JediWithASniper
JediWithASniper
About
- Username
- JediWithASniper
- Joined
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Comments
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it’s so boooooring spending bp
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This change would be game breaking. If they do it, I will definitely quit playing for quite awhile, maybe permanently. It’s sad. I’ve been playing for about 3500 hours, and now they want to ruin the game.
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I’ve been playing her a long time, and it’s never been center. You can go all the way back to release with content creators and find out it’s not center. It’s roughly in line with the W in “ThroW Hatchet”.
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Huntress has tons of counterplay. The best way to learn what works is to play the killer that is plaguing you, pun intended. Huntress is not as easy to play as many other killers. Many players don’t realize how much practice it takes to “hit every shot”. I main huntress when I play killer, and I can tell you, some days you hit most of your shots, and some days you miss them all. Try playing some matches like that, where you miss everything with her. She’s super slow and easy to loop if you think. You can’t run every killer the same. That would be exceptionally boring.
Personally I think they should reduce the hatchets to 6 instead of 7.
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this is the best rework idea for Object that I have seen. I’ve always liked the perk, but having a perk that only has a 25% chance of working each game sucks. The only other idea for it that I’ve thought might fix it is if,
you become the obsession once the killer chases you for 30 seconds. With perks like FTE from chucky, switching obsessions makes this perk even worse to run. But with a chase it can deactivate the obsession element. That and your idea would make it very solid.
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I think you’re right. They could make the boon Icon flash, and maybe make the sound of the snuff universal.
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Seriously?? Grow up! T-bagging is a healthy part of video games. If you any handle it, go cry in a corner.
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It needs to be changed completely, it’s absolutely trash. I hate it. It ruin’s nurse’s feel completely.
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Tunneling is only straight off the hook targeting the same player. A single hit to make them mend is not tunneling.
If the survivor gets off the hook and immediately jumps on the generator that is at 80% next to the hook, they are fair game. They negated any tunneling rules right there.
Tunneling is not hooking the same player twice in a row. This often happens in a game because a survivor has bad strategy or none at all. If you didn’t chase them straight off hook, it’s not tunneling.
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Same. I absolutely hate this mechanic. No idea why they can’t have both.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319884#Comment_3319884
Are they gonna be completely RNG or a minimum of certain items?
Whats your solution for the player who just goes around opening chests and trying to hide all the items?
Whats your plan for tome challenges that require items?
Simply make item auras visible like the health spray cans. You could also make chests reset after 180 seconds.
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@JPLongstreet said:
It would actually hurt the solos, who rely on healing themselves, as SC is kinda trashy now and teammates seldom heal each other either.
As a result CoH would be run much more than it is now, and the uproar from lots of killers who already despise that perk will grow.
And that's not taking into account the perks, challenges, and achievements/trophies tied to them. Then there's the special event & holiday items too. Many vets have stockpiles of them, worked hard for them, and won't like to see them retired or melted down or whatever.
As far as the bloody lobby dodging, I believe it happens more due to prestige levels, cosmetic pairing, profile viewing, and even "gut feeling" rather than the items being seen.
I’m not sure I see it hurting solo queue if you have 8-10 chests per map with decent items. Takes less time than a boon or dull totem.
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@GolbezGarlandGabrant said:
I don't really use items so it wouldn't affect me. Perks like Franklin's, Overwhelming, Built to Last and Streetwise would be effectively useless. You would probably see even more Flashbangs, boons and map offerings to compensate.
I’m the same way. I do search cheats though.
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@SmolBlob said:
That is on purpose. It is meant to make it harder to hear other sounds.
I get that, but it’s too much. In most games I shut music off completely because it’s always too loud and obnoxious.
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@Dionysus42 said:
Funny how the hud changes are somehow both 'bringing solo up to SWF so we can balance more consistently' AND 'just a qol change that won't change kill rates'.
That’s exactly what I’m saying. I’ve got around 3k hours in this game, most of which is in solo q. I guarantee this is a bigger buff than people think. I know what it will do for how I play, and it will make me way more efficient at gens. I will be able to determine very quickly who was working on what gens and where to move on the board. My escape rate will climb substantially.
