Mat_Sella
Mat_Sella
About
- Username
- Mat_Sella
- Joined
- Visits
- 3,203
- Last Active
Comments
-
She is an extremely effective camper, she places multiple traps and you're forced to crouch from any angle.
You crouch for too long and a lot of time is wasted.
You have to crouch to leave the hook after the save and look who has more than ample time to return? The Hag.
-
@Calisto_667 said:
Here come the PC players crying LOL
not the bias showing
-
you raged. You literally could have killed everyone off their altruism. Even basic bubba's know how to camp.
It's Midwich so it's not like there's space to maneuver around you.
Dude brought cake too so why even leave, just alt-tab and claim your points.
-
hits are still like this and this is with the increased tick rate...
-
I'm sure it'll be there in some form, in a hopefully concise and compact format that leaves out all of the unnecessary fluff.
-
The last dev statement said that its not a simple process as they'd have to redo every killer to account for this. It was posted on the forums somewhere but Im not digging to look for it.
The good news is they are are aware, the reason it hasn't arrived yet was due to The Twins' extensive animation work. Probably next mid-chapter you'll see it.
-
No one overheats, you just want to camp someone without being punished. get over it.
-
If people are entering lockers to potentially aid in a chase, nothing is happening in the match. You are applying massive pressure and there is nothing to complain about.
-
the killer I see most often is the Lobby Wait Time.
-
As killer? it's about a 70% chance I will. Usually more extensive toxicity in SWF groups that try to make you feel bad because their Fool-proof plan failed miserably on them.
If they look into my Steam profile that's when things get homophobic and slurs get tossed around. I let them continue talking so I can screencap and report them.
-
@Malum_Midnight said:
I still thing the best proposed change is: 30 second timer. The timer does not go down if in a chase. If someone enters a locker or does an objective (healing, gens, totems, etc.) the perk deactivates. If a new person is hooked, DS become inactive
DS counting down when not in chase makes for The Legion issue all over again. Asking a person to do nothing for 30 seconds also makes it completely pointless. I agree with the locker though, if you're grabbed (especially in the locker), there is nothing "Decisive" about your Strike.
-
Everyone always likes to interject with :bUt pAllEtS, bUt lOoPs.
Okay? But there's still so much empty space the killer can find a survivor within 5 seconds of starting the match. Pallets don't mean a damn thing when there will always be someone in chase if the killer is somewhat competent. The rock pallets are borderline pointless depending on the killer you face. If a gen spawns too close to an actual T+L loop you're basically applying constant pressure.
-
@InsaneCoaster said:
Don't get me wrong - the server setup definitely has problems, but in fairness to the Devs, grabs are very hard to 'fix'.
If BHVR were to 'fix' grabs in that grabs were always awarded to the killer in scenarios like the one in the video, you'd likely have the exact same problem but for the survivors, in that you'd get grabbed seemingly after leaving whatever you're working on. This would be just as unfun for survivors as it is for killers currently.
There are workarounds to this that could potentially mitigate the problem, but we have to appreciate that they're not always easy to implement.
I think if the grab failed for the killer, it should definitely apply at least a basic attack of an injury instead of : I am now going to grasp the air as my target escapes.
-
@Johnny_XMan said:
Why would you balance around hardcore players when you have perks for casual builds?
That's already the problem with this game. You have unbalanced built-in mechanics (Camping, Tunneling, Slugging) while the opposite side has to counter them via a perk. Not only that but you have non-meta perks that would be completely obliterated if the game thought everyone was playing "hardcore mode".
Camping, Tunneling and Slugging aren't mechanics, they're player behaviour that's reinforced by the game's inability to introduce mechanics that reward playing properly.
-
Hmm, the more time passes the worse The Twins are conceptually, mechanically and so on.
-
@AnnoyedAtTheGame said:
This will only buff survivors even more and leave killers nerfed even more. I play survivor and there should be no counter on totems left. I like running around and looking for them. We don't need a counter.
All it's going to do is force more killers to stop killer side. We can't afford to nerf the killers anymore because lets face it there isn't many killers left according to survivors on here. Q times.
If you read the title properly, it says **TO THE FINAL SCORECARD** , which means after the game is over so people can learn who did how many totems in the match after its been completed
-
Most people tend to be nicer when nothing is on the line, I also enjoy how people behave on the PTB.
