MeltingPenguins
MeltingPenguins
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- MeltingPenguins
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@Avilgus said:
Wow he complains about using external tool to have an in-game advantage ? What's wrong with killers ?!
naw. they weren't complaining about us being a swf. they didn't even know. (might have suspected).
they complained we, and I can only guess here, didn't try genrush and then had them pick us off when everyone tries to remove the active rtbs in a panic?
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@SlyPeeler said:
https://forum.deadbydaylight.com/en/discussion/comment/1719313#Comment_1719313
I'm sorry that has been your experience.
it might be a regional thing, though
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Opposite experience here: I play on PC and the most obnoxious tunnelers/campers are usually on console. survivors are mostly fine, but I haven't met many well-playing killers on console
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1718288#Comment_1718288
Using alarm clocks? Having team mates wake you up? Those put you at a disadvantage how? Because you're not on gens? You mean a killer gives you something to do thats not gens? MY GOD! OH THE HUMANITY!!!
Get good, and try harder. You need to.
again, it's explained throughout the thread you have been responding to. have a nice day. I wish you improvement in life.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1717235#Comment_1717235
Snares: You mean those bright red puddles you see, and can avoid on the ground?
Exploding generators to wake up...if only there was an alternative, because generators are the only thing that can wake you up.
Try harder.
you have no reading comprehension, do you? cause, I mean, there's an entire THREAD here listing the ways (PLURAL) to wake up and how all of them put the survivors at a disadvantage. Try harder.
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@GeordieKiller said:
I would say no due to the fact if you combine them then you are freeing up a space to add another 2nd chance perk to the list and honestly that would be hell for killer especially if all 4 survivors are running the exact build. when it comes to survivors perks i believe you have to take into account the scearnio of what happens if all survivors are running it which i think sometimes the devs forget (looking at you desperate measures) and if you combine them then you have to take a look at what will take the free space and how thats going to affect the game, player enjoyment/frustration and balance. so i think if there were going to be any combine perks they are going to be a weakened version of them instead of two seperate very strong perks
To be honest? The came might do better if certain perks on either side would be combined and the entire perk system get overhauled, but that's a different thread.
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Huntress.
Lullaby suffers from the same issue as Caleb's retribution, in that it's a situational slot-muncher.
Territorial is extremely situational and there are better perks doing very much the same.
I forgot what the last perk does? doesn't it take away the TR when bloodlust pops?
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Cause it's not as easy to get an insta-win with him as it is with bubba. I mean, people stated this already, just that they have an odd way of saying 'they took away the ez kills'
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The idea(s) have been brought up before, and were usually bashed down because while they lament about how the game's objectives are so boring, people are also unwilling to try anything new, usually citing that the devs would mess it up anyway.
It's mostly cause people are dead-set on the idea that chases and looping are the most fun, and will claim any mode that goes in any way against that is doomed or 'doesn't fit the genre'.
Your ideas are good, but this community is ridiculous about this kinda stuff. (guess they are mortally scared of not being able to bash the devs further should things go right)
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You have to love how all but one of you people's first instinct on this is the snark 'oh yeah, why don't we also combine these two perks that would genuinely be unfair and make no sense to begin with'
How many of you thought you are clever with that?
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1713221#Comment_1713221
"All seeing" huh... Freddy lost that power with his buff. And if your referring to BBQ well that already has enough counters so use them.
Snares activate: notification
Gen blowing up to wake up: notification
etc
all that while the survivors are likely having a negative status.
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@bgbomb said:
hum?
So you said that you want to lose nothing to make a killer's ability totally useless ?
well it sounds very fair to me ,I mean why not?
let's just make killer's ability can't gain any advantage to them.
you'd be cute if you'd have a trace of reading comprehension.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1716266#Comment_1716266
Clock isn't the only way to wake up, you have few more ways. You have to work to win, not just holding M1
Making Huntress waste her hatchets, making trapper have to go round having to reset his traps etc, that's counterplay where you have to work for your win.
