Mat_Sella
Mat_Sella
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- Mat_Sella
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@Seraphor said:
Every time they come up with new challenge ideas everyone complains about it being too hard.
Players don't want challenges, they want free bloodpoints.
Just give out more codes.
thats not what anyone is saying.
There is a difference between difficulty and being obtuse. There is a quite large number of challanges that disrupt gameplay in an unhealthy manner and forces survivors to ruin matches for others with requirements that are extremely unnecessary and counterintuitive to survival.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3255636#Comment_3255636
Okay, but how many times have you seen something in live where Last Standing would have prevented it? I can't even count the number of times I've been left slugged and managed to reach the hatch, and that's just one possibility out of a dozen. PTB games aren't necessarily the best examples of gameplay because most players are trying out new things specifically.
To say nothing of losing my slug races and photobombs. What is the actual point of Ghostface's mori if a Kate can't run up and insert herself into the selfie?
I just think the whole update was way too disruptive to gameplay to facilitate a pointless and unnecessary change that didn't actually improve anything.
pointless and unecessary? didnt improve anything?
Ending games is faster, less toxicity is possible, more healthy gameplay is achieved by promoting hooks over extended slugging.
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Conceptually cool, like all indoor maps are.
hated by a very loud minority, like all indoor maps are.
Edit: Call of Duty Black Ops IV had a zombies map that was the titanic, the way the interpreted that would be amazing as a DBD map, they'd just have to get creative for pallet and window locations
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the banner is the carrot-on-a-stick situation.
'Holding W' as people like to say, is usually an optimal choice as opposed to sticking with a loop if the killer is already in an optimal position. By creating a power dynamic with the Banner, there is a struggle for power between the killer and the thrall and the survivor. The survivor would have to remain in the area, evade the thrall, and not die to the killer. The odds are not stacked in their favor.
With this mechanic, the survivor can ultimately be their own demise due to their greed for speed. They arent holding W, so if you have the window/pallet loop on lock, and the thrall is able to assist you, you win the chase and the banner did its job.
This isnt the only killer with a downside for poor use of their power. Most killer powers have and *should have* a punishment for poor use of their power, its the skill floor and you have to step up to the plate or look like a fool.
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He was picked from that time period, but he has more control and information on the universe than the other survivors, Elodie and Felix being close seconds. He more than likely was able to adapt to the time changes and...you know...put on new clothes?!
The "tattoo's" are not tattoo's. It could be branding from when he activated the relic and brought the fog which put him in the Entity's realm. He could have gained them from the CENTURIES he's been trapped in the Entity's realm for.
It's just clothes, the lore is great, its not that deep.
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Yeah, I personally must say I LOVEEE the skulls as a back, but the neck/face/whatever that is...its just comically weird. Disturbing, but you can too easily make fun of it.
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Because Nemesis giving three health states wasnt inefficient enough, lets introduce Plague granting survivors a free sprint burst for being puked on forever.
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If the survivor went out of their way to secure the victory, i'll protect them assuming the killer cant use me to reach them or just can one-shot us both like Billy or Bubba.
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@BrightWolf said:
Hmm, I've thought about this a lot and I don't even play the guy. Anyway, for such an iconic killer, the face of DbD he is hilariously out of date. Like sure, his whole concept worked and arguably still does to a degree because he was one of the first four killers in the game. But with the addition of new killers, new perks etc Trapper has sadly fallen by the wayside.
How I'd go about improving him, is simple. Give him more traps.
And I don't mean just his classic bear traps, I'm talking about trip/barbwire traps, oil slicks, glue traps, pitfalls, potholes, flashbangs, boobytraps etc. Just types of different traps that allow him to shake up his playstyle, he is called The Trapper for a reason, so it doesn't make sense that he's only limited to beartraps.
Trip/barbwire, pitfalls and potholes to trip and injure survivors. Oil, bear and glue traps to immobilise or slow survivors. Flashbang traps to blind/expose survivors. Just something that gives him information across the map and allows him pressure, especially on hope maps with little to no grass. Boobytrap pallets and vaults so that survivors become exposed or waste resources, E.G: pre-dropping a booby-trapped pallet immediately breaks or fast vault a booby-trapped window and you gain an injured state
I'd also allow him to carry more traps as basekit, like instead of just two, he can carry four with additional ones with add-ons. Also, Trapper wouldn't get caught in his own traps, as basekit as well because that just seems kind of pointless, if a little hilarious. I got this idea from Otz and I agree with him that I'd also give Trapper the ability to "summon/equip" traps from lockers, especially if they've been sitting on the ground for a long time in a part of the map where survivors haven't been. But the whole equipping traps at the locker could also help him switch between different types of traps, i.e can only take two types of traps per match, so you can switch between the classic bear trap and a tripwire trap.