That doesn't stop people from taking Pink (Ultra-Rare) everything and trying to dominate, but that doesn't usually happen.
-
After that stream of them defending Struggling on Hook, they did eventually give out a survey of them asking of how important the struggle on hook mechanic was to the player.
Whether they wanted to actually do something with that survey or just asked the question aimlessly is another thing.
-
When people care more about the mask from Deathgarden, than Deathgarden itself ; _ ;
-
I haven't met a single friend ive teamed with NOT think Exposed meant the killer knows your position.
-
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1864855#Comment_1864855
IT would make sense imo. They got rid of PHs cage aura as it had a similar problem to a worse degree.
I have the same sentiment as you, removing the aura removes both the ability and temptation to check the boxes.
-
Breakdown.
I wish it broke down hooks when you saved people as well.
-
wow that's a very good mockup, kudo's to that person for bringing the best of both worlds
-
It probably at this point is a design choice, to make Stealth killers more audibly distinct than the other killers. Hence why you can hear Demo and Oni's footsteps from far away, and their sfx's globally.
-
People are complaining because it is bad. There's no two ways about it, it sucks. Why are my eyes now having to look in 7 different directions when I used to have to look at most in 3?
-
Now i can know when the random is doing something stupid from even further away!
-
killer rate is high, but not 100% yet, lets nerf every perk because games arent easy enough with the massive empty spaces in maps and braindead unsafe loops.
I dislike: Stealth, survivors working on gens, and perks that inhibit my ability to tunnel.
The ability for my HEX totem to live for 4 totems while simultaneously giving me aura reading if they so much as approach any totem even if they dont know where it is, is fine tho :)
-
@Asssblasster625 said:
https://forum.deadbydaylight.com/en/discussion/comment/1858493#Comment_1858493
Two of those got or are getting nerfed. Spirit furry isn’t really second chance you still get stunned, if you get hit with blood warden maybe just leave when the gates are open. Noed is the only slightly excusable one but ya know it can be taken out of the game pretty fast
NOED can be taken out of the game pretty fast?
Explain why killers consider Undying to the their current best (OP) perk??? It's because it actually takes forever to cleanse all 5 totems while trying to finish 5 gens while trying to evade the killer while trying to complete your Archive challenge while trying to protect the most vulnerable survivor etc. etc. etc.
There isn't skill in eating a pallet, Spirit Fury is absolutely a second-chance perk. The Stun doesn't matter when the blockade that truly prevents you from killing the survivor just dissipated before their own eyes. The survivor is now FORCED to abandon their current loop and try to reach the next one before they go down.
-
Gotta love the Open-Handed buff. All hail King Kindred.
-
I'm opposed to the position of the UI, it's taking up valuable screen space. the lower-most section of the screen is often the least useful, and therefore the UI should all be there.
I also agree with how you feel aesthetically about the new UI compared to the old one, but it does give more valuable information instead of having to press escape and go "oh yeah, there is a Cheryl in this match."
-
@Tsulan said:
The SWF paradox:
- only 15% of the playerbase is SWF (no need to balance around it)
- the game would crumble without SWF (no one would play without their friends)
What is it? Can't be both.
May I ask as to the data in which you are referring to, to come to the point of 15%?
Please also remember that people Solo while waiting for their friends to get on, and sometimes Solo after their friends get off.
People play a game where you can team up because if they ever wanted to team up, they could.
-
@WishIcouldmain said:
You showed the pictures but didn't see anything for Chapel is chapel getting graphics updated also?
Considering they share the same realm and multiple assets, there's no way they couldnt also graphically update it, even if it was indirectly.
-
what are you talking about? totem placements are great!
-
Using a build that requires survivors to get off gens to work, does not get the survivors off the gens.
If you instead had Discordance you would have done perfectly fine, dropping everyone's items and forcing them to pick up their precious toolboxes.
0:30 missed an attack completely
1:05 temporarily lost the Claudette
1:52 was outplayed by Dwight
2:00 missed Dwight completely
2:18 let Dwight run to the next loop for free
Yeah I'm sure it had nothing to do with you and your choices at all.
-
I've been hit by killers facing the opposite direction when going through a window, the validation is just horrendous
-
If I see you (or anyone) self-caring, know that I will not help you out in the trial.
