Just_Playing
Just_Playing
About
- Username
- Just_Playing
- Joined
- Visits
- 205
- Last Active
Comments
-
@LuluTheLion13 said:
I have just been against The Cannibal. And when he put someone on the hook. He stood right in front of them ready to use his chainsaw. Literally. All he had to do was let go of his button. This left us with no way of getting teammates off the hook. To me, this seems like a competitive advantage. I know some people would say. While he’s camping you can get loads of gens done. But I don’t just leave teammates there to die. I try and help them as much as I could. But this is just stupid. We should at least have a chance of getting teammates off. Shouldn’t we?
Is it fair after i downed a surviver gets insta healed in front of me so i have too chase him again? Is it fair that three people escape because a key? Is it fair that i can get genrushed and i can't do anything? I don't think it is fair either. This game shouldn't be like 4 escape everytime if the killer wants his kill then do gens and escape with the other 2 surviver.
-
I Would say the Regression should be faster and if you kick a gen then the gen regresses 5% then the normal Regreesion starts.
-
I would say the 5th perk slot should be only for techable perks because idk if it would be strong if you could have a 5th perk that isn't a teachable.
-
@RaginRendon said:
I'm always seeing players complain about swf 24/7 and it's getting quite annoying, and I’m pretty sure the developers are getting quite sick of it as well. I understand that communication can provide a huge advantage but not every s.w.f group is a toxic try hard team that’s so determined to win. Also, the chances of running into a S.W.F group are slim, so stop making it seem like you play against S.W.F groups 24/7. I have played against S.W.F groups and yes it can be annoying asf but you gotta study & learn your opponents so that you can make sure they don’t succeed; this is something that you should do in general anyways.
Yeah but dnoed or spirit nerf disscusion aren't annoying? And there is a point why people have a problem with SWF only becaue you don't want too see it dosen't mean we can let a issue still there. SWF are a big problem for the killers if you want it or not ok.
-
@LordGlint said:
As an OG Freddy main, it took me Abit to finally give new Freddy a chance. After finally doing so however...I'm noticing some crazy high results. As much as I'd love to think I'm just a Freddy god or something and this is the perfect fit for me... I'm skeptical. Is anyone else noticing unnormally higher results than what your use to playing as Freddy than as other killers? Should I expect a Nerf bat to come swinging soon?
He is a midtier killer not op or something there is no reason too nerf Freddy tbh.
-
@snowflake102 said:
Is she really that weak/bad as some players like to think she is? Cause some say she needs a buff because she's weak. But others say she's fine and you just got to learn to play as her.
She is a midtier killer that needs some buffs. If people aren't cleasing you have big problems because you don't have the other ability that you can damage the surviver with her power.
-
@LegendCZ said:
https://forum.deadbydaylight.com/en/discussion/comment/651810#Comment_651810
I feel like most people agree though. Which is nice.
Yeah but there was some comments like "Much pallets are mindgamebal" and that is not true.
-
Lmao That Picture XD that is 100% Me
-
@AntiJelly said:
That's right ladies and gentlemen. It's rework number 5. Number 5. Number 5.
Current Play With Your Food:
You become obsessed with one Survivor.
Every time you chase your Obsession and let them escape, you receive a Token up to a maximum of 3 Tokens.
Each Token increases your movement speed by 3/4/5%.
Each offensive action spends one Token.
The Killer can only be obsessed with one survivor.
Reworked Play With Your Food:
You become obsessed with one Survivor.
For every 5 seconds that you're in a chase with your Obsession, receive a Token, up to a maximum of 3 Tokens.
For each Token, the next pallet you perform the break action on will be destroyed 6/8/10% faster, up to a maximum of 18/24/30%.
When breaking a pallet, all Tokens are consumed.
The Killer can only be obsessed with one survivor.
If you wouldn't say you gain this effect only if you chase you obssesion then i would say this perk is ok but it only works by the obssesion so it would be still trash. And the second problem is, only with Burtal strengh this perk can only work well and two perks slots are not worthless you know.
-
@FoxWolfFrostFire said:
I think something as simple as a 2% buff at tier 3 would make it worth it. That puts it 4% above Brutal Strength at 4 gens and 10% after all gens are finished. As a end game perk which has ALOT of build up I think that is fair.
