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Justalittlepeeck

Justalittlepeeck

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  • @DragonMasterDarren said:

    i define toxicity as "disrespectful behaviour intended on annoying or otherwise provoking the other side"

    this includes, Teabagging, Flashlight clicking, Facecamping (before EGC) and tunneling (also before EGC)

    I guess you didn't specify this, but I suppose you are talking about tunnel visioning (and facecamping) a certain survivor and killing (or trying to kill him) even at the cost of losing the game.

    Facecamping and tunneling can sometimes be a beneficial strategies to win the game - basement bubba, pyramid head tunneling and etc. Yeah, these are certainly annoying, but these are sometimes the only (or simply different in case of bubba) ways to win the game and have fun.

  • Too bad that ain't happening very soon, but yeah, some killers already promote a more skillful and interesting playstyle rather than just boring running in circles.

  • Something like that, yeah. If not focusing survivors wasn't a certain way to lose a game, many killers would reconsider their choices and strategies, but as of now, focusing your attention on one of the survivors and hooking him as often as possible is the smartest thing you can do.

  • @ Antares2332 said:

    Situations like this makes me think that the SWF should only be for 4 people.

    bUt tHeN pEoPlE wItH lEsS tHaN 3 aNd mOrE tHaN 0 fRieNdS wOn'T bE aBlE tO hAvE fUn /s

  • @ClickyClicky said:

    Becuase those killers were overpowered, that's why they don't get anything in return. It's called a nerf.

    It wouldn't hurt if their main powers got a more serious changes if needed and their basekit was given any secondary power, which added more depth to that killer, but we have what we have - killing reworks adding nothing except taking most depth and fun from playing that killer. Can't wait for another killer like deathslinger to have long cd added on his power and have this called a "rework".

  • >Purple tombstone piece is removed and made to do something else, it currently has no negatives to completely kill a survivor.

    Hell no, that's too funny addon to be removed

  • Nothing of this should be changed. People just should accept the fact that killers aren't going to leave hook if they feel like it's better to stay and survivors aren't going to ignore the gens if there is no pressure applied on them.

  • That's space billy level ######### and it shouldn't be gone lol.

  • I'm not even surprised that Jesus turns out to be Keanu.

  • Pyramid head has a special agreement with the Entity.

    Michael Myers is so evil and uncontrollable that sometimes he can violate any limitations or laws put by Entity on him.

    Other killers are either too afraid, almost under complete control or simply are not interested in displeasing Entity because they like what they are doing

  • Just learn that survivors would always complain no matter what. Stop caring about them, you won't get any commendation anyway, so have fun.

  • I would really like to see something being done with evil cap, since we have oni who can do everything EW3 can do, but infinitely.

    For example "drained" survivors would slowly regenerate evil you can gain from them over time if not being stalker for long time.

  • @justalilbit123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459688#Comment_1459688

    It's my personal belief that low tier killers such as Pig and Legion require too much of a rework for any small tweaks to really matter. Also I don't really have any ideas for them :P

    Yeah, they won't be fixed just by "small number changes", though Pig could really use her 2.7.0. nerf being cancelled (as well as with EGC change to make it pause/slowdown in case of RBT being put on a survivor), but I would really like to get a complete rework and repurpose of her power, for example making her RBT be a "an long EGC with extra steps" instead of "I can slowdown survivor for a random amount of time"

    As for Legion, well, they should just rework them

  • >Well, it's more of the fact that they're not actually using the PTB effectively to test changes and are just using it as an apparent publicity stunt and a bug-catching machine.

    Exactly. Why can't they at least make some experimental number changes or other similar light changes and mark them as "EXPERIMENTAL" aka the ones that aren't going live with main changes. Even that would allow to increase the pace at which balance changes are released to perks and killers, as many of them don't need reworks, but rather little number changes/addons basekit.

  • Deathslinger&Huntress are 110% because their ranged power completely nullifies that downside in chases.

    He still remains a "drop a pallet early" counterable killer.

