Avatar

JoaoVanBlizzard

JoaoVanBlizzard

About

Username
JoaoVanBlizzard
Joined
Visits
1,177
Last Active

Comments

  • @Cramps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847938#Comment_2847938

    Not trying to be rude, but, it's 29 seconds and it shows the issue. If you can't be bothered to watch 29 seconds and think that it's too long of a video then perhaps don't comment on it.

    you didn't need to comment on this, when you have a defect, the ideal is to show it right away, for us to understand, maybe I was a little guilty, but it's undeniable that he could have gone more straight to the point in the video, and it was rude yes

  • @dweetboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847640#Comment_2847640

    Im talking about seeing the killers aura, I am not supposed to see the tricksters aura.

    is that you made a very long video and I hadn't watched it until the end, I recommend you make the videos closer to the problem, some devs may not watch the video until the end either, but yes, this is a bug, and already I voted to support the bug fix

  • @Cramps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847640#Comment_2847640

    No, it makes the aura of the killer appear at all times.

    oops, you made a very long video and I hadn't watched it until the end, I recommend you make the video closer to the problem, some devs may not watch the video until the end too

  • @dweetboi said:

    1. run blood pact and Object of obession

    2. be injured or let the obsession be injured.

    3. don't be the obsession yourself

    As long as you aren't the obsession you will have constant aura reading on the killer.

    https://www.xbox.com/play/media/UHE9H27Q

    please kill switch

    It's not a bug, you're using the key with the wedding ring, it's making the aura of obsession appear for you

  • @Mandy said:

    I'm a bit confused about this. Overcome should only trigger when you lose a health state, so it shouldn't work with Endurance anyway. So you shouldn't get the extra speed boost length and you wouldn't become exhausted.

    Do you have any video to show Overcome working in these situations?

    I would prefer that you let the perk work with endurance too, it would be very good to escape bubba's saw when being saved from the hook, I don't like it when you create these restrictions that we need to discover in the middle of the game, the ideal was or do with the overcoming to work whenever it took a hit without being knocked down (which I would think is ideal) or you specify better in the perk, the explanations are very poorly informed, don't get me wrong, I'm being honest

  • I don't like the idea of ​​banning for disconnection because it encourages people not to play the game, the idea is to make them play the game, they need to make the game fairer and more fun, so that players disconnect less due to dissatisfaction with the match

  • I don't think she needs a nerf, I think her perks would need it, especially the skillcheck, which is exaggerated, if there's a delay, I already fail in the skill test and the gen is blocked, but Sadako herself, I think It's a matter of time and training to get used to it.

  • I agree, before the nerf he was good against strong survivors, now he is only strong against average players, which is annoying, because he becomes an annoying character instead of strong

  • I miss a training mode for killers, but the devs don't listen to us, why should we help them if they don't help us?

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840315#Comment_2840315

    Make it 100% and let them die in two hooks rather than three.

    Struggle phase doesn't match with that flavor.

    Your idea is interesting, and makes sense, but it would make the life of no surv much less, not to mention that it would involve more complexity in programming, the idea I give would only need to increase luck on the hook

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840315#Comment_2840315

    No MIther is actually supposed to a rather potent anti-slugging perk as in exchange for always being hurt you can pick yourself up repeated. It also give a lot of synergy to perks that only work while your hurt like resilience, dead hard, etc. On its own it isn't great, but it was always meant to be hyper situational. No Mither gives people access to quite a lot of utility.

    Yes, I know, but nowadays I've been noticing that the game is losing more and more stealth due to new perks and killers, and these benefits in "No mither" are getting less and less effective, I think adding more chances to get off the hook would be a welcome extra these days.

  • @LeFennecFox said:

    50% chance? That's insane even for a perk that forces you to be injured.

    Exactly, this perk has no reason for anyone to use it unless they want a more challenging game, so I thought of something that could make a difference using it, I had this idea based on her name too (No Mither), so I believe the idea of ​​the perk is that you have resources that don't depend on the help of other survs, being able to have more chances of getting off the hook alone would be very good with it.

