    Hillbilly sprint (default) = 230%

    You can just hop through a window to avoid his chainsaw? You mean like this Jane Romero at 6:18 who was already looking/moving to the left side AFTER vaulting the window and still got hit by my chainsaw?

    https://youtu.be/pFlFw8BZZXU

    sorry for the mix up. Pig's lunge is slightly faster (160%) and I confused the speed differences.

    As for the DH, you cannot outrun. But you can stall. Due to sprint and lunge, they deactivate on first strike. DH causes collision but blocks damage, meaning you can disable their move (though a minimal advantage, I don't think DH is a problem)

    As for the video... I honestly don't know. I play Billy... A little less than some other killers, but about a dozen matches a week (yeah, I know. Real hour logger here for billy). That has never happened to me. My guess is that she simply hugged the wall too closely when she moves, or you partially phased through the wall (look at the bottom in those last crucial seconds, you appear to go through it)

    Of course, I don't want to start arguements. Sorry for the misinformation, but do you see where I am coming from that looping should not be the only viable play style?

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/596505#Comment_596505

    Sprint Burst and Dead Hard is just as fast as Hillbilly? No, not even close.

    Sprint Burst / Dead Hard = 150%

    Hillbilly sprint (default) = 230%

    You can just hop through a window to avoid his chainsaw? You mean like this Jane Romero at 6:18 who was already looking/moving to the left side AFTER vaulting the window and still got hit by my chainsaw?

    https://youtu.be/pFlFw8BZZXU

    My bad, I did infact get the speed precentage mixed up. I took the speed at which the pig moves and used it for the hill billy (Honestly sorry)

    As for dead hard, I wasnt saying you can use it to Outrun the killer. But the way collision with pig and Billy works, you can deactivate their lunges by using DH at the right time with no repurcussions other than exhaustion. So like... When they begin the swing, activating deadhard will stop the damage but still cancel their sprint.

    As for the video... That is more just ignorant survivor. If I am not mistaken, Billy has slightly longer strike when sprinting (i could be wrong). Enough of a boost that he could swing through windows if the survivor hugs the wall (which Jane does), instead of running forward out of strike distance. The only other idea I could have is maybe lag or glitch, since you seem to actually partially phase through the window to land your attack (look closely at the bottom of the screen during the hit).

    Of course, I don't mean to start arguements. I simply meant to stir up food for thought. But also, these are just two killers which are capable of moving fast enough to catch up to sprint burst. My point was that sprint burst is capable of making chases with slower killers nearly impossible (unless exhausted, they generally have a large headstart on you by using this perk.)

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/596505#Comment_596505

    Did you read the title of the post or nah?

    "you need to get rid of looping"

    Aside from everyone arguing with me and saying "You need to hide more", what are your suggestions to lesson looping? No one has given an actual idea besides "it would be nice if people hid more" like, survivors can already do this, and 90% of the time the survivor is seen from the other side of the map, or the gen is ticking and the killer knows theres only 3 objects around the gen and checking around them will likely show the survivor.

    Lets just fill every map with corn so you're more invisible? Killers hate stealth, they moan so much about stealthy survivors but now apparently stealth is needed for more fun?

    Stealth in DBD is only fun because it works sometimes, if it was the norm it would be boring, yes I'd RATHER be found so I can chase and waste time for my team, there is absolutely 0 enjoyment out of hiding every time I hear the heart because because looping was remove/nerfed.

    I did read the post title. I also read the actual post.

    As a killer, I cannot speak for others, but I love stealth. It makes finding or listening in to catch survivors fun. I don't find circling a truck until I get head-bonked by a pallet as much so. I'm not saying stealth should be the meta, but I think stealth should still be a viable option.

    Even the points in this game shun you for being stealthy. I don't want to come off as rude at any time, but can you honestly say that being chased/chasing every single match is fun? Would you not like there to be an air of fear? Would you not like there to be a difference in perk builds and killer/add-ons at lower ranks?

    Imagine this like any other PvP, normal game. For Honor for example, since they also have immense balancing issues a majority of the time simply because of how the game works. Would you find it fun if you always faced the same class? The same ledge guarding? The problem with a game like this where the sides are just SO split down the middle (common in Asymetrical, for obvious reasons) is that each side will always want the advantage.