    Same goes for reworked bubba who either forces a pallet drop or gets easy hit.

  • I wish he got chase music. Something quiet and mysterious when he approaches and, suddenly, loud and intense.

    Also, unique music for marked survivors would be dope

  • the "You are fueled with an unexpected energy when saving an Ally from a Hook within the Killer's Terror Radius." and any other like that are just for immerse. It's a nice touch to show that perk is not just a boost, but rather an actual skill or ability acquired in the fog so this must stay.

  • Good strat if you know when is the right moment to slug

  • Thanks for wording it. That's exactly what I've been thinking

    • Totem counter for survivors
    • Ability to distinct what totem is bound to the each hex perk in case you have more 1.
    • Extra bloodpoints/information that you've been playing against SWF
    • Ability for survivors to see the perks of other survivors before the start of the match
    • Map ban feature
    • Player avoid feature
  • @Siberia said:

    They’re trying to find a middle ground. Maybe try being civil instead of acting like a bratty child who didn’t get the toy he wanted for Christmas.

    The only middle ground is reworking his addons and leaving basekit untouched, because the problem was in the addons.

    The ENTIRE idea of putting cooldown on billy's saw WITHOUT adding any secondary power or compensation to that was, is and will remain an awful idea.

    I would be glad if billy got any secondary power, which would make sense in case his saw gets CD. Otherwise that is just stupid.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1442440#Comment_1442440

    i wanted to post this in another thread but it got taken down for good reason i'm sure but this to add to your post too

    was Alien or Predator movies made for kids?they weren't but they made toys for them guess where they were the toy kid section in most store when i was kid but the movie aren't meant for kids.

    there media set for kids or adults both end up liking it that how thing work sometimes.FNAF may look childish but they true fear who ever grow up with chuck e cheese or showbiz pizza co rock-afire explosion band.

    https://www.showbizpizza.com/rae/characters/charindex.jpg

    ock-afire explosion band still creepy to me.

    Certainly they are. I just cant stands thing that try to look "alive", they are so unnerving.

  • Fun is highly subjective. You can't judge something by a subjective criteria. That's it.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440524#Comment_1440524

    Eh, I wouldn't exactly be too afraid of that. FNAF3 wasn't that scary to me- FNAF 1, 4, and 6 were definitely the scariest games of the bunch. It's unfortuante that everyone wants Springtrap because honestly I don't see the appeal.

    tbh tho I don't see the appeal of FNAF in DBD at all so.

    They all were scary in their own way.

    People want Springtrap because he is the only character fitting for dbd, as he is the only one motivated with hatred and evil and thus he makes most sense to be DbD killer. His end was also pretty disturbing, just as what he eventually turned into.

    His appearance is also pretty unnerving, at least for me. He looks really bad - damaged suit, chunks and remaining of mummified flesh inside suit, rotten lips putting permanent smile on his face and white glowing eyes always staring at you. What's inside is the corpse of a killer and, presumably, his soul stuck to its spring locked grave, remaining conscious for more than 30 years stuck in neverending pain and endless agony. His behaviour is also pretty creepy, but I guess she shares that trait with other possessed animatronics - he often hides from camera field of view and when he almost reaches the guard`s room he often just directly stares at him.

    FnaF 4 definitely had a good character design, but they were just hallucinations so idk. Springtrap is just too good compared to other variants from FnaF.

  • @WeslYght said:

    I think a lot of people hate the idea of fnaf in dbd because :

    - Some think it's wouldnt fit in dbd (with or without valid arguments

    - It's a popular game and you know when something is popular it's hated only because of it (just take fortnite as an example)

    - A lot of people ask to the devs if they Can add this and it's become kinda annoying when the chat of stream of devs is full of "Add springtrap please" you just want to hate this because you see it everywhere and do no logical reason

    Honestly of they had fnaf, I just Hope it's gonna ba a fun dlc and Not something they Add just for have fnaf in dbd.