  • actually, I would like them to increase the size of the "Decisive Strike" skillcheck, because it makes me want to cry when we make a mistake because of ping or delay variation, besides being too small, the perk has already received nerf because all world believes that anyone hits perk skillchecks, so I see no reason to make the skill zone bigger to avoid these ping problems in matches, the same in hook skillchecks

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2825717#Comment_2825717

    it was deliberate to see if anyone was paying attention of course :)

    A Bug I noticed in the overcome perk is that its icon appears activated even when you are in exhaustion, by logic it should be deactivated indicating that it is out of use, perk like Sprint burst and Dead Hard deactivate when they are in exhaustion, so I believe that the fact that the overcoming perk doesn't disable when exhausted is in fact a programming bug in this case.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835602#Comment_2835602

    Yeah like in every other game. The tournament pros play on a lvl that it's nearly another game. But regardless of my opinion on that we should not laugh about it when a group of players made a tournament just because it's not esl Niveau or not many people participate in it. The don't hurt you so just don't mind them

    In fact, the tournaments that are held here are made by people who would like the devs to take DBD more seriously and leave the game more balanced for everyone to enjoy, I agree that it is very difficult to take this game seriously in the state it is in yes, the truth is that the devs when they create things for the game, they just think that it can be useful to the game, regardless of being balanced or not, I believe that if the devs wanted to leave DBD in a more competitive way, the ideal was to create a new game mode, and add things prepared for that, to maintain a balance, like basic kit and appropriate perks for that mode

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2835521#Comment_2835521

    Yeah, I would have a good laugh because someone takes tournaments seriously and thats about it.

    feel free, hehehe

  • @Aven_Fallen said:

    Sabotage is already such a niche and weak mechanic, no need to nerf it further. (And also no need in buffing it, Sabotage has to be weak, since Hooks are such a important game mechanic)

    Especially the Buff to Hangmans Trick is basically the same like it is now, but even more idiot-proof.

    if you saw some friends of mine playing in tournaments you would think the opposite

  • @Roadrunner said:

    What is wrong with the maps. Holy Cow. The new map is terrible. I destroyed at least 15 pallets and there were still so much pallets that it was pointless to destroy a single on. PLS decrease the ammount of pallets by a lot

    I don't think they hate killers, what happens is that every surv is a player and so is the killer, and they try to make everyone have fun, I've seen many games where the killer tunnels a surv until he kills it soon at the beginning of the game, if the devs hated the killers they would have already nerfed it from them.

    About the maps, I agree with you, I think they should adapt the maps according to the killer we are going to play, for example: for trapper and clown that have little mobility the maps should be smaller, and for nurse and blight that are faster, the maps should be bigger, the same should be true for the speed of generators and how many pallets there were on the map, the problem is that they standardize these things, then the game is kind of unfair for some killers

  • @dictep said:

    Noed is totally broken. It kills more survs than 90% of low-mid mmr killers. And another problem is that killers that use it think they’re better than they really are. And when they play with good survs they come here crying because they think they’re semigods and the problem is that survs are op

    but then the problem is in MMr, if survs that play poorly fall against killers that play well or vice versa, the imbalance is in the game and not in the perk

  • @Dstorv said:

    Why do people want noed to be nerfed? Like every week i see 2 or 3 posts saying noed is op????? its a ######### HEX PERK dude.. just FIND and CLEANSE the TOTEM you have 1 BILLION PERKS and an ITEM to HELP you FIND TOTEMS easily.

    I don't think Noed is OP, but he's a kind of unfair perk, because sometimes it helps a killer who played badly the whole match and eliminates a survivor who played the whole match without going to the hook, but I don't think it needs to nerf or something.

  • @BenZ0 said:

    I just realized when it comes to "worst times of dbd" ppl have various opinions, some say it was when old Legion came out, some ppl say Halloween chapter with old DS, some even say when Spirit came out and she was busted.

    But like.. did you guys forget how it was when Ash came out with Mettle of Men? You had every single lobby every single survivor using Mettle of men cuz this perk was that op and busted, you literally couldnt play any other Killer except Nurse, Legion or Huntress cuz these Killers didnt really used M1 hits so you could play around Mettle of Men.

    I am still having nightmares of Mettle of Men to this day, Ash vs Evil dead was truly one if not the worst time in dbd by far, it was the most toxic and most unfun time in the whole life span of this game and I remember clearly how so many ppl where complaining and how many Killers quit playing because of this perk, myself included. I was even so done that I started playing Franks mixtape Legion only just to ######### up survivors and let them bleed out on the ground to show them how "fun" dbd was.