Also, I'd give him the ability to camouflage his traps that way they don't become redundant on maps with good visibility or little to no grass. But they wouldn't be so well hidden that they couldn't be disarmed by survivors, like there'd be a sheen or a "mist" that gives them away.
These are just a few of my thoughts and ideas, coupled with a few that were spitballed after watching Otz and a couple of other streamers talk about Trapper and what could be done to bring him back into the meta.
im loving the trap the pallet idea, its the same idea as plague infecting the pallet, but since Trapper has limited resources he gets an injury from it!
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@FinestFantasyVI said:
https://forum.deadbydaylight.com/en/discussion/comment/3249300#Comment_3249300
Good idea. I never tried to force a 3 gen. But if the spawn is ok for the gens. I'll try and go for that. Because my other option was just to go for the scummy tunnel and camp idea or be lame and farm it out so I dont get aggrevated. Im seriously not having any fun at that map. A 3 gen should be interesting
a good portion of the time two gens will spawn in that corner, if the 3rd gen is anywhere near that corner, you should have at least a slightly better time than your average Garden of Joy map.
I can tell you personally ive had matches swing heavily against me and the team i was matched up with because we ignored the 3 gen.
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Your best play is to force a 3 gen in the empty grassy corner of the map where the ditch usually is, because if everyone takes advantage of the house it's gonna be pretty difficult for you. One good Balanced Landing play (which is just drop out of one of three elevated windows) and you wasted a huge chunk of time.
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This is like when killer mains were defending being able to bodyblock the basement steps just because they placed someone in the basement.
(for those unaware, you literally werent able to move past the killer if they were on the steps, forcing 1 kill, or 2 kills if egc started)
Just because it is possible, does not make it okay. Nurse included.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248510#Comment_3248510
But no techs are an exploit right?
multiple techs are exploits of bugs that exist within the game, people call them techs to weaponize them in an attempt to diffuse arguments against them.
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@Starrseed said:
Some people are really special.
You know that you talk about a interaction with another player right. If it was something you could do with nemi zombies no one would care but I guess it would not be that funny if there is no other player suffering right?
killer suffering is the pinnacle of SurvivorMain™️ gameplay.
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If you find fixing gens boring, DBD isnt the game for you.
It is quite literally the most efficient and important thing you can do as a survivor.
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If survivors can easily abuse it, it should stay...because otherwise DBD is dying?
I get survivors are the majority of the playerbase by design, but there should come a time in which you realize your bias is skewing your perception of balance.
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@HellDescent said:
Why now?
7 months.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3243880#Comment_3243880
https://us.v-cdn.net/6030815/uploads/FCK05R4CRA5V/image.png
also found this one.
you can honestly leave it as is, though
i think im gonna have to say 'he go into demon mode' every time I hear his scream.
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thats awesome, thanks for letting me know!
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I have the lunge distance quite memorized except on Sadako. Girl is so short my depth perception is thrown off so hard, I'll lose entire games thinking i can hit things i actually cant.
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I have worked with pallets in the past, all survivors should bleed out from the amount of splinters they've recieved.
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My brother in Entity, you decide how bad the 3 gen will be!
Fix the gen in the middle, leave the gens in the corners!
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@ProfessorDunwich said:
They need consistency. I've had zombies camping gens multiple times resulting in being a game changer. Often times they are useless.
zombies follow sound, if Nemmy has discordance or any other gen notifying perk the zombies will follow.
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Legion, because artificially lengthening games is just stupid, id rather a nurse kill me in 7 seconds.
Twins, for the same reasons above.
Plague, because teammates are dumb and ruin an entire match cleansing when not fully infected then going for a save on a fully infected survivor and getting infected again.
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@NemmyMan3000 said:
I honestly think pop should be reverted.
I honestly don't like the idea of RNG based gen slowdown with Pain Res. and I honestly dont like the idea of having to stack 2-3 gen kicking perks just to get some value.