    I don't agree with the first reason, because if people have no valid arguments (which they ALWAYS lack, at least I have never seen a person who would give me a valid argumentation why Springtrap himself is bad) then their opinion is either biased or not their own (aka they are simply repeating it after someone else) which means their opinion doesn't matter.

    The second one is probably because of what community this game is accociated with and not because of its popularity (which has kinda remained in the past), but if we are talking about community, dbd crybabies should remain silent.

    And I totally agree about the spam. Even I, who fully supports this idea, become really annoyed with how much it gets spammed

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440468#Comment_1440468

    I'm not salty cause my killer wasn't put into the game. I don't think a CHILDS game belongs in DBD.

    Why do you think this game is a "childs" game if half of it is aimed at making you feel uneasy at least and other half is nightmare fuel, starting from "too real for a game" company that "cares" about its employees enough to put their lifes at risk for nothing and finishing with a lot of gore, murders and springlocks failure.

    You may not like, I get it, people can have different taste, but for the love of god, stop saying the game is "for children" because it didn't scare you, bc that's the most childish behaviour possible.

    Besides, people think Springtrap is creepy EVEN from a few "notveryrealistic" screenshots and short animations from FnaF, imagine how detailed and scary he would be in DbD, knowing how much effort does BHVR put in visuals. He'll be near Demogorgon level for sure.

  • @GoodBoyKaru said:

    Personally I don't think FNAF would fit.

    This is because I feel like they appeal to two completely different forms of horror. FNAF is more atmospheric, jumpscare form of horror. DBD is more slasher, supernatural forms of horror (i mean yeah, haunted robots, but at least fnaf 2 was actually based on tech being hacked). Basically I don't think it'd fit perfectly, and good lord please don't bring the majority of the FNAF fandom to DBD.

    I mean, just imagine the thing below charging at you with loud heavy steps or suddenly ambushing you with that FnaF3 screamer noise. I was against fnaf while ago too, but the more I think about it, the more it (Springtrap in particular) sounds appealing to me. He would certainly fit in roster of dbd murderous freaks.

    image.png


  • play survivor button

    play killer button

    exit game button

  • SWF are not okay, unless solo players are given enough information and coordination sources to match SWFs and killers are buffed to match that difficulty level. At this moment none of these things are the case and playing in SWF is getting a free advantage that breaks the balance and gameplay.

  • @Reaver_Raziel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434982#Comment_1434982

    In general interesting. Not too sure how I feel about survivors being incouraged to genrushing from a killer power. But it is certainly interesting.

    When you say Timer stops only when gens are finished. Do you mean all gens? And if not all gens, then how long does it stop?

    I dont think they are gonna remove the roar cue, since it is a reference to the movies. But they could move it so its mid animation instead of before she even dashes. But yeah there is no way the grab thing + dash + no cue at all would be balanced. Easiest kills in my life that would be.

    I meant that WHEN generators are completed (aka exit gates are powered) entering a chase with Pig would cause RBT timer to become inactive. I guess something should be done with RBT to prevent being unable to remove them if killer is tunneling you in the endgame, but this issue exists even for the current Pig so whatever

  • Let's just delete every killer and make some 115% powerless abomination so he'll be fun to play against.

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435674#Comment_1435674

    -It doesn't matter what you say, what you're doing does give you an unfair advantage

    -completely different things, because on actually affects gameplay and the other is just a little annoying

    -Screwing over a player in a way that they can't possible escape, regardless of their own skill, is bad manners. Deal with it.

    -You don't have to camp or tunnel to "play good", that's just a crutch you use when you're bad to gain an unearned advantage.

    >-It doesn't matter what you say, what you're doing does give you an unfair advantage

    Ehm, no it's not. It can be strong and it certainly does give an advantage, but calling it "unfair" is just childish. "Unfair" advantage is using bugs or cheating, which is strictly prohibited. Tunneling or Camping is simply playing differently (which is allowed by the game) and, often, more risky for a chance of high reward. It is survivors fault who either give up or reward such playstyle, instead of using existing means of countering it, such as focusing objectives (aka genrushing) because killer loses pressure on other 3 survivors for a chance to quickly kill one.