    Yes, mettle of man is pretty useless now, it's just for fun, I even have an idea to make it more useful and less oppressive, I've also thought of a perk that could make it easier to activate it in matches, as I would need 2 perk slot for a function to work under specific conditions, I don't think it would be that strong, if you want to know how my idea would be just ask ;)

  • @GoobyNugget said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827453#Comment_2827453

    I have colorblindness too and I feel ya :)

    But honestly, in terms of removing names, I would not like that, especially if there are 2 of the same characters in a match. Sometimes you try not to tunnel and oopsies they DC

    that's no reason, killers tunnel whenever they want, if they don't know the name, at least it won't give the impression that they're doing it for personal reasons to that player

  • @dugman said:

    I’m pretty sure DbD Mobile doesn’t even let you see the survivors at all in the lobby and it greatly mitigates lobby dodging without significantly hurting killers. Sure, there’s the minimal effect that maybe a killer who sees a bunch of flashlights will equip Lightborn, but that’s such a corner case it would be worth hiding the survivors on PC just to get rid of lobby dodging to help improve the matchmaking.

    In fact, I think it's even fair for the killer not to see the survs' items, can you imagine if the survs could know if Myers is using the "Judith's Tombstone" or Wraith has an add on to read auras, I was going to build a build to counter these add ons before the match starts, you can be sure that a lot of killer builds specific builds just by seeing the name of the surv that plays and the items they are taking to the match

  • @fulltonon said:

    No simply because there is 99999 VAC hackers and we need to see their profile.

    this can be done in the end game, where it shows the name and the perks that everyone used, the idea of ​​my post is not to show the name of the players in the lobby and during the game, about hack who had to take care of the anti cheat and not us, at least it shouldn't be

  • @oxygen said:

    I agree, even though I might go even further as no players at all should see player names before the match starts, not even survivors seeing the names of other survivors.

    Items and the survivors chosen should stay though, the killer seeing that in the lobby is intentional and a part of the game.

    Among survivors, well, I was going to say that I didn't think it was a problem, but I've seen survivors bullying others, usually streamers, what I think survivors should know, was the perk that others are using, since swf can communicate and random players don't, but that's a topic for another topic, I won't focus on that here,

  • @tesla said:

    Can you give an example? Like you want to play Object of Obsession without being the obsession?

    I have several ideas, one of them was to activate the mettle of man using the object of obsession, the problem is that I couldn't be seen by the killer otherwise he would focus on me, but sometimes it takes time to find a match that I'm not the obsession

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827983#Comment_2827983

    I might be confused. With this add-on, you don’t want to be the obsession; but with Object of Obsession, you do. That’s the only perk it really matters, aside from the BP gained after escaping or dying as the obsession. The OP wants to run unspecified obsession perks without being the obsession, due to this add-on.

    That’s all I was getting at.

    yes, I think of several ideas, I'll give an example, but there are others, if I want to use a Ds or MoM, and I want to use this add on to see the aura of obsession (which is the add on function) I could no longer because it would increase my chances of being the obsession, I have a thought that says: when I put a perk or add on in my build, the least I hope is that it works, I know that many times this is not possible, but in that case it would be up to the devs to adjust it wouldn't cause problems

  • @GoodBoyKaru said:

    Yes, please.

    Not even because of the reasons you gave but because there's this one particular, infamous EU Pig main that's also a known groomer that seriously has it out for me and has sent his community to harass my socials before because I... use a filter to help colourblindness...

    I'd do anything to have a decent game where he doesn't bring the most bullshit add-ons and facecamp/tunnel me w/ a mori at 5 gens for not having functional eyes.

    yes, there are several reasons, but I wanted to mention the ones I see most often, but I know there are many reasons why I think survs nick names should be hidden from the killer.

  • @Ripley said:

    They could use some random name generator so killers have some way to distinguish. Otherwise you can't keep track of who is who when you're trying to spread the love and not tunnel. It's bad enough you see the same 'avatar' for each survivor.

    but it would be better if the game had this, since there is an option to hide player names, I think that for killers it should already be hidden

  • @GoshJosh said:

    “Using this add-on will guarantee that you do not begin the trial as the obsession.”

    I don’t think that’s too much to ask, considering it’s very rare and literally the only way the add-on has any value.

    yes, it's a very situational add on, it's more to play with it, it's far from being something people keep using to win games

  • @sizzlingmario4 said:

    If you use an obsession perk that increases your chances then it will cancel out the decreased chance the ring provides; eg. you’ll have the same odds of being the obsession as you would if you hadn’t brought either of the two.

    If you don’t use any other obsession perk with the ring, then you’ll never be the initial obsession unless every other survivor also has something that decreases their chances.