That being said I know stacking it with Brutal for a 50% pallet break and Bamboozle for a 45% vault increase at 5 finished gens seems nuts, But it is also kind of the point of a late game build up perk to get very strong when the killer has nothing left to guard. But I'm willing to suggest we get rid of the pick up survivor bonus from it all together for the 2% buff at tier 3 The mere act of picking up and hooking at that point gives any remaining survivors time to open a door and escape.
That would be pretty good if it would be 6% then it would be usefull.
-
After i saw this disscusion i knew most of the poeple will say "play nurse" or "learn too loop" it's alwasy the same <Badword>.
-
@ThePeeje said:
Nearly 3 years we've had to ensure the scourge that is Ruin. Its the number 1 killer perk by a mile and it's the single biggest contributor to any killer win or loss. Its RNG based and it heavily punishes solo queue players over SWF. There's no easy way around it. As a solo player, you either put up with it and watch as no gens get done and you lose. Or you run around the map, possibly never finding it.
I play both sides. 1700 hours on PC alone. And i'm so tired of still, in 2019, having this unbalanced piece of crap perk in the game. Why not a) bring out a perk that reveals the nearest totem to you after each time a totem is cleansed. At least that way you probably wont go a whole match with it up.
OR find a way to limit it's maximum power. It could affect everyone up to 10 skill checks. OR it could be on a timer. Look at every other delay perk. Lets analyse them:
Thanataphobia - skill based. Rewards a killer for injuring but not necesarily hooking survivors. Not guaranteed to work if survivors do well. Not affected by SWF/Solo.
Pop Goes the Weasel - skill based. Rewards killer for hooking many players and takes some time and planning to use. Not guaranteed to work if survivors do well. Not affected by SWF/Solo.
Corrupt Intervention - Guaranteed to work. Limited in what it can do. Not affected by SWF/Solo or luck.
Ruin - RNG based. Could last 20 seconds or all game. Could provide many, many skill checks or barely any. Could be in an easy to find place, or a ridiculously hard one. Could lose you the game or could win you the game. Heavily favours SWF over solos, as coordinated strategies/sharing of the location once found can be done.
So please, from a life long DBD player and fan - please find a way to limit its strengths and reduce its weaknesses. You'll never make this a competitive game as long as your best perk has huge RNG.
Perks like ruin aren't the problem of this game many other issues like keys, genrush, Mori, bugs ,etc. etc. etc. Are the big problems. Ruin is RNG that's right but because it's a totem perk and all totem perks are RNG.
-
You should think WHY are killer doging ???
-
Im not really playing Ruin because most of the time it gets destroyed under one min. Corrupt i play only on Trapper and Hag.
-
Only Omega and three blinks are very strong without that stuff she is ok.
-
@Kumakx said:
Right now, after chaining few blinks, nurse gets stunned for a moment and looks at the ground. How about adding like 5-10s cooldown to her blinks on top of that? in return you could increase her movement speed from 96% to 100%.
When they would do that she need 110% not 100%.
-
The ability from this killer is trash mabye not the worst killer but obvious lowtier.
-
When will they learn that they have too destroy the totems ???
-
My brutal strengh idea would be:
-you destroy pallets and generators 20/25/30% faster.
-if you kick a generator it regression is increased by 50/75/100%
-
@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/638350#Comment_638350
tremors sees play by high rank killers regularly. Never actually said I'm all ears was meta, just decent.
I never saw killer playing one of these perks and even when they are weak. I mean it gives perks that are worse then Tremors but that doesn't mean it's meta. Maybe some killer are playing it but it gives some killer that are playing innerving prescense and is that meta no it isn't because it's too weak.
-
@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/638249#Comment_638249
tremors is meta, and I'm all ears is pretty damn decent, sooooo.
Tremors and im all ears is meta??? TREMORS AND IM ALL EARS IS META??? in wich universe is TREMORS and IM ALL EARS meta??? On rank 20-10 maybe but not against people that are good as surviver.