    >-completely different things, because on actually affects gameplay and the other is just a little annoying

    One actually affects gameplay and is often mandatory against competent survivors and the other one just shows how some people can't respect the other side.

    >-Screwing over a player in a way that they can't possible escape, regardless of their own skill, is bad manners. Deal with it.

    Xcuse me, when did it became hard to use your second chance perks and be less greedy on pallets if you see killer going for you so hard? And once again, no it is not if your goal is to win. Removing weak link from survivors' team quickly so when you chase good ones and have 1 less survivor on gens is called being good, because bad players would let that poor survivor live and will lose the match because he did the gens, while good survivors were keeping killer on themselves for a long enough time. And, of course, if the survivor is better than killer, he'll not lose the chase or will waste enough time to leave the killer with nothing, but I guess that's not your case, as I guess the only reason you could have such mindset is because you always end up being the weak link in the team.

    >-You don't have to camp or tunnel to "play good", that's just a crutch you use when you're bad to gain an unearned advantage.

    Lmfao, maybe I should play without perks and even powers to be considered good by kids? They are also crutches by the way. You either play a trapless trapper or you are not considered a good killer and you also must hook every survivor once, then twice and respect the ENTIRE rulebook, sure. I always laughed at how survivors players are allowed to play however they want and still are the complaining side, but when killer decides to play however he wants and stops being a clown (not a killer one, sadly) entertaining 4 kids and making sure they all have fun, he suddenly becomes toxic. Quit with your bs. Thanks. Killer's job is to kill you, deal with it.

    P.S. Once again, I am reminding you and other entitled people who think killer is not allowed to play like that "because it gives unfair advantage" - learn to play and killers will not have unfair advantage. Thanks.

  • @FlamingkittyUmad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435639#Comment_1435639

    Doing everything you can to make the game unfair and unfun for the other side is toxic.

    You're right, we shouldn't compare T-bagging and camping, because Tunneling/ camping are objectively worse. T-bagging/ flashlight clicking only harms the survivor doing it by wasting their time, your "strategy" is just abusing poor/ overly simplistic game design for an advantage.

    >Doing everything you can to make the game unfair and unfun for the other side is toxic.

    Did I say these strategies are to "make the game unfair and unfun for the other side" or they are "beneficial" aka "winning the game"? If I'm facecamping a survivor just to make him RQ, then it is indeed toxic, but if I'm doing that, knowing (for example) other survivors will come for rescue and give me free hits and downs, that is not toxic no matter how much unfair does it feel for the other side. Same for mori, strong addons and killers.

    >You're right, we shouldn't compare T-bagging and camping, because Tunneling/ camping are objectively worse.

    You can't say one or the other are worse or better, because they are completely different things.

    >T-bagging/ flashlight clicking only harms the survivor doing it by wasting their time

    And also showing disrespect and bad manners. That's one of toxic things to do, because they are doing that to make killer frustrated and angry and not to win in any way.

    >your "strategy" is just abusing poor/ overly simplistic game design for an advantage.

    I'm sorry that playing good is "abusing poor/overly simplistic game design". Also, my job is to kill and if tunneling/camping will result in more kills or will preserve me a kill in a lost game, I will camp and tunnel because that is the smartest thing to do. The same thing is applied to survivors, who (f/e) are going to rush gens (which is also considered "toxic" among some killers with same mindset as people like you) no matter how "toxic" or how "unfun" it would be for the killer who is camping in that situation, because that is the smartest thing for the to do.

  • @Elena said:

    There's a difference between doing your job as a killer and being toxic.

    Being toxic is intentionally going out of your way to ruin the game experience for the other side just for your own satisfaction.

    Doing what you're supposed to do as killer, isn't being toxic.

    I'm going to correct you here:

    >Being toxic is intentionally going out of your way to ruin the game experience for the other side just for your own satisfaction.