But waking up against freddy? it takes massive time away from the survivor group. there ways aside the alarmclock give away your position. it takes longer and longer etc.
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@Malum_Midnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1684632#Comment_1684632
I mean yeah, I know the real reason why. But usually the devs make an in-universe explanation for real world changes. I was asking if there’s any in-universe reason, like if the entity couldn’t read a memory, had no connection to any place, stuff like that
In universe?
I'd say it'd possible that the Entity cannot create new things shortly before the blight event. Bubba was added in mid-late september, as was Blight.
Spirit might be the exception, because the Entity didn't create anything 'new' for the clown before, so had some reserves, and Rin's emotions were really strong, so that possibly 'helped'
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1714127#Comment_1714127
How is that a fairs fair? Lmao
"These people don't know the game very well it's only fair that I know what this offering does"
well, most have an idea what the hatch is. also its easier for me to point it out should it come to that
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I usually bring a blueprint as killer when I see there's a lot of people with very little hours into the game in the lobby. Fair's fair.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1713009#Comment_1713009
Stealth isn't really counterplay though.
It will also extremely hurt your team if you avoid the chases with him all the time.
stealth can be counterplay in some cases (as in stealth and mislead the killer, so... stealth chase?), but not really here.
And W is map dependent (though it is for every killer). if you are unlucky (though this does require an a bit more experienced freddy) you might fall asleep during the chase and run straight into a snare
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1712956#Comment_1712956
Good demo with perfectly spread portals (that aren't getting broken) is twice as mobile as freddy is and mobility is generally accepted as very powerfull so yes you can ignore them but they will hinder your progress a lot as you're giving demo a lot of free uncontested mobility.
Trapper's traps injure and possibly instadown you so ofc they can't be as freely spammable as freddy's snares that only slightly hinder your movement, also trappers is really old and will most likely get some further buffs the the future as his current form is considered as pretty weak.
If freddy decides to chase someone who is freshly awoken and that survior is really good looper then he's going to have a bad time as without his dream world he's just powerless M1 killer. Freddy is much weaken when you're awake so you do weaken him by waking up as it makes everything he does harder at the cost of you wasting a bit of your time.
A good demo. 'good' being the keyword here. you don't have to be a 'good' freddy to have all these advantages from his powers. That's my train of thought.
Bringing up deathslinger again: a lot of people complain about him that 'hoping he makes a mistake' isn't counterplay, so saying 'hoping freddy decides to engage in a chase etc, aka make a mistake' shouldn't count as counter either
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@Kebek said:
Tbh that's how it works with most other killers that allow you to weaken their power. With demo you need to waste time breaking portals, with trapper waste time looking and disabling traps etc.
Most of the time you just need to tank their power, with freddy it's the same as clown, you can't really evade his gas if he uses it properly as you can't evade the snares when you're already asleep.
I don't think you can compare these:
Demo's portals you can actually ignore. They don't do much to hinder survivors unless you run straight over them. Trapper has to go and reset the traps. You can tank clown, sure, but you can't actually weaken freddy.
It's as if in a match against clown you'd get intoxicated automatically after a while.
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As I said, yes 'waking up' at first glance is counterplay, but to do so, you are putting yourself at a disadvantage:
giving away your location, staying stationary in one spot, going round potentially snared locations etc. And remember once he hits you, you're back asleep, and back to the same setbacks.
I think this is the reason he has such a high pick & kill rates, as there isn't that much he can do
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different type of game.
You might as well as if the new Amnesia is a competition for dbd
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Let's address the elephant in the room, shall we:
What this does is increase clicks and thus networth etc for the devs, without them having to do much/anything.
:(
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I'm not certain if BBQ actually does that, but if:
People, I thought using Unbreakable is a viable tactic? at east you say so whenever there's a thread talking about it.
