Lyonic
Lyonic
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- Lyonic
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@johnlikesguns2 said:
What im gonna say right now is a fact no one can deny. If you find a very good team with 4 proves, adrenalines, lithes, dead hards. They are pretty much unstoppable.
you forgot to add 4 flashlights
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3208313#Comment_3208313
https://forum.deadbydaylight.com/en/discussion/comment/3208317#Comment_3208317
You obviously didn't read OP. The point is that the AVERAGE survivor is bad at this game, but at the highest of highest level play, killers who aren't nurse are lucky if they even get a hook or 2 against top teams. Watch the matches that tru3ta1ent did against team oracle as wraith. It's a bit old and before the killer buffs, but the same thing still happens, or this match where a comp team played against a nurse:
yeah this guy gets it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3208318#Comment_3208318
I just watched a survivor die on Scott Jund's stream to EGC. When Scott was AFK peeing.
MMR means jack #########.
how many hours to jund have? people who no life play this game cant be used as the norm as they are not. There is like 100k people playing this game or something, its problly like 10-20k repeat gamers and 60-70% casual gamers then say 10% total noobs/first timers/people who put 3 hours into a game before they quit... or maybe less repeat gamers and higher
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@I_CAME said:
I love it when bad killers exaggerate how good survivors are. "I AM A HIGH MMR GOD WHO ONLY PLAY AGAINST COMP TEAMS EVERY GAME!". There are literally videos of objectively high MMR streamers 4King on nearly every killer with zero camping, tunneling, and slugging. Some of you guys are just lacking in skill and need to grossly exaggerate how survivor sided the game is in order to cope with your own shortcomings.
clear survivor main talking smack. getting 1 kill is 25% or 100% of your ratio.i didnt see your working.
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@Shaped said:
Still don't care.
You will when people dont wan't to play m1 killers anymore as its impossible to create pressure via a slug.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202208#Comment_3202208
It’s not really any weaker, in some cases it’s actually a buff since it may be faster to hook someone than mori and you can use perks that trigger on hooks.
That said, I hate the change because it removes the fun aspect of the perk that made it unique and now it doesn’t feel any different than any other exposed perk. It’s just not special anymore.
Sorry but this is a total nerf and you don't know what you are talking about. I made a post breaking it down in more detail (i dont want to paste it here incase it breaks a rule or something)
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3202208#Comment_3202208
Devour Hope is still just about as good as it was. Getting instant kills on first and second hooks takes as much time as doing moris on first and second downs. The only difference is the hooks are sometimes vulnerable to saves, but that's a minor thing.
Now if you're arguing that aesthetically it's "cool to watch multiple moris mid match", I agree that's fun and it'll be missed. But in practical terms balance wise Devour Hope isn't really changed much.
I just made a whole post about how its actually worse than this.
Also killing 4 people is funner than killing 1 person.
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@Mister_xD said:
If it takes you 45 seconds (half a generator worth of time) just to chase someone away from a pallet, that's on you.
its 22 seconds please be real
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@[Deleted User] said:
How is this scenario changing? Are you picking that survivor up currently? Of course not. You still have to go after the lurking player. Is it taking you 45 seconds to resolve that currently? I certainly hope a killer isn't playing chicken with a slug under a pallet for 45 seconds. Are you currently seeing survivors left on the ground under pallets for 45 seconds in your games? No, because a team is going lose against a halfway decent killer with one survivor not doing a gen for 45 seconds and one in chase.
its 22 seconds k thanks
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@LittleBigSunset said:
I feel like people are underestimating how long 45 seconds is.
In the present your scenario means that the slugged survivor is a 1 tap heal (because they've had long enough to recover) under that pallet. Meaning that the person distracting you can either throw the pallet and heal them on the other side or someone else comes in to get the heal. Either way that person on the floor is getting up when you are against competent survivors who are trying for pallet saves. All this PTB change does is make it so the survivor can get up themselves after a long time, but even then, what's stopping you from smacking them back down again? Or you could chase the other survivors off and injure them to make a pallet save much riskier, and you're given the time to do this with the 45 second timer. And in that case, you've got basically the whole team surrounding a pallet, which is brilliant pressure for the killer.