    That's it, last part is unnecessary. Most toxic players do that not to satisfy themselves, but to piss off the other player for whatever reason.

  • >camp or tunnel or T-bag at every pallet 

    Stop.

    Comparing.

    Strategy.

    Which can be beneficial.

    And.

    Terrible.

    Manners.

  • Benedict Baker was writing down everything that happened to him into diary.

    I guess survivors just remember whatever is happening to them sooner or later or Entity does something with their minds or perception to make them be scared.

    Survivors could also be simply afraid of pain and feeling of death so avoiding that is already enough to force them feel enough. Perhaps they don't even understand they die and to them everything that happens is a terrible nightmare going on and on.

  • Fnaf would be good. People are hating the game because all they heard and saw about it were cringy kids, youtubers milking the game and some messed up artwork, as well as idiots spamming it everywhere, causing expected hatred.

    The game itself isn't the greatest one, but it certainly is good, especially first 4, maybe even 5 parts. They weren't the highest quality, nor they had good gameplay (point&click), but they had really scary atmosphere and memorable characters as well as pretty sad backstory. I don't understand why people call FnaF characters goofy, though. Most of them are meant to be kids attraction and EVEN so their appearance is creepy and people aren't even wanting them, but something much more scary looking, which is the antagonist dying one of the worst deaths possible and becoming whatever abomination he is now, while constantly feeling mix of neverending pain from his innards being pierced by metal pieces and hatred towards everyone who he thinks are responsible for this.

    As far as I know BHVR, what's they are really good is character design and visuals. If they were to make a FnaF chapter and Springtrap in particular, believe me you won`t find him "goofy" or "not scary". Just imaging this heavy thing sneaking or simply charging at you with heavy Oni/Demo-like steps.

    Many people were asking what his ability could be, since he wasn't shown to be having any "supernatural" powers apart from being really hard to kill or, better say, to let go of his body and I can suggest him using hallucinations to scare survivors, perhaps using vent-like system (similar to the one in FnaF 3) which both him and survivors could use to quickly move around the map, but risk being caught by the killer or something more simple, like sneak attacks or brute force.

    So, anyway I would welcome Springtrap in DbD. There are some better choices, but if he turns out to be one of them, I would be glad.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435186#Comment_1435186

    Perhaps. Non-speed focused Killer that uses Killer Instinct/Heartbeat visual to track as the primary purpose of their power (Unlike PH, and a non-speed based Legion) That also isn't The Doctor.

    They should make killer like Vendigo from Until Dawn.

    Extremely fast and lethal, but technically blind and can only see moving survivor. Additional mechanic would be "fear" mechanic where survivor has to pass some kind of skillchecks when killer is in close proximity to not be noticed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435146#Comment_1435146

    Part of a Killers base-kit, sounds cool (Though isn't The Legion kinda like that already?). As part of new perks though, we already have Killer Instinct.

    VIsual/Mechanic for a new killer?

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434905#Comment_1434905

    Nope, I like reacting and predicting what a killer will do, killers who mindgame, hide their red light, make 50/50s and also react to what you do, and reads are way more fun to go against than a spirit who stands still to either get a free hit or force a survivor to leave a tile. not fun, not interactive, running arround in circles is fun against huntresses who cant get their M2 off and force them to use m1. nice adhominem.

    If you manage to win default mindgames, spirit mindgames wouldn't be much harder. The only difference is that in normal mindgames it's the killer who has to be unpredictable and in Spirit mindgames it's the survivor who has to be unpredictable. If Spirit doesn't read your moves, she'll miss her haunting over and over again.

  • @[Deleted User] said:

    Sounds like a better visual of Killer Instinct.

    Or that, but we already have a visual for killer instinct, so why not make a new mechanic with beating hearts.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434982#Comment_1434982

    If i read this right then the survivors have no choice but to rush gens to stay alive. Which is exactly the opposite of her power design.

    My thoughts

    3 minute base timer

    Traps active upon placement.