So the scenario i'm potentially seeing here is the one you usually deem fair:
Killer downs Surv A and goes to slug. A (with unbreakable) crawls away. Killer has slugged the others, hooks surv b. with not deerstalker and bbq not showing the downed survivors, A can now get up, unhook b, heal up and get the others. Thus punishing the killer for slugging.
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Made a little rundown what would be needed. (also, mods, could you move this to Feedback & Suggestions?)
Eventtime: Every (second) weekend, Friday 11 am edt or pdt - Monday 11 am edt or pdt
Specials bloodweb items: A new stackable item with the same effect as bloody partystreamers that in addition increases the spawnrate for a special item/chest on the map.
Special items on map: During the event there's an increased chance for special hooks, gens, chests and totems to spawn. These come in three categories:
- Bloodied: Spawns commonly alongside regular hooks, gives additional bloodpoints
- Nightmare: Spawns rarely, gives additional shards
- Eldritch: Spawns very rarely, gives additional cells.
The hooks can be sabotaged, but respawns faster, regardless of potential addons. both hooking and sabotaging give the respective rewards. (once)
Damaging a gen as killer gives the same rewards as repairing it as survivor (once)
Special totems can be relit by the killer to give the bonus (can be cleansed again)
Rare item spawn: you can bring the aforementioned offering to increase the chance of spawning a special interaction item that gives a higher amount of either shards or very rarely cells. Works similar to the anniversary crown that it switches location upon having been interacted with. Maybe even have a chance of giving a special cosmetics.
Thoughts?
EDIT: The cosmetic could be either a 'Crown of Fog' like a dark foggy version of the 4th anniversary halo, or a kind of hooded cloak, or duster or coach man coat that looks like it's made from fog
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Bait.
If not: it's a bloody cycle of #########:
there's the idea that you must win at all costs, as fast as possible in the community, regardless the cost, meaning both sides play incredibly toxic, riling each other up.
look how you have BNF that will tell you that getting a killer to DC IS the most fun.
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Warnings in author's notes at the start of the chapter.
Feedback would be very welcome. <3
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@Skittlesthehusky said:
there's nothing wrong with hag! the problem is just that people don't know how to play against her efficiently, since every hag player is different. don't worry too much about it. ^^
And evidence of this:
recent match, prime example of the working matchmaking. Me and a friend (yellow ranks) with two red ranks. Saloon. Basement in shack.
Friend gets hooked in basement. hag puts down all of her traps. Kindred is active, meaning the red ranks saw this, and saw me crouching by the window. red rank A gets hag to chase them. instead of B crouching of letting me crouch downstairs, they run through most of the traps. Hag downs them, A comes in, triggers the remaining traps, gets downed as well.
Had they crouched through the traps they knew were there (due to kindred) hag would probably not have been able to put down any other traps for the rest of the match. The hag agreed to that in the aftermath chat. red ranks were absurdly salty and blame the killer and us on losing.
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On paper, it's fine. As a soloQ perk, especially when you're not good at running away from killers, it's fine.
It's the how it is used to give people in a group an unfair advantage over a killer, without the player behind the killer having any way of countering it other than singling the survivor out and getting rid of them as fast as possible through tunneling and camping.
DS' is similar. It's the how it's used, not the how often.
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Ditch'em.
Unless of course they're ghosting you cause you're supporting that spray-tanned calf or anyone like him. then they're right to have ditched you.
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@crystalkitti said:
https://forum.deadbydaylight.com/en/discussion/comment/1709736#Comment_1709736
I still receive the error. : (
do you run a vpn?
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1709628#Comment_1709628
he didn't die in rdr2, so as far as rdr2 is concerned mans not dead
i know, but as said, I know where it all ended up
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if you are on steam, try verifying the files through steams library. usually that helps
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i'm aware, doesn't change the outcome, though. poor sod
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@Spider175 said:
I have no idea how feasible a permanent PTB is but it would be pretty incredible; they literally would just get free feedback from the community or maybe even create one for fogwhisperers would just be cool.
what it would do (judging from other games, mostly indie stuff, though) it would create more excitement. It might get a bit backlash when something is ultimately altered, but the hyped thing still comes through.