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Nemesis. He’s literally just a loud obnoxious huntress that lacks huntress’s range. And I like huntress a lot. Can’t stand nemesis.
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@Emeal said:
With no generators there are nothing for the 11 survivors who are not being chased to do.
It would be incredibly boring.
That’s a good point. It probably needs something like automatically lighting totems that give the killer compounding boosts. So if you don’t cleanse a lit totem the killer just gets more powerful, and new lit totems respawn every 90 seconds or so. They would all have to start lit.
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This has been an issue for me on PS4 for as long as I’ve had the game. It seems random to me, but happens all the time. Worse when the killer’s connection is bad.
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@Junylar said:
A lot of games I had as a soloQ survivor end up with the new kind of hatch standoff, where just two survivors remain with several gens to do and wait for each other's death to get the hatch. So most of the times I'm the one who stays alive, find the hatch and wait for the teammate's death while he is on hook, since saving him is suicidal at this moment and will just lead to 4k instead of 3k. And always, I mean all the time that one person on hook just refuses to die, even though I signal him about finding the hatch. He will just stay there as long as possible so that the Killer can find the hatch too and not let me escape. I wonder, does it pass under the definition of working with the killer and can I report these selfish trolls? I mean, there is no chance for 2 survivors to escape in such a game, it's 100% a hatch game, and by giving the killer more time to deal with the other teammates they intentionally make a 3k game into a 4k game, thus gifting the killer extra kill.
Sometimes the killer leaves them on the ground to sweat for 4k, and they start crawling to me to reveal my location to the killer. Does this also count as "working with the killer"? Because it certainly looks like it.
First off, I’ve escaped lots of times with 2 people left.
Second, there are a lot of other factors in play than just you finding hatch. Was the other player a do-nothing, or were they carrying the team?
if I’ve been carrying, and get first-hooked, I’m not killing myself for you. If you’ve been doing nothing all match, then I always hope the killer does find you.
My experience is that if a player is good, and the hooked player is good, they will suicide. If however any of these other factors come into play, all bets are off.
Also, skill of the killer is a major factor. Two good players can beat a lot of killers. If the killer is bad, and you expect hatch, you aren’t paying attention.
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@Anniehere said:
There is no well in the teaser so i don't think so.
Don’t you think a well would be too obvious?
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@ZonkyWizard said:
I read that as UNICORN killer idea
…and then you clicked on it! Lol
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@STARS_truck said:
https://forum.deadbydaylight.com/en/discussion/comment/2317043#Comment_2317043
That's not regularly then is it?
Yes, it is if you play a lot.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2314555#Comment_2314555
Dude, I have been playing for atleast 7+ matches a day this week. That's basically 49 matches. And you're saying you escape every single time?
Didn’t say anything like that, I said regularly, and all the time. Probably once out of every 50 pickups without boil over, and once out of 25-30 with it.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2314500#Comment_2314500
Who are you playing against and why are they bots?
You guys don’t play enough if you don’t struggle free regularly in solo q
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I play red ranks in solo q
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@STARS_truck said:
Struggling in this game is absolutely pointless as it currently stands. It needs to be at about 90% of what it is now to even feel remotely worth attempting. It's also artificially limited low to stop people macroing obviously but I think that bar to what that is needs to be raised slightly. I often hit the limit of what you are allowed by the game to do. Please start looking into this or keep it as it is but make the effects of the struggle more severe. Anything to make it not totally worthless.
I escape all the time, and I sometimes run boil over and escape even more often. Struggle mechanics are good as they are, however boil over needs a slight buff to blocking the aura reading of killers.
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@papichulo said:
Maybe nerf how long scratch marks dont appear. maybe 15 seconds for purple
Yeah, the times might be high. Maybe 30/45/60 is better.
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I’m a survivor main, and IMO, survivors don’t have a clue about how survivor sided this game is. I dabble in killer just enough to understand the problems plaguing killers, and the entitled behavior of survivors.
The game is in desperate need of MMR, and then a method to massively buff killers against higher end teams and players. Survivors have it super easy and have no idea.
If you main survivor, then go ahead and play killer until you make it into red ranks, and then tell me the game isn’t survivor sided. Go ahead.