Maybe I'm wrong. Maybe it plays out much worse in the actual game than it does on paper. But I think people are overreacting.
its 22 seconds with unbreakable.
We are not even talking about flip flop. boil over, unbreakable and tenacity
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@Shroompy said:
whats stopping you from chasing the survivor whos threatning the pallet save?
Do you not realize how long 45 seconds really is?
22 seconds with unbreakable - which is a meta perk anyway, so it will be used.
So tell me how you plan to down someone with 2 healthstates in 22 seconds?
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@QwQw said:
I'm not too big a fan of Scott, but I do think he's right about this one. Pallet Freddy is definitely one of the worst killers in the game if you ask me. Hell, even normal Freddy isn't that good.
But atleast freddy has the teleport and a chance to use his ability.
What does a trapperless trapper have? Guile? Cunning? Just walk away?
let's petition BHVR to introduce the lord humungus trapper skin.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/343704/why-this-guy-is-wrong-and-why-you-should-care
Imagine if you could see trappers for half the match and memorize where they are. That is fake pallet Freddy. Wile you are awake the fake pallets don't exist, if you memorize where the fake ones are or the real ones. You already know where all the fake pallets are. There is no argument to be made, pallet Freddy is the worst killer in the game.
Remember that even as an M1 killer - freddy can teleport around the map. That's a big deal.
Trapper can't though
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I am a facecamping bubba and I approve this message.
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I recently picked up Total War: Warhammer 3 - its a turn based empire building game with real time battles, set in the fantasy world of warhammer (think elves, dwarfs, lizard and rat people etc).
Anyhooo.... Not only do they release new content (which is great), they also implement several Quality of Life improvements.
Would love to see this happen at BHVR too!
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@TheWheelOfCheese said:
Literally just speeding up the animations and having one-click purchasing would take a lot of the tedium out of it. Having to hold on a node (even with the drag trick) is just annoying for no reason whatsoever.
someone give this man a job at BHVR - simple solutions "enable 1 click bloodweb"
BANG - done
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3159090#Comment_3159090
Yeahhhhh....sorry
And @topic such a feature would never work with the rather random entity stealing stuff from the bloodwebs over the course of unlocking it.
Or they would need to make the bloodwebs half as big and give the player no option to choose.
it would work if you didnt care what you got aslong as it progressed the levels XD
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3159050#Comment_3159050
Written sarcasm is a tricky thing.
Maybe include a "/s" to be save?
et tu burt0r?
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/343592/loving-the-new-auto-spend-feature-bloodweb
Huh where's this feature you talk about?
Yeah - id hate to spend the first hour of the DLC just working my way through 3 prestige levels! you said it friend!
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@Mandy said:
The DLC is not released until 12pm ET - which is when it's purchasable in Stores. The characters can be purchased with Auric Cells in game only as of right now.
Oh ok - The only reason I mentioned is because, I noticed you can only get the special "Green veil" as a DLC item. Must have been negotiated by the top brass at capcom. "You have 1 hour, the the veil is OURS"
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@GentlemanFridge said:
It releases on the store an hour after the patch.
Im sorry - so you are saying this is deliberate?
That I have to wait an extra hour if I want to buy it out of game?
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@tippy2k2 said:
I strongly disagree, I thought the movie was really good
The movie made it clear that she knew how to handle weapons and fight. She struggled a little bit to actually hunt going after the deer in the beginning but the movie showed that it wasn't because she couldn't handle a weapon and she could hunt just fine as we saw her take down multiple rabbits later.
Everything else you've got is nitpicky kind of stuff with suspension of disbelief. I don't care that a hatchet isn't something you'd chuck at trees. I don't care that her rope was essentially indestructible. I don't care about the magic plant that acts really fast isn't very realistic. I don't care that her bait was a fat dude that she would have struggled to move in real life.
