Jplanas98
Jplanas98
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2788151#Comment_2788151
There is no perk that synergizes with the perk, unless need someone else.
. . . You're not serious, are you? Literally any perk that forces you off gens or interrupts you while repairing gens synergizes with DMS. Hell, even Doctor's shock therapy synergizes with DMS. You couldn't be any more wrong.
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@GoodBoyKaru said:
Anyone know why it was disabled in the first place?
I would assume that maybe there was a bug in the mid-chapter update that caused players to crash, or there was some new exploit they found. That's the only reason I can think of for them to disable the map.
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I wouldn't be surprised if they added a cooldown. Although it does have a cooldown in a sense, since the effect can't be stacked. You have to wait for the timer to finish in order to benefit from it again.
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This update was just to fix some minor bugs and remove the kill switch from 2 maps.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2788070#Comment_2788070
Cause nobody how knows how this game works would have approved of such a change.
You know, there's something called "synergy", right? It's when 2 or more things have a greater effect when combined than they do when separate.
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A robot can be humanoid, so there's still potential of getting a Killer Robot.
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@Lakshya01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2776733#Comment_2776733
it's not game breaking , but it will make these perks more useful , every one running dead hard why because it has a secondary button si whenever they want they trigger it
Everyone is running dead heard because it lets you dodge a hit while also gaining distance from the killer, not because it has a secondary action.
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This won't make them money, so they'll probably ignore this.
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@liquidlight said:
They just need two types of modes: Casual, where there are no ranks at all, and Ranked, where there are ranks. That would solve a lot of issues, I think.
But really, I don't think they're that concerned with the top players. The point is to bring in new people and get them playing long enough to buy some things. As long as they can satisfy the fresh blood and keep them playing for a while, or get them hooked since the game can be addicting, then that's what matters. If they have things that will scare away new players then they lose money. Money is the end game for the creators. Not our feelings.
Edit: For the record, I'm not saying that as if it's a bad thing. Anyone who has created something would want to make money from it. That's sort of the point in the majority of cases.
All that would do is create 2 different modes with queue time issues.
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@Ravenlord4711 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761411#Comment_2761411
if they nerfed noed by making the killer wait 4 seconds from activation to being able to down someone would that make it a good nerf?
First off, NOED doesn't need a nerf. Second, if this was the nerf, it would make practically no difference. Sure, you wouldn't be able to down someone instantly if you were in a chase during those first 4 seconds, but you'd still be able to insta down them afterwards. It wouldn't be much of a nerf, just a slightly annoying delay.
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Have you tried not standing in the bird's path? It's pretty helpful.
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I'm almost convinced that you were paid to make this post with how bad your arguments are. Fist off, did you really try to compare DBD to Street Fighter? Not only are those games completely different mechanically, the win conditions are also completely different. It's literally 2 people fighting each other to knock the other one out. It's not one person trying to knock the other person out while the second person spends the entire game trying to dodge and block every attack without hitting back.
As for the Otz argument, you realize he set his own win conditions, right? It wasn't the community agreeing that kills are what determine wins, it was Otz saying he has to get 50 4Ks in a row and people simply accepted that as his win condition.
Nothing you said makes any logical sense. Hell, even your argument that you should be getting kills because you're a Killer doesn't make sense. In DBD the entity feeds off hope, a dead person can't have hope but a person that's hooked can. That's why before Mori's were changed, if you mori'd each survivor after only 1 hook you would get Entity Displeased, because you failed to do your objective properly.
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It's just a way to get the 12 people affected by it to stop crying. It's a non-issue, really, but they have to find some way to make some people happy that doesn't involve actually fixing the game. Besides, all this did was make it so now anyone with the rainbow flag charm becomes a target, so. . . Well done, I suppose?
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Just don't bring items. Franklins only works if the survivors bring an item and are stupid/greedy enough to focus on getting the item back. You don't need the item.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2731784#Comment_2731784
I have the same issue with the RPD badge. My game just freezes and shuts down.
My game doesn't shut down, but the frame drops/freezes are insane.
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Well, killers could still use ruin as a pressure perk for when they haven't gotten a hook yet. So there's still the potential that some players might still run ruin with it, But yeah, Pop will be useless.
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I'm wondering if it'll work with Pain Resonance, because in theory it should. You hook someone on a scourge hook, a survivor working on the gen that gets popped screams causing them to stop working on the gen, and then the gen immediately gets blocked.
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The only time I'll dodge is if I see 4 med kits or 3 med kits and a map.
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I'm assuming she'll play like demo in the sense that she'll use wells to teleport around the map.