-
@Seltas0208 said:
Just take random guesses. Personally I hope that they stop merging killers (in their current states) and focus on the more impactful buffing aspect of balance
Sadly they will nerf billy again.
-
Im not really hyped tbh i mean i like that a new chapter is incomming but look at the last killers and the perks. GF was a midtier killer with crap perks and by plague only One perk was good for ONE killer. Hope they make better perks this time and a good killer.
-
It's frustrating you have too play all three teachables, you have too get a 4k and a two pip. Pls devs make it only 4k and the three teachables it's so frustating espacily on high ranks.
-
I mean why should the killer play like you want and not like he want? Are you playing like the killer want? Not really so yes maybe its boring but if the player like his build then he can play it if you like it or not.
-
@[Deleted User] said:
i'm getting my popcorn.
Me too XD
-
I would say it needs a timer like 180 sec or something like that because if you blocking one totem then you can't do something as surviver. And why a hex totem ? idk if its just me but i hate hex totems.
-
I like the idea it would give the killer on the endgame more time but sadly many people will say it's too broken etc. It's always the same.
-
I like you idea but i think another problem of this perk is that it gives you on lvl 3 4% and all gens are done 20% and i would say for each gen 5% so if all gens are done you have 25%.
-
@LazyGhost25 said:
why do you guys keep adding more things to the game if you guys aren't even fixing all theses issues that's been going on for almost a year like i really enjoy this game but you guys rather keep putting more killers and survivors into the game and customizes outfits then fix the skill check not poping up problem and the progress bar not working even the perks aren't even working so im basically losing my rank and item's. i all ready spoke to the admins so im asking you is it worth staying to play a broken video game that has game mechanics that doesn't seem to wanna work when it wants to. literally this game came out in 2016 but yet all issues since the beginning hasn't been resolved and here it is its 2019 almost 2020 like im honestly done with this game. ive tried and tried and tried but this game just wont get fixed but yet there making a mobile game but they cant even resolved the pc and console gamer's problems so thank you behavior interactive the only game developing company that cant even fix there own games.
I wish they would finally fixing this game first before they do new content it's so annoying that bugs like grab bug or Scratch mark bug are still there.
-
@AzdrubaelVect said:
https://forum.deadbydaylight.com/en/discussion/comment/634264#Comment_634264
As a killer main I would have a problem with that because your suggestion would enforce even more genrushing. The genrushing meta is there because flashlightsaves are almost unfeasible now, if you put palletsaves on that list too then survivors have literally nothing else to do than gens.
They genrush you with or without this buff there is no differens and many players aren't playing this perk because it gives much stronger perks.
-
@Boss said:
Since Enduring now doesn't reduce stuns on Perks, i figured this would be pretty neat for IG...
Iron Grasp
Your powerful hold onto the Survivors causes escapes to be nearly impossible.
Effects of Survivor struggling are reduced by 75%.
Time to struggle out of your grasp is increased by 12%.
While carrying a Survivor, you will not drop them if you are stunned.
The Killer stun animation will still happen.
Does not affect stuns from being blinded. (Cause that's what Lightborn is for.)
I like this change tbh it's not OP it's a very good change so i don't think someone would have a problem with that.
-
@jeyers said:
dbd is losing more and more players compared to 2018. and i think noed is at fault.
Are you serously ? NOED IS KILLING THE GAME? ok but things like genrush, instaheals,keys or moris (that are stronger then noed. Noed is easy too counter) are not the problem?
-
Why every time i have too see that ? WHY ?
-
In the moment i would say the MoM nerf.
-
Could you pls stop with that "Billy op" nonsense ??? Thank you.
-
Would say a second objektiv would be better then increase the gen timer too 120 or something like that.
-
@Feycromancer said:
Considering adrenaline is so popular and you need to hit everyone twice and each chase is 40s to 1m long.. Noed needs a buff
One chase needs 40s to 1m ??? ... idk where you get that but ok.
-
Spirit because she can do something against pallets. Billy has only his mobility and a one hit but he isn't that strong if you know too play against.
-
It should be reworked it is so annoying that someone seed you EVERYTIME and i shouldn't start that OoO with SWF is broken.
-
I would say 20/25/30%.