Overall the original Predator is still king of the mountain but that's a classic action movie so it would be hard to top that. Prey wasn't the best movie in the world but it was fun (especially the fight scene with the trappers v Predator). It likely won't hold up as a classic like the original movie but it was well worth a watch, especially since there really hasn't been a good Predator movie since the 90s
Listen to what you have said "Trappers vs Predator" - like its some arena brawl. Throwing an axe at a tree while stationary - is different from throwing it at a moving target while moving herself. It's not based in reality. What about the droves of trappers she manages to kill in hand to hand combat? where did her training come from?
You can't base something in "reality" and then change the laws of reality. It's not set in magical land.
My issue is that yes - the original movie is legendary and that's ok - but to say "nothing will ever be as good so we can just take the fanservice". It's not fan service because the actual fans of the franchise are all older people - not these young kids with no attention spans. Look at aliens - it was a great sequel which many prefer over the original.
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Blood warden is so garbage - that it really should be 60-90-120 seconds, considering that the time is halved when someone is on hook.
Think of the other "endgame perk choices"
No way out - Guarenteed 60 secs of gametime, plus notification of where a survivor is.
Remember me - 16 seconds of extra gate unlock time
Noed - Well - we all know what noed does :D
If Gates are not open when you hook you don't get value. (tbh they should make bloodwarden work by default when gates are powered but not open , so that when they are open they are blocked).
Compare 120 seconds of corrupt intervension value vs bloodwarden as a perk choice
Or maybe the new Lethal persuer vs bloodwarden.
I hate that this game makes you very weak unless the dominos line up with fun perk choices.
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no takers on this ?!
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@Exxodus21 said:
It should be basekit imo. Give the option to either instantly snuff or take ~5 seconds to break.
This guy understands dbd
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@AverageKateMain said:
Okay, 1, title made me concerned yet curious. 2, they should probably look into that (the devs) kinda like the inconsistency with bloodwarden timer
What do you mean about the bloodwarden timer? It gives you 60 seconds of extra playtime if you hook a survivor when the gate is open right? right? right ?!!?!??!
The timer slows to half speed whenever Survivors are in the Dying State, on a Hook or in a Cage of Atonement
So, if the person is on hook, thats really 30 secs (25% of total time) needed for a full bloodwarden wipe.
It's actually impossible to ever get the full 60 seconds from the perk.
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@GoshJosh said:
I was saying in my head, “Why did I just click on this thread?” as it was loading. Thankfully it wasn’t what I thought it might be. Bad memories when some nasty stuff got through on these forums.
As to the topic, I brought this up a while back too. Turns out the description is inaccurate on Rusted Spike. You have to reel the survivor in and hit them to apply the mangled. Devs still need to update this.
wow really ?! I had heard that the reel speed addon was busted too. So this means there are all these busted things and they are not fixing them?! why no hotfix XD
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/3115910#Comment_3115910
Exactly what we need to clean up our gameplay experience. I think a lot of solos would find things much better without a petty dc or two putting everyone else at a disadvantage.
Yeah it would clean it up real quick, easy to implement. Gotta wonder why they havent already.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3115929#Comment_3115929
Survivors have a terrible "I don't want to play this game" problem, that I haven't seen this bad anywhere else.
Killer I don't like? DC
Map I don't like? DC
Got injured first? DC
Ran every meta perk, Gideon map offering, four flashlights, teabagged at the exit but still got downed and hooked? DC
What are you classing as "deeply irritating" that it warrants screwing over 3 other players and sitting out for 5 minutes for the sake of saving up to 30 or 60 seconds? I'm willing it bet it's nowhere near irritating enough to warrant that.
Survivors need to realise that DCing when there's something you "don't like" is the equivalent of throwing the monopoly board across the room when you land in Jail and storming off in a huff.
It also cheapens the experience for me as a killer - its like, some scumbag ragequits and now i feel bad for the other 3 guys and feel like i need to go easier on them
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@HugTheHag said:
I'm all for disincentiving disconnecting during perfectly normal games, as it is disrespectful for the other players and especially lethal for teammates, but there are circonstances that would make these restrictions really harsh.
What about hacker games ? There seems to be quite a lot of games taken hostages these days.
Or toxic players actively trying to make you DC. (ran into one, would not recommend)
Or successive connection failures (not only talking about internet failures, but a lot of people are experiencing glitches where they are disconnected from games or lobbies despite having a correct connection)
So I think we should tread lightly on the subject of DC penalties, as they could be felt as very unfair depending on the circonstances.