    I know that, but I wanted her to nullify the obsession even with obsession perks, sometimes I want to build a build that I can't be the obsession and I need to wait for a game that I'm not the obsession, then it consumes me a lot of time .

  • The idea is good, as long as it has a distance limit, I thought of a similar idea to use in Oni's Zanshin Tactics allowing boon totem aura reading, but your idea can also be used =)

  • @GoshJosh said:

    Neat idea, +1!

    Thanks, if you know other people who want to support the idea ask them to give feedback, maybe the idea will be approved if a lot of people support it

  • @jesterkind said:

    I could see that working! I'd want something like that to be baked in to CoH specifically, but it applying to all boons would make ZT pretty viable.

    Yes, thanks for the feedback, I was always thinking of some idea that could make ZT more interesting to use, and this addition in addition to making the perk useful would help killers who are dependent on M1, if you know someone who wants to support this idea ,ask them to give feedback on this thread, so the devs might decide to approve this idea ^^

  • @TeabaggingGhostface said:

    No changes are needed, the perk is fine as is

    you think it's good because you like to camp and tunnel, and get free blood points, right, hehehehe,I remember in the time of the old mori, killers farmed blood points while surv didn't earn anything in the game,, hehehe but I just mentioned an idea , I don't expect the devs to change the perk, although I find the way it gives blood point ridiculous, compared to we gonna live forever which is much harder to farm blood points in the game

  • forgot to mention, Barbecue is one of my favorite killer perks, it's a guaranteed presence in my build, I don't expect them to change her, I just want to exchange an idea, because I think she's always been a perk that doesn't have any kind of condition to farm bcood point

  • I don't think noed needs a nerf, at high level it can help or even be quite useless. about the idea of ​​having a basic kit key, I thought of it as a buff of Bill's perk: left behind, that when the killer kicked the hatch you could open it without the need for a key, I think that would favor whoever wanted to escape the game, not everyone cares about that, many prefer to loop the killer even if he can't escape

  • I like to give ideas, even if they are ignored by devs, I think it's fun to interact with the guys here =D

  • The problem is not in the killers, but in the way the developers create them, while for random players these killers with the right build become unbearable and appeals, against SWF they seem useless, a problem that DBD has is that even if a killer has the best builds in the game and they make any random player hell, against more experienced players it's just that they know how to loop and know the map that the killer is already over

  • @Lat0 said:

    Play survivor: Blights tunneling 3 out of 4 matches

    Play killer: Map offerings, flashlights, stretched res cheaters

    Dbd needs a new mode ASAP before sweaty nolifers decimate all the playerbase

    I don't know if I'm bored is the right word, but I've been kind of lazy and frustrated playing for what kind of like:

    The game is very different from when I bought it, nowadays many maps at night are daytime, which takes away the sinister atmosphere that I liked, making generators is becoming a bore, and with the hatch nerf (don't get me wrong, I I know I needed to) it turns out that the only escape option is through the exit gates and nothing different can happen, and playing killer I always end up falling with SWF thanks to a ridiculous mmr and because I don't have the mori anymore, I need to hook and take the risk of suffer body blocl, the game is boring on both sides of the game

    Not to mention that the devs only make ridiculous adjustments to the game, they don't balance the perks decently or the killer ones, and create unnecessary things, like the boon totems for example, it gives the impression that they don't like to play their game, otherwise they would know clearly how to arrange things the right way

  • @CashelP14 said:

    Massive no. I think this idea just makes it too easy to farm stacks with minimal effort.

    No Way Out is good because you got to earn your stacks. I think it's in a good position and shouldn't be touched at all.

    I disagree, but thanks for the feedback

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752779#Comment_2752779

    See that makes everything so much more complicated. When do you set the totems? At the start of the match? Then you end up wasting even more time trying to look for spots for totems. Also it'd be extremely busted and abusable if you could do it at any point during the match...then everyone would just force a 3 gen and then set ruin in the same area. That's not very balanced.

    yes, that's why the developers aren't messing with this part, a problem that DBD has is that because it's an asymmetrical game, you either leave the game too strong for the killer, or for survivor, the unbreakable for example, many think it it's a strong perk, but if he didn't have it in the game, the killers would abuse the slug whenever they wanted, it's one thing trying to balance the other