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Definitely need a buff, needs to be a lot more of them in tiers with nemesis power, and they should be more aggressive based on those tiers.
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For one thing, survivors and killers need a trade that is basekit, bbq & chili, and kindred.
Next, solo q needs generators to be painted different colors based on whether they are a center, mid, or perimeter gen and each has a different reward based on difficulty.
The balance is about information, comms for everyone is not good for the game, this is not an FPS, and comms destroy the game’s atmosphere.
I honestly think the new MMR when implemented will fix a lot of these problems.
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Part of the issue for me is quite simply how boring it is to go through the bloodweb over, and over, and over, and over, and over…
I can’t tell you how many times I’ve just sat at the cap because I didn’t want to do the web anymore.
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The speed boost given from the zombie does not need fixing. It is a very fun feature in the game.
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JediWithASniper
I think I have a lot of hours.
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Dude this is right on, except that level 10 like the guy said. I’ve always been a solo q survivor main, but now my killer dabbling is at like 40% to 60%. Not sure if I’ll ever play more killer than survivor, but man, playing survivor makes you a way better killer and Vice versa.
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I am a solo Q survivor main, but I dabble in killer. Killer is absolutely the harder role to play, but at the beginning it’s way easier. Survivor is way harder at the beginning and easy later on.
My two favorite killers to play against are Nurse, and Huntress. Absolutely so much fun! As a killer, Huntress is my favorite to play currently.
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Thanks all
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@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/2293497#Comment_2293497
I stack it with Thanatophobia. I particularly like to do this with double-pin Legion (mangled + broken pins).
That’s what I’ve been doing, and then I add nurse’s to catch them healing. Plus ruin, it seems to be working pretty well. The wording is just so bad in its description.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2289899#Comment_2289899
That's like saying 5 stack huntress lullaby doesn't do anything, it does and players with hearing loss are pretty much always playing with 5 stack lullaby.
If you’re paying attention you can still hit skill checks with a 5 stack huntress lullaby. This post is about people who choose to cause their own problem, not disabled people.
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Yeah, I’m wondering what it does exactly. Does it heal you? Restore your item to full? Does it give you a protection ward against a hit from the killer?
Seems like totems may need a buff after whatever this is goes live.
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@ChiSoxFan11 said:
While this sounds good in theory, in practice, it probably wouldn't work, unless the "unique" perks were the niche ones that people rarely run. You couldn't have a strong perk -- like a DS/DH/UB/Sprint Burst/etc. -- be a unique perk, or you'd see nothing but the same survivors being run over and over again to make sure those perks were able to be used.
I think it would be a nice feature to have each survivor be able to utilize ONE of their perks better than other survivors could -- using your example, all Claudettes would have a buff to their healing (themselves and others) compared to other survivors, since that's their "thing". Not sure if mechanics like those could be implemeted in the game at this point without causing the already jumbled mess to melt down entirely, though.
I like this idea a lot. Passive buffs that affect certain kinds of perks, healing, aura, speed, gen repair, sabotaging, etc…
love it!
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I love it. I want it to stay until next chapter.
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I thought that’s what was going on right now.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2289899#Comment_2289899
I don't think you know what I mean, even before the skill check actually appears, there is an audio cue.
Take a listen: https://youtu.be/PjLUINhRgco?t=124
Yes I know. That is the audio cue. The visual half is the skillcheck
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@Another_LegionMain said:
Oh god, please no...
Why?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2289847#Comment_2289847
The Skill check is the skill check.
The audio cue that occurs ~1s before the skill check is the cue.
Whatever. The skill check doesn’t start in the skill check zone.
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/259248/individual-survivor-powers
no, And some survivors would be Meta
That’s an assumption made without any data. You are assuming that the devs would be happy with a game where only David gets played. It would force them to balance the powers like they do with killers.
BTW some killers are meta, because of their powers.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2289771#Comment_2289771
If david had dead hard almost all survivors would just play david then because muh meta perks
That’s possible, but the sprint burst crowd wouldn’t.
If they made a perk like unbreakable, or inner strength an exhaustion perk, then you would see more variety. I see this as a way that would force BHVR to balance the exhaustion powers across the board to get people playing all survivors.
If new characters don’t have good ones, no one will play them.