-
https://www.youtube.com/watch?v=01vOkZW3Du8&feature=youtu.be
A little late but this game took place on December 10th.
-
Macro's are against the game's EULA
/thread
-
The way the trap mechanic works, their death is guaranteed after a gen pops if The Pig prevents them from taking the trap off. I can definitely see why a Pig is inclined to tunnel, which is why it also sucks so much when it happens. You know why The Pig is going after you again, but you cant truly fault them for BHVR's faulty game mechanics.
The traps have debuffs that last until the trap is taken off, if you tunnel the player, they'll be injured while also having additional debuffs that hurt their odds of survival. After all, why go after a healthy Meg that'll sprint burst away and a Nea waiting to use Balanced Landing on you, when you know have an Exhuasted David King that's both injured and unable to use Dead Hard because of the Slow-Release Toxin Add-On?
If they Pulled a Pyramid Head and shifted her power balance in other areas just so she could no longer see Jigsaw Boxes (So that the trap can be used for its proper purpose and not just be the Tunnel Machine), I'm sure she'd not be the Tunnel Monster you know her as.
-
EWWWWW he's actually 105%? the fk for what?! I literally thought he was 110%. It does balance out scratched mirror but holy moly.
-
If you were skewered on a meat hook and wanted to be saved, you'd shatter some ears too.
-
The key should have to be charged to use. How do you charge the key? You have to actually work on gens. Once the key has been charged, only then are you able to escape through the hatch.
This would prevent people escaping that didn't deserve it, mainly by preventing a key escape when there are still 4-5 gens remaining.
-
@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1819345#Comment_1819345
Yeah but how did that change, pig can still do that by loistening
There's a huge difference between being within 6 meters of a survivor to hear the beeping, and having that information freely available at any given moment from anywhere on the map.
-
I love Bond. I love Kindred. Therefore, I love Open-Handed. I dont particularly think the effect on both of those perks is weak, its just that Aura perks arent run that often, and the singular effect of increasing aura range is a little niche.
Perhaps the additional effect could be: Auras remain Visible for 1/2/3 seconds after exiting Aura Reading Range?
-
I would much prefer to depip on both sides, but I do not want to hold back as well.
I'm fine being Rank 1 as survivor, as I have enough knowledge to handle my own (although I would prefer to be with my friends).
As killer on the other hand, it's a toxicity festival. Everyone wants to screw you over, embarrass you, and make sure you have the worst time possible. While it feels good when it backfires on someone, the personal pressure I feel when playing killer is too much to enjoy playing Rank 1 after a certain period of time
-
The "elephant" costume was a reward from a previous Rift, but is now available for an Iridescent Shard cost for anyone.
-
Killers can't see timers because if they could, they would abuse it. Pig at one point could see the timer of the Pig Trap, what happened? Almost every Pig went to stop the survivor from getting their trap off after the timer reached a specific point.
-
The game is supposed to be balanced so the killer gets 2 kills, and 2 survivors manage to escape. The killer has a multitude of mechanics that make it near impossible to not get a 4k once 2 survivors are dead, and you believe the gates should be closer?
In some maps, there is no Line of Sight blocker, so you can stand at one point and be able to pan to both gates and see if a survivor is going to work on it or not.
There are multiple mobile killers that dont give a damn how far away the gates are.
There are Endgame perks that everyone forgets about because they don't ever believe that they'll be put in a situation with the Exit Gates.
The survivor could be injured and have no way to heal themselves, making them easier to track and easier to kill.
There are tracking perks that make it extremely easy to know what gate a survivor could be/is on (whispers, which already is incredibly powerful).
You can slug the third survivor and have 4 minutes to find the other one. couldnt find them? pick the survivor back up until they're back in the injured state and then down the other survivor for 4 minutes.
The killer has free reign to search around for the hatch while simultaneously patrolling gens, A survivor looking for a Hatch* cannot also work on the gen.
It was your choice to enter a game with your killer, your perk setup, your offerings, your add-ons and your gameplay style. If you choose an immobile killer that has no tracking perks and no add-ons to assist in you ensuring the survivors demise and dont play accordingly to prevent the last survivor who against all odds has to attempt to escape...that's on you.