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752181#Comment_2752181

    Exactly my point. If the hex is blocked at the start survivors just get on gens. The game progresses normally and nobody gets affected by the change. It's the least oppressive way to go about it. The only change is that it guarantees you can get use of your hexes for 1 minute at the very least. Whether survivors know where the totems are or not is irrelevant and it gives the killer build maximum strength when survivors are also the strongest in a trial (no killer pressure, 3 people potentially on gens). Assuming they find one of the hexes they can just continue working on their primary objective for a minute and cleanse immediately after the timer runs out so no harm to survivors, but that first minute will most likely have gotten you enough value to where you don't feel like you've been punished by the RNG through no fault of your own. Even Haunted Ground (or HG paired with Retribution for that matter) being blocked would actually prevent the killer from potentially winning the game in the first minute of the match...what more do you want??

    maybe the ideal would be if the totems were not placed in the game, but the killer himself put them where they wanted, so he could hide well, and the perk activated from there, so the killer would decide the time he wanted that particular perk activate it, so you don't have the problem of losing the perk right at the beginning of the game, it's a complicated subject, but your idea of ​​blocking the totems is not that bad but that's why they created the undyng, but who knows in the future they will create more perks

  • @Flawless_ said:

    One minute, that's definitely not too long and long enough to get some kind of value out of your hex perks. 1 minute is when everyone in the trial is alive so it doesn't create too much additional pressure. All it does is ensuring that you get value from the perks you brought into the match. It is absolutely ridiculous that a totem can spawn in plain sight of a generator or out in the open. Yes it's supposed to be RNG but some of these spawns are downright unfair. Spawns in general are something that needs looking at, but that's for another post...

    If the Hex started blocked in the game the survs would simply stay in generators and use perks to counter these hexes, however I don't think the killer needs this base kit because he has other perks to protect his hex, that's what you're asking is same thing I think the game hooks should be blocked for 60 seconds so I don't take campung at the beginning of the game, would you like that? probably not right

  • I think they shouldn't be removing anything, after a while they'll even want to remove specific characters because killers can't kill them, if it's to take it out of public matches, but keep it in private matches where the guys play only between friends

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741611#Comment_2741611

    There has to be a balance. If tunneling-off-hook-till-dead is literally preventing survivors from playing the game, then a watered-down Decisive Strike that doesn't work during EGC, would be a good solution. I'm sure it's not without flaws and there might be times that it can be abused, although I don't know how. However, it would switch out a major game issue with a minor one.

    Right now, survivors feel like the have to run DS and BT just so they can play the game. If survivors could get those 2 perks baked it and at the same time, slow down gens (because killers feel like they have to run ruin), then maybe the game could be more fun for both sides.

    yes, this is one of the biggest flaws that DBD has, there are perks like DS, BT, unbreakeble that are almost of essential use and not just a reinforcement in the game, so much so that when there was no obsession in the game, the killers took the opportunity to tunnel, the developers solved this by putting an obsession in every game, in fact they should have created a system that prevents the tunnel from being overused, even without the need for a DS or BT

  • The problem is not with the boon totems, but with the cures, there are several quick cure features in the game, I think if they limited the healing options a lot, it would be good for a lot of M1 killers, especially

    I know how disheartening it is if you hit a survivor and he escapes and then he's healed again.

    DBD is one of the only games I know that gives a lot more benefits to injured suvs than when they are healed, there are many perks that help a wounded surv more than healed.

    I think that when the survs were injured, they should walk slower, take longer to do activities, but often the opposite happens, the boons are just the Needle that "blew the balloon", but they didn't fill the "balloon" , the game already has defects even before the boons existed

  • @NOEDENJOYER said:

    This perk isn't 100% an anti-tunnel perk yet.

    The amount of times I've been stunned by this perk because I've hooked two people within a minute is staggering. If I'm chasing, downing and hooking another survivor, you DO NOT deserve to keep your Decisive Strike active even if you decided to AFK for a minute. It needs to be deactivated the second another survivor is hooked. Because, in any scenario where someone else is hooked, you are not being tunnelled and as such, do not deserve to keep your minute of invincibility.


    There are four people in the game, you don't have to chase the same person. Also, the problem isn't the DS, it's the game's cures that are too fast, like you lose a wounded survivor in a chase and soon he's healed. .

    The only nerf that I think the DS could have was maybe it didn't turn on after the generators were all fixed, as it's the only situation that's hard to do something, but if you got to that situation, it's because you played badly, no blame perk for that

    Also, if you got punished with DS it's because this survivor wasn't doing anything to progress the match, so he lost a match minute to get rid of you for 5 seconds.

1 … 5 6 7 8 9