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@KateMain86 said:
Before they do anything new with killer moris they should first allow survivors to kill the killer as well. The fact this isn't already a thing in the game is a bit ridiculous. If the killer can win the match by killing all of us then we should be able to escape for killing the killer. Its also usually how horror stories end anyway where the survivors end up killing the bad guy except if it was a thing in DBD then conditions would need to be met of course before this could happen. I've always been of the opinion that moris are just a toxic thing killers can use to further troll and harass survivors and would prefer they weren't in the game to begin with. I know why it makes sense they are there but to me it just seems like a very bully thing to do. Since they are in the game, make it fair for both sides. Allow survivors to kill the killer. That would make the game a lot more interesting for me.
This is just a straight up awful idea and makes absolutely no sense for this game. The whole point of the game is that the survivors are trapped in this realm and are powerless, their only hope for survival is to repair the gens and escape from the Killers who are powered up by the Entity and told their sole purpose is to kill. And they are forced to do this repeatedly so the entity can feed off of that hope when the survivors fail. If you want to play a game where you can kill the power role, then go play literally any other asymmetric survival game since they pretty much all allow you to kill the power role.
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Hopefully this one if good. Their licensed Killers tend to be boring and have powers too similar to other Killers.
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I wonder how many people on this thread who are complaining actually play Killer.
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Twins, Billy, Hag. I've had a few Deathslingers and Freddies, but I haven't seen a Twin or Hag or Billy in over a month.
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Downed a Zarina last night and I was staring directly at her as she was making no noise on the ground.
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I don't even remember the last time I brought a map offering tbh. I just load up the match and hope I don't get screwed too hard.
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Horrible idea, Would make the perk completely pointless to use. Franklin's is already being used effectively by Killers. Your item loses it's depletion right? That's pretty effective. The perk isn't meant to incentivize survivors, it's meant to keep survivors from being able to use their items effectively by reducing it's charges. Don't rely on items and Franklin's won't be a problem.
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@Blueberry said:
I'd say on average by the time we only have 1 gen left in solo queue the killer usually only has 2, maybe 3 hooks tops. That's crazy fast.
That's what's been happening to me. If I can get at least 3 hooks by the time they have 1 gen done, then that's fine, I feel like it's still a fair match. But lately it's pretty much 1 gen is done by the time I hit my first survivor, and then a second one is done by the time I down them. Then when I get close to the gen that's almost done, they finish repairing it directly in my face.
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@PleassBuiltInNoed said:
It's been an issue for a long time, and huge maps don't help it either.
Try running Lethal Pursuer and see how at least 2/4 survivors spawn next to a gen and jump right on it every single game. When you don't have this perk and you don't know where they are, it's very likely that at least 1 gen will pop even before you find your first survivor, especially if 2 survivors spawn next to eachother.
I've been running Discordance while playing the Artist. It tends to come in handy at the beginning because survivors who spawn together always rush the gen together, so I've gotten plenty of injures from that early on. Issue is, I can only chase one person. So while I chase one, the other one hops back on the gen immediately.
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I started playing shortly after it was released on console. The game definitely had issues back then but I feel like they were more bearable. I remember when exhaustion didn't pause while running so people would gain sprint burst in the middle of a chase. Or the absurd amount of double pallets. Or Killers body blocking the hook because they didn't swivel before, so survivors had to be directly in front of the hook in order to unhook.
Now, it's just a bunch of mechanic issues and bugs that plague the game making it extremely unfun.
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@Rivyn said:
BHVR has heard your complaints, and will be adding a boon to further increase gen speed in the next patch.
I hate that I can actually see them doing that and then justifying it by saying "new players are struggling to do gens quick enough".
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They're 6 feet deep where BHVR left them after needlessly nerfing Billy.
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Awful for killers, like always. So many safe loops, many loops have short walls so you the ones that aren't safe you can't even mindgame them because the survivors can clearly see you, and the center building is just a massive survivor safe zone.
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@MigetMAN208 said:
*Warning: Personal Opinion Within*
I hate stealth killers. The most baby mode killers. At least most insta-down killers have to find people first. But Stealth killers? Yeah they have to find people but they don't have to worry about people spotting them or hearing the heart beat and being able to prepare for the killer.
No, stealth killers get to just waltz up to survivors and get way closer than other killers before going for first hits. I have bad games and against a killer I can see/hear before they have a chance to read the tag on my boxers, it's frustrating but it happens. But with stealth killers they read my boxer size and preferred brand before I know theyre there.
