KolbyKolbyKolby
KolbyKolbyKolby
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@chadbeastofprey said:
killers literally force survivors to run meta with the way 85% of them play. it sucks.
Sometimes it feels that way, it usually ends up with me being like "Fine, I guess I'm switching to DH, DS, and BT again because that's what the night needs" and the moment I do I get matched with a rank 18 trapper who shouldn't be anywhere close to my lobbies. I'm not sure why so many people are playing like this when every killer game I get at rank 1 is just easy wins unless I'm running bad things on purpose for a meme
All I'm trying to do is loot some event items, and man people are playing pretty unfun ways. I'm tempted to play my killer games with Hoarder and let people looking event items leave
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@Zeus said:
It will take a while for you to stabilize. Using meta perks would propel you to a level where you get matched against stronger opponents. Removing them would lead to a rough first few games. You need to take the L and stabilize your rank and adapt to your new perks before you can expect a positive outcome
I have 4,000 hours in this game, I don't need stabilizing, I just want to vent about the inability to play well without ######### games if you want to just run fun builds.
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If you use F1 with him selected or clock on "Character Info" on the upper right, does it show those perks as unlocked? Do you think you may have bought them from a shrine in the past?
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1944164#Comment_1944164
Killers are sick of survivors tbagging on the the other side of magic bus invisible wall and abusing fat shame spots
You mean the bus that had its maps disabled immediately after it was found? Seems like a bit of a weird thing to be upset about considering the desync is still prevalent.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1943690#Comment_1943690
I’ve played enough killer to know that it’s pretty easy until you are playing red ranks.
It is easy at red ranks too, killer is a joke most the time as long as you have two brain cells to run together. Unless you're playing against a comp swf team that wants to bully, but even with the right killer and perks they too fall.
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@[Deleted User] said:
whats wrong with pinky finger? it's like survivors just complain about any killer getting exposed.
Its hard to aim and only lasts for a few seconds when it does hit, most clowns have to get up close, aim for a few seconds, and perhaps even make multiple throws. It's really no different from having hillbilly or old LF hovering behind you with the chainsaw. People are only freaking out because it radically changes clown. When you look at it in the grand scheme of things it's really not overpowered.
The problem is you don't have to aim well. All you have to do is get them in the gas period, and when they are hindered you smack them with a bottle directly for the one shot. It is incredibly brainless, no one uses it from a distance, just like with Iri Heads, the danger is significantly worse with proximity.
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When you get smacked by Freddy and your HUD looks like the dashboard of a car starting up with the addons, perks, and status effects. Have fun guys I'mma head out.
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The thing I want most is the Xenomorph.
And imagine the kickass cosmetics
Ellen Ripley as survivor????
It would be the absolute best DLC to date.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1943238#Comment_1943238
Kind of, but EndFury requires 2 whole perk slots and can easily be played around (most of the time) by dropping the pallet earlier.
Dead Hard however can't be played around in loops if the survivor knows how to use it.
It's very frustrating to deal with because it lets you erase a good mindgame or great use of a killer power with very minimal effort.
You can only play around endfury if you know they have it. The fact remains that the killer can chase someone else for the start of the match, then when you are in the next chase, you go down to perks which had no counter, and for which you had no ability to know about. This also comes at the cost of you wasting limited resources for no reason. Saying "Well drop pallets early" isn't really a viable tactic because you shouldn't have to play poorly to counter potential perk combos with no counterplay unless you have knowledge of it beforehand. And if you do know, then it shortens every loop by a solid 1-2 loops unless you have dead hard to extend it since you'll have to drop early.
Tombstone Piece, Redhead's Pinky Finger, Iridescent Stone, Iri Head (pre rework, assuming). Most exhaustion perks, DS, Iron Will, There are multitudes of things that require *no skill* to use effectively that can't be played around, and it is likely to stay that way because the game is build nowadays around the chase and perks/addons are going to be built around affecting it, with or without counters.