    I simply believe Survivors should have more benefits for stealth and other plays styles (hex hunter, generator mechanic, etc) should have more enticing rewards. I love the game, but it is absurdly repetative at times, primarily due to the limit of viable options for either side to select

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/596072#Comment_596072

    " Why is the first reaction to do laps around a car rather than go and attempting to hide."

    Is essentially the same as telling people to hide and not let the killer see you.

    I feel like you aren't listening to anyone's responses at all. They aren't saying that you should hide after being hurt, they think you should want to hide and remain unfound.

    Sure, some perks do prevent that. And if stealth were to become more prominent, they would need to be adjusted. But as of current, Survivors hold the advantage over most killers in both chases and stealth. Due to heartbeat and redstain, only two (pig and GF) and 1/3 (tier one MM) are capable of doing stealth stuff.

    And then when it comes to chases, survivors in general have an advantage over killers. Killers can hit and grab and use powers of course, as well as move faster, but survivors have a lot more at their disposal than any killer. Huntress on standard had (i think) five hatchets. Survivors have at least triple that many pallets. Billy is capable of moving at immense speeds and instadowning. But you can hop through a window, use an ability like DH or SB (which actually makes you just as fast as billy), or even pallet slam them out of it.

    Nobody here is saying Looping should be removed entirely from the game (short of joking about). They are saying the game should put more of an emphasis on stealth instead of just looping, which as of since the beginning, looping is a better option. There is no fear or suspense to playing this game, like at the beginning. Unless you get a select few killers such as Nurse, Billy, or Spirit, the only time the game is scary (unless you are immersion or new) is when you get snuck up on by one of the silent killers or find out they are running an exposion item.

    So calm down and see these things through. I main killer and even I think removing looping entirely is stupid. But there should be more viability to other options other than ring a round a rosey when you play against a killer

  • @dbd_noob


    Hard to tell really. I use headphones because when I play either side, it helps with immersion and sound. So when I play killer, there have been times where I have heard the grass crunching under a survivor walking nearby, and found them that way. Were you guys running at all? You leave bright orange scratch marks if you do (not calling you out, but god there are a lot of people who don't know that you leave scratch marks when you sprint. It's honestly shocking). And did you still until everyone was dead or escaped? You can no longer see killers perks until the game is fully over now.

  • I play both sides in this game, survivors and killers. Though I am better at killer, because it is easier to be better at killer. I don't think survivors are favorited, most of the time. Though, when the options are to buff an annoying yet weak killer, it goes to the survivor. When it is time to nerf a strong survivor ability, it is either a minimal downfall or it takes a year longer than it should.

    I'm not refering to MoM. I'm talking more like DS. Yes, the Killer's perks are generally more powerful. But that is because a killer has a quarter of what the survivor team has. Even then, survivors have many more defenses and escape perks. Windows, pallets, SB, DH, DS, flashlights, fire crackers, swapping out with a buddy... Etc etc.

    I know that a smart killler willl always best cocky survivors. I always know that talented survivors will best lazy killlers. But really, the need to nerf a killer or not should not be made in week one of public play, or not be based off if a killer is annoying or not.

    Legion, when on the recieving end, is a massive annoyance. His Killer Instinct can get you found and put into DW/BT effect, and most see that as a massive setback. But really, even before his massive nerfs, he was weaker than the doctor. The doctor could do everything Legion did, but without even knowing the survivors were there in the first place, and with only a tiny movement speed setback that is minimal. Legion's ability has so many downfalls people ignore, because if they didnt, it would be annoying to face him again. Stun, no scratch marks, messed up hearing, no aura's until you hit somebody, no notifications, if you miss your attack you stun and lose your entire ability. You have to wait for it to recharge entirely before use. Activating lets you move faster and vault... But it hinders every other aspect of being a killer.

    This turned into kind of a rant at the end, I apologize. But you can see what I mean. A killer's ability shouldn't be nerfed because their abilitity is annoying. Perks shouldn't be nerfed because they are annoying. But they are. And when they are nerfed because of annoyance, it is almost always in Survivor's favor

1 2 ›