And before some say *yOu'Re JuSt NoT pAyInG eNoUgH aTtEnTiOn." It's not like I just sit there staring a the gen the whole time.
I just hate stealth killers and if there was a way you could stop yourself from playing against a limited list of killers I'd never see a stealth killer again and be much happier for it.
What do you mean they don't have to worry about being spotted? The whole counter to their abilities is being spotted, especially Ghostface. If you can spot them before they can use their power all you have to do is break line of sight with them. Not to mention, practically all of the stealth killers are pretty weak.
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If you want transparency, you've come to the wrong place. You're better off asking EA about their loot boxes.
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I don't think they test their maps with Killers in general. Otherwise the vast majority of their maps wouldn't be #########.
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Might as well get rid of pallets and loops as well. . .
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@xxshyguyxx said:
https://forum.deadbydaylight.com/en/discussion/comment/2672602#Comment_2672602
I definitely see the 3 gen pressure advantage with her for sure. If you can get that, then yeah definitely.
Reminds me of doctor in a way. Kinda weak, but if you get a three gen with him and your running pop or even overcharge it can be deadly amounts of pressure.
I also like how once the exit gates are powered you can shoot a bird at the exit gate and tag someone trying to open the gate which pushes them off or at least let's you see and Hone in from a distance.
I've gotten several end game kills from that alone. Severe salt too
Basically. But unlike doctor, she can actually injure people with her power, so that alone causes survivors to get scared when they get hit on gens which adds even more pressure. But yeah, that's my advice, look for the easiest 3 gen to defend a put a lot of pressure on those gens to force them into a 3 gen and then just apply as much pressure as possible to prevent them from working on it. I've found that PGTW, Tinkerer, Discordance and her Scourge Hook perk is probably the best anti-gen/gen pressure build to use on her.
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Originally I would've agreed, but as I've gotten to learn how to play her, I disagree. I've already had a few bully squads that I've faced and have 4K'd against them. The game seems like a loss at first because of how fast they do gens, but late game if you have them stuck in a 3 gen the Artist can apply massive amounts of pressure on them. I pretty much just let them repair the first 3 gens while I basically set them up for a 3 gen late game and I almost always win because of the pressure I put on them. I don't bother chasing survivors who run to the opposite side of the map since there's no gens over there so eventually they'll have to sacrifice themselves just to get gens done.
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Nah, she's strong, just has a bit of a learning curve. Although I feel like she's weaker in the early game, and a lot stronger in the end game, But maybe it's just the way I play her.
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Why is it that anytime someone makes one of these posts they always say "where did people get the idea that Killer should be easy/ always get 4K's". No one is saying that. We're saying that it shouldn't be as stressful and shouldn't feel as unbalanced as it is. It's such a stupid strawman argument. Not calling you stupid, but that argument has just been regurgitated just to minimize the genuine frustrations that people have as Killer.
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I can see how it can be annoying, especially against a sweat squad that spends the entire game trying to bully the Killer. But I haven't come across anyone who has used it yet. Even when they're playing SWF, it's just been CoH and Shadow Step.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2671545#Comment_2671545
How did the killer feel the same way? He clearly did not play the ######### game. Their perks are irrelevant because they never got to use them.
Maybe if you actually read the rest of my comment you'd get the answer to your own question. "You intentionally brought a map that is awful for killers, and then complain that killers don't want to play normally."
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They're pretty much all awful except for Quentin who needed the change.
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3 BTs, 3 Spine Chills, Medkit with Syringe and a Badham offering, and you're complaining because the Killer did nothing until the end of the game and got 1 kill because of NOED. Sure, it might've been unfun to play that match, but the killer probably felt the same way. You intentionally brought a map that is awful for killers, and then complain that killers don't want to play normally.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2669659#Comment_2669659
I think we as a community should appreciate them trying their best to deliver good content to us, knowing the huge scale of this game.
If we can only be positive and wish that all of the upcoming updates will be the same or just better :)
I disagree, delivering content is the bare minimum in a live service game. They shouldn't be praised for doing the bare minimum, especially when they have a history of messing up even that. They'd deserve more praise if they decided to not release content for a chapter and instead dedicate it to fixing the known issues with the game.
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"Because we did give it time" That's what you said, right? "We" implies everyone, including console players, so if you decide to speak for everyone then make sure it actually applies to everyone instead of trying to make excuses for your inability to take time to learn counter play.
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That's BHVR for you.
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The game needs better map designers. I understand that aesthetic is a nice thing to have, but the maps are ######### awful. They need to stop making big maps.
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1) Replace Dev team with better people.
That's literally it. Would solve multiple issues with one change.