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I don't know what The Game y'all are getting because most of the times I'm on it as a survivor, killers choose not to break the breakable doors which turns half of those great pallets into complete dead ends which you cannot escape from.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1943132#Comment_1943132
Well, it isn't exactly the fairest perk, is it? Survivors can completely ignore Trapper's traps which is the only thing he has against them with this perk. All they have to do to extend a chase is press E (not for dodging) just for distance alone which doesn't seem very skillful and can be used multiple times. I have had countless times where the survivor presses the E key on their keyboard and extends the chase for another 30 seconds.
I don't think it is right to say that killers have addons that take no skill to use because it affects their power which does take skill to use, it just buffs it a bit. Take huntresses belt addons for example, they don't require skill to use because they are just addons making your power stronger and killers take much more skill than survivor. They don't directly make the killer's power any less skillful to use (with a few exceptions ie iri head) As for perks, a killer still has to use them properly to get full usage out of it such as the old ruin + undying combo, same for survivors. Survivors using a perk like SB can still use it skillfully during a chase like 99%ing their exhaustion and then using it when the killer gets too close which is tricky for newer survivors.
That applies to some addons sure, but there's still a good handful of addons with no counter that are powerful and many perks. The classic Endurafury is such a thing, when you as a survivor play correctly, you can be downed for it because the killer broke two pallets with a teammate that you couldn't have known about. That is imo the exact same situation as dead hard, where you played correctly, you won a mind game and the chase at this loop but the opposing party Presses E/instabreaks the pallet and swings, and you lose a hit/go down regardless of outplaying.
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I like your train of thought, but the logs that show memories Claudette has that are and are not hers, I'm thinking it's an explanation of the entity choosing Claudette over and over from different worlds, the same reason you can have 4 Claudette's in a lobby.
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Her power is one of the most oppressive in use, a machinegun of injury. If you walk into a pallet, you deserve to lose the power, anyone camping a pallet can be dealt with outside of it. When you have Corrupt Purge, learn to respect pallets.
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I think unhooking is fine, then you don't have the annoying "someone immediately unhooks with BT, trades hook, then the BT'd unhooked unhooks and then DS's if you stop them from unhooking" thing which was the most aggressive style of DS play there was.
The healing is a bit odd though, if you get unhooked, get to a safe-ish tile, and start using a medkit because you don't realize that the Deathslinger is waiting where you can't hear him, then you get #########. He just waits til the second he sees you on Nurse's and can re-hook you when you didn't even know he was still waiting near you.
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@UncleStabby said:
Basically, this is what OoO should be. A bane and boon of equal parts. Survivors with OoO should a) Only be able to use it if they ARE the obsession, b)Be unable to see the aura's of Killer's currently under the undetectable status effect, and c) only have it active if the Killer is also looking directly at them.
As it stands you can just see the killer whenever and not even have to be the obsession.
#2 is already a thing
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I don't need to play killer more, I have more games on killer than survivor, DS is still fine imo. The only times DS has cost me a game was in a game I was already losing.
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@ImHexyAndINoed said:
My belief on the game being in the state that its in is because DBD has no competition. And most iconic Horror games Halloween/NightMareOnElmStreet/Scream etc have jumped on the DBD train and let's be real, if you had to chose to play a different asymmetrical horror game and play as "The Shadow" Or play DBD and play as Freddy Krueger who would you chose?
If DBD had competition we would see a staggering increase to the games overall health and balance. But because DBD is the top dog the devs don't need to try anything new, they're in a cozy position because nothing else is on the market.
Just my 2 cents, but hey OP maybe you should become a a Video Game developer and compete with DBD👀 just give us a mutant moth killer that can fly that would be awesome
I think a bigger problem in balance isn't that they don't want to or are lazy, but the game has to be unbalanced in order for people to play. Deathgarden was extremely well balanced in that If you were a team of 5 scavengers on comms, the killer could still win if they were good enough. It was balanced for that level of playstyle, and it died in part because casual players simply couldn't play the game.