Simply put - there needs to be a "Surrender" option. It's the only way to stop these games where people are held hostage.
The problem as a killer, is I cant MAKE survivors do gens. . If i could "instantly fix gens"
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3115892#Comment_3115892
But you CAN prevent them from ruining games by punishing them super hard. Which is the point.
Yeah I mean im so excited about wesker dlc coming and the thought of people just disconnecting...
5 min - 30 min - 24 hour ban
3 strike and you are out for 24 hours
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@DemonDaddy said:
I'd also say mark those players for a priority que to lobby together. Let them spoil each other's games until they learn to play matches out to completion.
They had something like this in DOTA - all the toxic people where put in a bad people queue.
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@Seraphor said:
That first 5 minute ban is pretty fair, you need to take into account accidental DC's as well. Otherwise one faulty internet connection could put a SWF out of action for most of an evening.
But I'm good with the 2nd DC going straight to 30 minutes, skipping the 10 and 15. You take the first 5 minutes as a warning, you either fix your internet or you're prepared to sit it out if it happens again.
that seems super fair.
I didnt account for internet issues.
I do think you are right about, either fix your internet or sit it out.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3115892#Comment_3115892
I mean dev's could make more matches playable by buffing solo queue that would help reduce the chance of the round becoming miserable
quitting a game is never a viable solution im sorry. I feel like im taking crazy pills.
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@Grum said:
There is nothing you can do to make people play a match that they don't want to.
That makes no sense - why would someone join a game where they know the mechanics and what COULD happen. When it does, they leave? It's unfair on the other 4 people in the game.
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You can use the buttom addon that makes them broken once they heal from deep wound.
Or just tunnel someone out - thats 1 less person that needs to be injured for it to work.
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@Seraphor said:
They've done this before. In fact I still have some, and I think they're still useable.
Halloween 2020 killers could obtain a Blight Serum, effectively it was an item that gave killers an additional power instead of their own, which mimicked Blights rush.
Yeah that was awful though XD
Can you imagine,
Trapper starts with all his traps - all his traps glow
Spirit has can see the outline of surviors - spirit leaves a trail after her
Clowns bottle have a massive area = but it only lasts half aslong / maybe has cool effect
Myres can take you out of the locker and stab you up - The mori takes extra time
the list is endless and the possibilities ...
but the BEST thing about this? It means BHVR can test new things and abilities on a live server (PTB is trash, everyone just dc's).
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/3110879#Comment_3110879
Thanks
Exactly most of the time I don't pay attention to the dailies I kind of glance at them.
https://forum.deadbydaylight.com/en/discussion/comment/3110884#Comment_3110884
Something like that but, I would rather have it as whatever killer or survivor you wanted to play as to do the ritual.
The weekly could be a specific killer and survivor I guess
thats an even better idea - killer week. Kinda like a spotlight on killer.
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@I_am_Negan said:
It should be 3 survivor rituals and 3 killer rituals
Difficulties Easy, Normal and Hard
Easy gives you 50K BP
Normal 75K BP
Hard gives you 100K BP plus 1000 Shards
Plus 1 weekly survivor and killer rituals
That give 200K BP and 2000 Shard
I realy like the idea of difficulty - especialyl for particuilar Killers.
Like the cannibal has one which is "down 4 survivors with chainsaw" for hard you could "down 2 surviors within the same chainsaw sweep"
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@GentlemanFridge said:
To get you out of your comfort zone and play the other thing for a change.
The only survivor who has any type of "appeal" - would be Ash from evil dead. he does not have his chainsaw or boomsthcik though..
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@Rich2015 said:
Lets moan about survivors constantly and then when they get nerfed to hell so its boarderline unplayable lower ranks soloQ we can then moan about the Q times for killer when more people are turned away from playing survivor
This game is being ruined by this dev team and its sad
Why do you think so many people wanted to play survivor in the first place? cause it was a cakewalk. you get to bully the horror franchies you grew up with, then tbag them at the gate on your way out.