Like, lbr, if you could try out a new mode from the get go, would you? would you be more excited for it than if it were just a vague announcement?
@ToxicMyers said:
this won't work because bhvr is like dutch, they always need more moneh
look, we're not having the devs jump off a cliff, ok?
@Psycho_ said:
Take for example, idk overwatch has a ptr and a experimental branch, since they did this... the game is the best it has ever been.
Experimental branches would be great, I think that would be too much work though.
The fact that progress doesn't transfer, kinda hinders it. it sucks.
to clarify: do you mean the character's progress?
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1708646#Comment_1708646
The Badham maps have some varying border sizes and shapes that would prevent them from all being variations on one map. That said, it technically could be reduced to 3 variants instead of 5 (Badham I-III, Badham IV, and Badham V).
I'd guess the I, II, and III variations all change up where the Preschool and houses are located within the map and otherwise only randomize which windows are open and which pallets are available.
The question remains: Why have this kind of approach to a map? The shape of the maps doesn't really do anything, the placing of the school etc is very much irrelevant, so why do it?
Just have it one map with the main buildings in the same spot as other maps.
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The way DS is often used it can rob a killer of a fairly earned hook/sacrifice:
Surv A gets hooked, Killer walks away. no camping. A gets unhooked. Killer has meanwhile found B and given chase, knocking them down. picks them up. A comes to bodyblock. This is usually a sign A is running DS and likely Unbreakable. So the killer has the following choice: knock them down and try to hook B, then wait for DS to run out, and pick A up (while pretty much being forced to camp at least A, to counter Unbreakable etc). or knock them down, hook B and get hit by DS, leading to a quick unhooking, or ignore them and potentially have B wiggle off.
It's what a lot of people complain about when it comes to DS and how it is used, and the loop there is similar.
You can either try chasing a survivor through it, wasting time, often even having them heal up while you are on your way, or ignore it and have them heal up/run elsewhere.
If you have great looping skills as killer, good for you. but on average that spot was a pain.
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@BlackRabies said:
Had a game yesterday watching Bronx there's a chance a chest can spawn there which makes it impossible to go through that opening. Imo that just needs to stay closed how it was before on both sides without the super long fence.
On that note, have we actually ever been given an answer as to why there's multiple incarnations of that map instead of just random arrangements like others?
I'm sorry, but if Glenvale can lose its post-office and bordello depending on the RNG, while still being able to fit wells, puzzle boxes and nightstands, badham can deal with being just one map in the pool not 5
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1708489#Comment_1708489
Not with breakable walls existing...
there are no breakable walls in that loop. without the hole it's very much the autohaven crane, just more annyoing.
without that hole this was a loop that often forced to break off a chase.
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@Alice_pbg said:
That's a meme build mate.
Is it a meme build when out of 100 matches (yes, i kept track) 87 run it? and 93 play like this:
insta down -> facecamp/proxycamp (includes basement camp) -> instadown everyone who comes near -> slug with noed
93?
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Because that vault point isn't a loop, it's the vault point equivalent of Decisive Strike.
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Sometimes the devs do remind me of the old stock-character in some comedies: The overzealous tourist, who has this big schedule for their group of what to see and what to do and who gets cranky, aggressive and ultimately snaps when people want to do something else/something interferes with the plans.
That's the updates.
Like, graphic updates are FINE, if they, just for starters, would come with proper map overhauls. Just look at Shelter Woods. The graphic update should be more thoroughly, meaning to balance old maps for survivors and NEW killers, not just add some breakable walls.
As for the ptb: I agree it feels like a glorified commercial for the new patch. When it should run at least a month until everything's (or at least most of it) is ironed out. (testing on console is trickier, unfortunately)
It feels as if the devs are (as mentioned above) more focused on ticking off boxes on their 'plan' than anything.