Dead by Daylight is balanced in its imbalances, and every single competitor it has had has failed because they try to balance it in a way that ends up making one side or the other unplayable. The majority of suggestions for health and balance that people suggest would make the game only playable for 4 survivors in comms playing well, and that is such a minimal part of the audience that it would likely kill the game.
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Stealth is one of the most reliable counters against most killers, but the problem is that it's not easy to progress if you spend too much time hiding.
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Any opinion that states that killers/perks/items/addons and their use are inherently toxic.
Game chat and harassment are one of the few things I would actually consider toxic, or playing in a way to deliberately just waste someone's time or intentionally make unable to play the game (4slug at 5 gens and forcing bleedout, two survivors immersing when they're the last ones left and never doing anything, etc).
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Plague is innocent because she never killed a soul, and she just prayed before she died and got a short stick.
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I wish they would make the games permanently in the dreamworld, you're facing Freddy, so the entire trial you should be asleep. Then just make his power something he uses to manipulate reality or control the dream since it is his realm.
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A good chunk of money was spent on animation of body and face, neither of which would have to be changed for her power to be reworked.
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Honestly I have a lot of Hag outfits and I'd return like all but maybe 1 if I could. I really don't enjoy playing her.
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extend every good timer by 5 seconds, reduce every cooldown by 5 seconds, make every starting token perk have an additional token, make every aura reading/reducer increase by 4 meters, increase all speed enhancements by 1%
just +1 to everything and wash my hands of the mess i make
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@SilentPill said:
Just dump the whole system and go back to the victory cube.
0k double depip
1k depip
2k safety
3k pip
4k double pip
For survivor it’s survive and pip, or die and depip. Get rid of the hatch too. That would get rid of a ton of the boosted apes in red ranks.
Getting rid of the hatch would be pretty awful, I hope you have fun waiting 30 minutes while the last person crouches around trying to do gens.
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Nurse's lunge sucks most the time, I witness her saw pass through me 80% of the time and my own hits phase right through survivors 80% of the time.
The recharge addons are fine too, old nurse wasn't a problem at ALL with her old base kit, it was only her ridiculous addons that made her broken. With double recharge she's barely old base nurse with no addons, which was perfctly fine.
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@DWolfAlpha said:
The only killer I feel should be slower is Bubba. He has an insta-down with Legion speed and maneuverability.
I think he's mostly fine, I honestly think all they need to do for Bubba is make it so that when he breaks a pallet with a chainsaw, his animation takes a bit longer. Right now he can break a pallet with a saw and move like immediately after which gets a little nutty.
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@Monarch said:
https://forum.deadbydaylight.com/en/discussion/comment/1910580#Comment_1910580
Very nice, I think this is mostly true, but I just have these feelings:
-how many iconic horror franchises can BHVR get, for example -- try and name one (non RE) franchise from the iconic horror early days (SH and NMOES for example) that's NOT in dbd. I exclude RE bc it has RE:verse as it's next HMP game and leaks by daylight are already stirring the '5th anniversary RE crossover' pot
-Can BHVR sustain an interesting gameplay loop and generally *no offense BHVR* grow a pair of balls when it comes to changes hotfixes and player testing on y'know the player test servers?
-Can the game become more accessible to those who can't play (Hearing disabilities or things like that) RN and those who tried it, but simply don't even have the resources ingame to learn (basically can you teach the baby dweets that instead of staying in a locker to where you get AFK crows that you should only hide when necessary and that gens b4 frends
-Can the community like chill? but on the real the devs need to talk to us and we need to talk to them -- better and more coherently
- There is practically an unlimited amount of horror movie franchises that exist, the odds of never finding one would be pretty slim
- They have sustained the same gameplay loop for... 3 or 4 years now? No need to fix what isn't broken, and the playerbase has consistently risen, with higher peaks being iconic releases like Silent Hill and Stranger things.
- There's already accessibility features planned and on the way, and the game's learning curve specifically works that people learn not to hide so much. They start to realize that they escape more often when they do more work, and excel with that knowledge.