    Gens that get finished remove 30 seconds from the timer

    Timer pauses while slugged or hooked or within 16 meters of the pig

    Unlimited traps or at least up the base number

    Add on for global roar sound and one for no sound

    Blindness base for traps

    Dashing can vault pallets

    I mean, yeah, that's why I said "repurpose". Instead of slowing survivors down, traps are going to psychologically pressure them with that slowgoing timer.

    So Pig in nutshell is going to be a budget always crouching ghostface with EGC with extra steps. I would certainly love to see that at least as an addon, maybe balanced a bit more

  • I would revert her to pre 2.7.0 and make EGC stop/slowdown when a trap is on survivor + I would probably remove any sound cues from her ambush attack.

    If I were to go deeper, I would rework her and repurpose her power.

    • Survivors start the trial with active RTB on their heads.
    • Death timer - 3 minutes.
    • Every time a generator is completed, 2 minutes are added to the death timer.
    • Timer does not stop under any circumstances, unless gens are finished.
    • When generators are finished, RBT timer stops and becomes inactive if the survivor is in chase.
    • When Exit gates are powered, Jigsaw boxes are manifested in the trial.
    • Interacting with any Jigsaw box would allow to remove RBT
    • Survivors can perform 2 kinds of interaction: slow and fast one.
    • Slow one is performed for 15 seconds, has 3 skill checks and is safe.
    • Fast one is performed for 2 seconds and damages the survivor by 1 health state once he finishes the interaction.
    • Once survivor has finished interacting with Jigsaw box, it disappears.
    • Secondary power: Ambush&Crouch
    • Crouching is instant and crouching speed is 95% by default.
    • Terror radius slowly fades away in 2 seconds.
    • Ambush attack becomes available after 2 seconds of crouching.
    • Ambush attack is performed in 1 second and has no roar cue.
    • Ambush dash range is 16 meters at 6 meters/second speed.
    • Hitting a survivor with ambush attack when he is interacting with an object would allow you to grab him.
  • @PerkyPerky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434695#Comment_1434695

    His "proving Leatherface is underrated" is the same as "proving Wraith is underrated", just him trying to be controversial to stroke his own ego some more.

    And to be quite honest, for a guy with thousands of hours he is quite average. Makes tons of mistakes and does not know how to use killers' powers efficiently like, say, Umbra or OhTofu or Otz or.........

    Agreed. Despite all my respect to Tru3, that's all just sad.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434941#Comment_1434941

    Basically yes, they were in his head as nightmares while he was in a coma. But they would be a much better choice than Springtrap. Hell, Shadow Fredbear, now that is creepy and would be a great addition to the game.

    Yeah, but I just can't see anything but Springtrap in DbD, he fits so well. We could get a Nightmare version of Springtrap as a skin (though he was present as plushtrap in the game)

    image.png

    Nightmare fredbear for those who don't know.

  • Weren' they just hallucinations/nightmares of the kid scared of these creepy animatronics?

    Springtrap, on the other hand, is more than real.

    I do agree, though, that nightmares are aesthetically better, but I guess in DbD springtrap would look more realistic and gruesome than he did in games. Besides, we can always get a skin, IF we get fnaf in the first place.


  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434283#Comment_1434283

    removing collision, prayerbeads, and addons that increase her lunge to stupid levels form her phase walk wasn't a "dozen of nerfs" that made her "balanced". her design as she was and is right now is objectivaly unfun to play against.

    I guess you only have fun when killer has no choice but to run in circles and m1, you'll definitely enjoy playing against new billy.

  • His punishment is second most dangerous attack in the game after Nurse's blink because the only thing that would save you is distance.

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434269#Comment_1434269

    shes quite hard to use without perks or addons, ive allready stated this earlier, but thats not how most people play her. play survivor with no perks and you get tunneled out of the game instantly when youre the weakest link.

    Which means the problem is not the Spirit or her power. Besides, she already received a dozen of nerfs and is pretty balanced.

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