The community is part of the problem too, though:
You just know that if the devs would take things slower and focus on gamehealth etc, the same people ragging on them now would try to rip them a new one for 'having abandoned the game, because there's no patches every other month anymore'
you just know it.
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@DBD78 said:
No I see less t-bagging/tunneling etc now. Around Ruin nerf there were a bit of a toxic war from both sides but now it's fine.
you know, it might be a regional thing, all things considered. you're lucky
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Chapter 7 is up. (currently unbetaed, but otherwise finished)
Trouble's brewing.
Warnings in author's notes. Feedback's appreciated.
Fun fact: I originally planned to have no more than 5 original characters (that are relevant to the plot, plus some to flesh things out) and a max of 25000 words for the whole thing... right now I am at ~20 plot relevant OCs and at 30ooo words and not even half way done.
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Yeah, this is a challenge where the best you can hope for is a full swf with someone luring the killer to you, or having a killer who's farming with you.
Just watch one of the next tomes contain a 'blind the killer 5 times after stunning them in one match' challange
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@DaFireSquirtle said:
Well no. If people bring bp add ons I will not farm. It's not fun. And it's not what were here to play the game for. So having a go at people for that is stupid.
But when it comes to scummy plays I find it more to be on the survivors side. Killers can use noed. Like I'm sorry but it's a perk in a game that people can choose to use there's nothing you can do about it except cleanse totems which take a minuscule amount of time. As for killers camping and tunneling. I understand it happening in end game. To confirm a kill. Heck I even understand that sometimes you get gen rushed and need to get rid of someone. It's a fair tactic. You don't say Oh well I'm not gonna do this gen because I feel bad for the killer, because it's your task, same thing for the killer. It sucks to get tunneled but it also sucks to get teabagged and flashlight spammed.
However camping just for the sake of camping is unfun. So I agree with you their. I just find more often then not survivors earn being camped by doing toxic things to annoy the killer. It's rare to see a killer full on camp someone mid game because it's a very bad tactic unlike tunneling. If you do against a camper just do gens. It sucks but it's always been this way and probably always will.
But what can we do?
Use common sense and human decency? For a change?
Look, there are killers where Noed is alright. Wraith, for example.
But on Bubba? Michael? Ghostface? Running Noed on them, or in combo with an iri insta-down on any killer with an 'easy' on (huntress, clown) is nothing more than saying that you don't know how to play the killer, yet want to pretend you mastered them.
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The 'can't move' isn't so much a cheat but a communication issue between the consoles and servers (that isn't to say such cheat might not exist).
best advice is to disable crossplay. it makes for longer qs, sure, but that kinda thing shouldn't happen anymore.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1706505#Comment_1706505
Removing quickscope and making him miss shots he should have hit, are not the same thing.
Read the thread, please:
It would seem that the longer you aim (and i'm not talking about 10 seconds or some outrageously long time) the cleaner your shot gets, with quickscoping seeming to have a high chance of going wide.
They are not making him 'miss shots that def should have hit'
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1706265#Comment_1706265
ah yes... everyone loves to succeed at doing something just for the game to decide "nope" and take it away from you...
aim dressing is totally not one of the most complained aspects of the game right?
ya know, taking into account that quickscoping is one of the things that is commonly named as something that makes him unfair-ish, i don't think it'll be missed that much by either side. if you know how to play him decently, though
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@GoodBoyKaru said:
Ah so now there's an element of RNG to this killer won't that make him much more fun to go against!
Bugs =/= Shadownerfs.
with more testing I think it's not that random:
it seems: the longer you aim, the cleaner your shot hits. My assumption in the initial post that it's a 1:something chance was wrong, it seems that the chance decreases the longer you aim.
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@JuanyBoiz said:
A couple of days ago me and a friend were playing against a Trapper, he asked whats in his arm. He had thought it was a meat hook, that didn't make sense to me so here i am...
it's a meathook. the entity's been torturing evan to make him obey it.