I play Clown and its enough I have no map pressure, but on top of huge maps with horrible RNG.....sheesh
its not RNG, Pain Res reduces the gen with the most progress.
If you're playing Clown, Pain Res is better than Pop because you aint got mobility.
You got it all kinds of wrong up in here.
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@DemonDaddy said:
That's a bad player not a bad perk.
no the perk is trash, take Inner Healing.
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@TheSubstitute said:
Solo queue needs to double its DC penalties.
yeah, the penalty needs to be INCREASED, not decreased.
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@DudelPuma said:
hope one day they change PH chase music to that in ptb it was greatful and nice, the live sounds just as if the music is not finished and there is a lot of hissing
I miss that TR, every time Im reminded of it, it just makes me upset.
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At long last, the counterplay to Nurse!
"trust me, bro."
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hes weak.
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Event is the best they had, you get more points by depositing in rifts. do that.
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If Wesker misses a single Bound, he literally shoots 20 meters past you and you instantly win the chase.
Wesker's cooldown doesn't matter when his charge rate is slow and the penalty for missing can be extreme, not to mention small loops counter him as you can just turn the corner and he cannot grab you without hitting the wall.
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@squirtinq said:
https://forum.deadbydaylight.com/en/discussion/comment/3232238#Comment_3232238
Many would say otherwise.
Who's many, its gonna be just you and DBD twitter.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231283#Comment_3231283
Yeah a decent Plague is rough for soloQ that don't use some of the basic logic Python listed above. As for cleansing before the rescue, it depends. If the killer is nearby, you are fully infected, and they are likely to defend the hook, it's smart to cleanse first so you can take a hit and still get the save. There have been several times where I've followed a fully infected survivor when they've gone for the unhook and have dropped 2 or 3 people with a single corrupt purge all at the hook because nobody got healthy before going for the save.
see I wish these solo queue survivor were fully infected so they'd have a reason to cleanse and go for the save...but they aren't.
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The problem for me personally is everyone in the match has to be on the same page, you either all DONT cleanse, or you all cleanse BEFORE you get caught.
If anyone is stupid enough to cleanse and then go for the save on a fully infected survivor, that's when I truly want to be out of the match.
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they did "nerf it", staining the reputation of a brand new perk is a surefire way to reduce its usage.
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I had a DC in 6 of my 7 games i played so far today, had to take a break because it was truly upsetting.
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@HellDescent said:
Freddy. Teleport is helpful, but that's all about it.
prevents TR so no Stake Out stacks for Hyperfocus
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I mean I'd much rather lobby dodge a Self-Care user than leave them to die on hook.
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A Recolor of a Recolor of one of 187 Kate cosmetics.
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yup thats zombies. in every match. since release. its been over a year.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3226955#Comment_3226955
Console-only CrossPlay wouldn't even save us, huh?
Sadface
yeah as another poster had said they can gain access to console lobbies and wreak havoc. They even currently have access to cosmetics that haven't been released yet,
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3226589#Comment_3226589
You claim to read all the ideas presented on this forum and on other media
In that case, why don't you update the blood web?
Even though few people complain about the blood web, everyone gave an idea to update it.
In 6 years, why haven't you ever updated blood web to be less laborious to use?
Do you think an automatic canvas, or a canvas that gains 10 levels per click is a bad idea? In what ?
They have updated the speed of the blood web, once on purpose, and once accidentally due to the "animation" bug that plays animations at twice the speed.
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Whiny entitled survivors who have never played a killer match in their life will always bring the game down.
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The killer Instinct lends itself heavily into tunneling.
Perhaps the survivor should be immune to killer instinct for a certain amount of time after getting unhooked if there's more than just themselves in the trial.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3225773#Comment_3225773
like twice lol, only other time i can remember is last patch with macmillian. but they did forget to mention changing tile spawn in eyrie of crows, also removing pits from eyrie and garden of joy
awww, i liked the pits!
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they're difficult and their gameplay is unique and counterculture to your average killer.
They are both also camp-centric killers and the majority of the killer playerbase would rather not bore themselves to death.
That's why they are the least played.
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first they try to make his shoulders square, now they make his eyeballs bulge.
#JusticeforJeff
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the game has changed more in this year alone than it has in the past 5...what are you talking about.
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Prestige Catch-Up Part 2