- On this point I can agree, but I feel like in the future the amount of dev/player interaction will only decrease which is a worry I have. Any changes made, ideas suggested, thoughts shared lead to massive amounts of people attacking the devs. Regular threads requesting for people to be fired because some don't like their ideas, I feel this behavior (from the community moreso) will result in fewer interactions.
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I have 4,000 hours and rank 1 both sides, not that that means anything. I feel like DBD has several years at the very least, every competitor has failed and DBD has a good stronghold on the licenses it gets.
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Hag is slower because her power gives her mobility in chase.
Billy's power doesn't really do that at most loops. If you want to understand why Billy is 4.6m/s instead of 4.4m/s like hag, play a few games with the purple Tuned Carburetor addon.
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Slugging happens easiest when survivors allow it to. If I down someone, don't keep working on a gen 3 feet from me if you don't want to risk getting slugged. Don't try to heal the downed person immediately in my face, and don't rush to unhook someone if I have a slug nearby until I have already picked the second person up.
I've had 4 different 4 slugs at 5 gens in my last 10 or so matches and every single time was because the survivors thought the best strategy to go against a nurse with a down is to dogpile on top of the downed person. You're not gonna have as much of a slugfest if you leave the bodies on the floor.
If it is a common problem outside of that, then there are perks to help. I don't like bringing DS every game, but I do as insurance against someone immediately coming after me when unhooked. If you don't like being slugged, then bringing a perk to overcome it is something that may be necessary.
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See ya later!
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I would instead like an addon that worked more like the Bone Clapper, it makes her lullaby mapwide. Maybe a new addon with her pass, some kind of wooden flute.
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I'm surprised this is a thing, I have never in my 4,000 hours been called trash or anything really for getting DS'd, let alone seeing something like that often. I have to wonder how so many players get so many end game chats at all since crossplay when I either get the cold silence of consoles or just 'ggs' from everyone.
Maybe it's a regional thing and west coast people just don't feel the need to say much.
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You can also tell it isn't intentional because when you are carrying a survivor, you have a much higher camera, where it should be. Next time you play, face an obstacle when picking up and see where your camera is positioned after. Or not where you reach on a hook before and after hooking someone.
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If you get blinded during a pickup more than once in a game that is 100% your fault. There's a dozen things you can do to avoid flashlights, and you don't even need a perk. Don't go staring into an open are like a dog looking for snacks when you pick up a survivor.
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All of those killer changes are just buffs to their power with the exception of Billy. That's not really passive perks, just buffs.
As for survivors, devs have stated that they don't want that as it would encourage playing one survivor with the best passive over the rest which would reduce variety. I'd hate for my survivor choice to be wrong simply because their passive isn't meta.
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Mori spam two times can be an accident simply from a misclick or forgetting you have to hold the mouse button down. It would be really silly to ban for something that possibly BMed for a total of like 2 seconds.
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There is nothing more frightening than someone with blind devotion and absolute zealotry. Religious fanaticism is dangerous because the one wielding it has uncompromising faith in the actions they are doing. She may not have been a murderer in her life, but her blind devotion to the entity, whom she thinks as her gods, is a weapon more dangerous than many on the playing field. Not only does she do so with conviction, but she, speaking a language long dead to everyone in the trials, cannot be understood or reasoned with in any way. That is a truly frightening encounter and fits the entity perfectly.
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I would pay a gross amount of money for a Plague skin that had her in a beige business dress or pantsuit, with a wide brimmed beige hat, and like a prada bag instead of a censer.
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I don't understand why gatekeeper was given as a reason for the nerf. No one used ruin to help with their gatekeeper emblem. Ruin is used because if you don't have it, after your first chase is done because you have to fight broken maps, 3 gens are pretty much done. 3 gens done and 1 hook, and a killer simply cannot recover from that level of a loss in most cases.
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I'm a bit concerned about how this changes end game altruism. Let's say someone is hooked in the basement, can the killer simply follow the person(s) unhooking the person and then just body block the stairs to guarantee a 3 kill when they might have only gotten 1 previously? With that possibility, it seems like saving someone from the basement will be very unlikely because you could easily get forced a death from the timer by being held down there for 3 minutes.