-
It shouldn't be a hex totem perk because it isn't strong yes you don't get a notification for a skillcheck but only if you get 5 tokens and that needs sometime. (Only by doc it could be annoying but i wouldn't say it would be OP)
-
@TWiXT said:
By default, I believe that the act of kicking gens should regress them the same percent as a failed skillcheck does: 10%. The reason for this is simple, currently gens regress at a rate of .25 charges per second, which means that a gen regresses 10% every 32 seconds. It takes a total of 5 minutes for a gen at 99% to regress completely, so survivors can easily abuse tap and run tactics when in a chase forcing the killer to kick the gen again and again with minimal loss of gen progress. If the gens regressed 10% every time a killer kicked it however, then this tactic would be extremely detrimental and destroy their progress faster than if they just let the killer kick it once and lead them away from the gen. Survivors can repair a gen 10% in 10 seconds, less if they are using items and perks that give them progress speed buffs or have more than one survivor working the gen together. The act of regressing a gen and trying to keep it repaired should feel like more of a struggle between survivors and killers, but currently its only that way if the killer is using perks like Pop goes the Weasel, Ruin, or Overcharge and Huntress lullaby if they fail the skillchecks. There should be no incentive for a survivor to stick around a nearly complete generator when the killer is pursuing them, but currently there are no drawbacks to it since it only takes them a .2 second tap to stop regression, but 2 seconds for the killer to start it back up. Playing this way is always a losing battle for the killer, and a single survivor can take full advantage of it every time.
If this buff were introduced, it would definitely put a crimp on the gen rush meta, allow the killers to apply better pressure, and encourage more coordinated teamwork efforts from the survivors where one distracts while others repair the damage. Obviously Pop goes the Weasel would have to be changed to 15% which gets directly added to the default 10% regression to compensate in order to keep its power from being too high, but I think that would be a fair trade if it meant that killers without that perk could still bring better pressure. This would also make more of the killers viable in the competitive ranks without having to go in and rework each killers abilities, perks, and play styles individually, as well as make failing a skillcheck feel more dire to survivors.
Another alternative buff people have suggested is the continued 5 seconds of regression while repairing. If a gen was kicked it would take 5 seconds of repairing the gen against its .25 regression rate before regression stops which would also eliminate the tap and run tactics, as well as increase overall gen repair time by 1.2 seconds. While this suggestion seemed fine, I just don't see it being as much of a deterrent as the first one.
What do you guys think?
Not bad idea because Then gen kicking wouldn't be that weak anymore and they would stop with gen tapping i mean the gen regesses most of the time 2 or 6% nothing more and it needs so much time until the gen is from 90 or more process too 0%.
-
@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/616769#Comment_616769
We have many perks that fix problems. Both for killers and survivors. Some people call them crutch perks.
Not really i mean what can you do against gen rush??? Ruin gets destroyed most time, Overcharge the skill check is easy too hit, etc. you now what i mean?
-
@avilmask said:
I had a perk idea for a killer "Decay" that would force everything that has a progress bar passively regress if it's above 80% and not worked on.
But key point of it was is "damaged" regression doesn't get removed, only paused while surv is on a gen, until surv passes a skillcheck, but perk doesn't force or influence chance of a skillcheck. That one part really could be good as a base :/
I wouldn't say a perk should fix a problem because you have only 4 slots as killer and not 5 or something.
-
Maybe you should get a token if you down a surviver. For each token you get a 4% reduced cooldown on Sucessfull attacks. you can get 3/4/5 Tokens max. or something like that.
-
Maybe if you kick a gen it should remove 5% from the gen and then start regressing. And it should be 15% Faster in my opinion.
-
it should exist a second objektiv so that the killer had more time for the chases.
-
If you nerf those Lunge attacks it would be a lot harder too hit surviver because they can dodge lunge hits easier and it shouldn't be that easy too waste the killer a lot of time. Look at dbd mobile i mean when you lunge you get 360 and you can't do something.
-
Sadly on high ranks you need Ruin and pop and even then you can get gen rushed because ruin if they see you totem then this perk was for nothing and pop if you aren't a Mobility killer they can do the gens before you could reached the generator.