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@MaudetteClorel said:
I'm in Europe and survivor queues used to be like minimum 5 minutes during "rush hour" in the evening and especially on weekends. Now I have INSTANT survivor queues no matter the time of day and/or whether it's weekend or not.
I wanted to try and play killer but after I couldn't find a match after 7 minutes of waiting I just called it a day.
im in western europe and its terrible waiting for killer. Is there no way we can pay to get faster queues? like priority queue on Planetside 2 for members
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@ColonGlock said:
It is good that more people are playing killer. I am taking advantage of the fast survivor queues.
If you are stubborn and want to wait in the queue then that is on you.
im a killer only player bro - I don't play survivor at all.
YOU are the prey in the relationship.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095387#Comment_3095387
It was killer-sided. That was intended.
But: Its the first patch in ages which was killersided.
I think the bigger problem is people who play survivor wanting to chime in on the killer experience. Any survivor has 1/4 of the experience a killer has.
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@SwampDaddy said:
I've been in a queue for quite some time both as killer and survivor. Is there a playerbase strike that I don't know about? Seems like there aren't any souls playing...
I think the matchmaking is broken - I was waiting like 15 mins for a game then switched to survivor to see what their queues were like and had to wait over 5 mins before i quit waiting.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3094184#Comment_3094184
Try going against a SWF squad without them, he literally can't do a thing if they disarm traps across the map you have to manually reset them whilst they slam gens on the side you just left whilst one trap every 30 second resets.
Then if they escape the traps they can just run to the boon on the other side.
This guy has played trapper
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@BenZ0 said:
There is nothing to "fix" on him, since the DH nerf hes in a pretty good spot. Ofc you cannot compare him directly with Blight or Nurse since his nature of the power doesnt allow him to be more oppressive but not every Killer or character has to be on the same level.
Why are there no posts about how OP he is everywhere?
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@Radiowave said:
The biggest downside to trapper is the fact that he has to set-up at the beginning of the game, therefore I feel that it's the most important part of his game that needs looking at, honestly (that and maybe his ability to capitalize on information). Faster setting time, increase in held traps both at start and during the trials sound like helpful suggestions.
Why cant he just grab traps from lockers? they are used by trickster, huntress and even dredge! just put traps on CD
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@Kees_T said:
I think he can't be fixed and don't need to, he's the first Killer of the game and he's supposed to be the friendly Killer every new player will play with and against.
You can't think that every Killer should be equal on the balance because they can't, in any game there's always that character that is way worse than another.
What makes the difference here in DBD is that each Killer has their strenght and weakness, but that doesn't mean you can't "win". In this case, for Trapper, you decide what generators you want to keep, trap all the good zones of the area and play there, his strenght is to zone survivor from loops and make them think every window and corner has a trap.
I fear going against a good Trapper other than a Blight, because a experienced Killer know basically all the tiles of the map, good 3-gen strats, good spots for traps, if he notices the Survivors are good, he will place traps in certain spots which Survivor will think it's safe, and against solo queue players, it's way better, since everyone will be on a gen while he traps the map, it will force you to waste time making sure there aren't traps in certain areas, and while in a chase(at least for me), the pressure of not knowing where the traps are makes the option where you can loop limited.
im really sorry dude but telling any trapper main "sorry there are always going to be bad killers and you are one", is very rude. If a killer does not have any map pressure, they should be a demon in chase or have a nasty slowdown etc. Trapper needs love and its only fair everyone gets their turn at being the strongest killer.
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@Yords said:
Increase the amount of tiny grass in the maps for starters.
In case you somehow don't know, there is normal grass, and then there is tiny grass. If you look closely at the ground like autohaven or macmillan you can see small grass. It can actually be really hard to see traps placed in those patches. This grass should be increased.
As for what else he can do I have no idea. He definitely needs his traps to last 10-12 seconds though instead of having RNG. I think his traps should last to 12 seconds before a survivor escapes to make his traps more threatening.
I am also pretty sure otz made a video on this. He includes tons of good changes that can be made to trapper's traps that make him much more threatening.
If they can add lockers to maps for dredge - why cant they add places for traps to be hidden?