MhhBurgers
MhhBurgers
About
- Username
- MhhBurgers
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/349048#Comment_349048
Which is why BO getting either a faster wiggle effect or an increased aura range disruption would be a partial counter to those carrying perks; but as I have stated before, wiggling faster is just a boring change, hence why pulling the killers skill into play with knowing where hooks are is better for both sides. Survivors get a better perk that might help them, with plenty of counterplay from killers who will most likely just hook the survivors as normal. The perk wouldn’t be overpowered, it would just be more useable, making it a mid-tier perk.
Side note, while Botany isn’t a direct counter to Sloppy, it still does negate its effects, giving the survivor running it an 8% increase to healing if someone has Sloppy applied to them. Sure Leader’s 25% is a direct counter to Sloppy, making the healing balance out to normal, but Botany can still a counter to it.
There's no need to increase the skillcap for killers, there's no need to increase the skillcap in this game at all, on the contrary.
-
The killer is the power role and 1 guy cannot counter 16 possible different perks with 4 perkslots, here's your simple reason. IF you have problems with a specific killer perk then you can try to counter it as a survivor, it doesn't work the other way around.
Also botany is not a counter to sloppy, it increases healing speed no matter what and is a good pick if you intend on tanking hits.
-
TINKERER LOL.
-
@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/348807#Comment_348807
Any of the changes to BO would not make a wiggle guaranteed, sure it'd give the killer a harder time, but that's literally what every survivor perk does; making BO to actually be somewhat useful, while still being able to countered easily is not something that would be unfair. Again, if you're worried about the small chance of someone running BO (even when it had a buff) then you could just run one of the transportation perks. This buff would make BO's usability increase, sure, but it would be on the same line as Q&Q or Botany, something you'd see every now and then, but not that often.
Killers should not have to run perks to counter survivor perks for friggin obvious reasons.
-
Because devs think that balanced games are boring, I can't remember the bogus study that proved that gamers basically want some imbalance to their games altho like most studies and most things that come out of uni they were pretty much useless stuff that ppl follow
-
@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/348807#Comment_348807
It's really not that hard to hook survivors, the only issue is body blocking but you have perks for that. Survivors still have the right to struggle and escape. If you are really complaining about a 2% increase than that's sad.
im talking about the guy who basically wants a perk that removes all hooks for killers. Memory is not a skill, most true gamers are like me and have never read a single book in their entire life and spent their highschool life gaming, I have 0 memory, if this would go through I could just stop playing alltogether, what should I do then? Go to school?
-
well yeah, I hope that having 10-20% more of a sales share was worth it for the devs.
-
@Lyro92 said:
https://forum.deadbydaylight.com/en/discussion/comment/348802#Comment_348802
I understand that without dedicated servers it can be hard sometimes to determine if it was a true DC, or a rage quit. However, always getting a temp time ban wouldn't be out of the question. Every other game has one, why not this one?
Because that wouldn't work as long as devs warn their content creators if they are too close to an automatic ban if they continue to DC. You either enforce rules for all or you don't entforce them at all.
-
No, I don't want anything to make hooking survivors harder, we earned that down, we should get to keep that down.
-
DCing is almost encouraged by the devs, their many of Fogwhisperers DC on purpose to derank for "entertainment value". Unless BHVR starts to show some integrity this won't change.
-
I don't feel like memorizing hookspawns, memory is not a skill. Next suggestion.
-
Boycotting last year because of developer greed at the expense of consumers.
-
@Okuu46 said:
Man; I'm starting to notice that no matter what the devs do; neither side finds it fun or good?
Here's the thing. Killers would significantly become stronger right now if nobody were allowed to use perks in the first place. See where the problem is in this game? Most survivor perks are on par with killer perks already or heck, even better and much less situational. Killers don't have a ######### ton of perks that down people for them.
-
@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/348721#Comment_348721
Which is true, most killers aren't scary because they lack presence, but if you give the presence of Billy and Nurse to everybody, then all of a sudden it becomes standard, not scary.
This isn't a horror game in the first place, may I suggest you play one of the crappy walking simulators on steam if you want a "horror" game. Most ppl don't play DBD for the scarefactor.
-
@Mister_xD said:
its just a question of fair play weather you are going to tunnel or not.
i personally dont really do it, but i know there are a lot of players actively doing it.
here is the reason on why everyone wants to get rid of tunneling, even though it is, tecnically speaking, just the killer playing optimally: survivors are also just players who want to have fun in a game. by tunneling them down, you basically take out any fun aspect for them and they will also most certainly lose thanks to that. just imagine yourself playing survivor, you spawn walk 5m and already hear the heartbeat, as the killer already spotted you and then proceeds to tunnel you until you die. its simply no fun.
here is the reason why everyone wants to slow down genprogression and nerf SWF or give killers better tools for pressuring, even though it is, technically speaking, just the way of playing survivor optimally: killers are also just players who want to have fun in a game. By genrushing with SWF coordination, you basically take out any fun aspect for them and they will also most certainly lose thanks to that. Just imagine yourself playing killer, you spawn, chase 20 seconds and already hear the first 3 gens pop as the survivors know you're already chasing somebody else and proceed to just genrush until the gates are open because they know when to do gens. It's simply no fun.
-
@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/348535#Comment_348535
Ok, I understand what you mean, but I think you're missing my point, what I mean is that they become alot less scary every killer can preform in a very similar way to them, the whole problem of Billy being fast is lost when every killer does the same thing, this applys to others as well irl, like how things which are more common are cheaper and rarer items are more expensive, only replace the price with fear factor, and item with killer. You understand what I'm getting at here?
Who the heck is afraid of billy/nurse because they are fast in traversing the map, if that's your point then by this logic the other killer's aren't scary because they have no presence.
-
@Kagrenac said:
Tunneling may be cool on the killer end but think of how survivors feel about it.
If you get tunneled the only fun you'll have is running the killer. In most cases you just get killed and lose out on so many possible bloodpoints which survivors already gain less of.
Tunneling shouldn't be normalized and I'm glad they're encouraging killers to not tunnel by giving them a new fear
How about incentivizing killers not to tunnel by actually giving them a reason to not tunnel instead of introducing another must-have free escape perk that survivors have plenty of right now?
-
@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/346475#Comment_346475
It's honestly not, most maps are wide open with hooks that are very easy to see and you usually go down right in-front or next to a hook, so the killer will just see a hook and transport you there without much trouble. The perk (with the second buff) would make the killer rely on sight instead of the bright "look at me I'm here" auras, so it requires memory and skill on there part to find a hook. The only issue would be the two indoor maps, but those are just 2 out of all the maps that exist in DbD and they really aren't that hard to find on either of those maps imo. Plus if the perk got buffed the second way, there wouldn't be any killers complaining about how a faster wiggle would be busted.
How many more free escapes do you want as a survivor after going down, this is my question.
Also no, not every map is a map that you can rely on sight. You'd regularly lose people on Cornfields, the Game, Haddonfield, Bedham depending on where the survivor goes down.
-
@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/348491#Comment_348491
The Exorcist disagrees with you.
the exorcist, a movie only gullible christians and weakhearted ppl think is scary.
-
@Peasant said:
Okay, @MhhBurgers Allow me to explain why the game regrettably cannot have handicap features for players with disabilities.
As I stated earlier, if handicap features were introduced to either side of the game they would be abused by "abled" players for an advantage.
I currently attend a college where I witness "abled" people using handicap measures for their own benefit. The easiest example to use is the door switch. On my campus we have the standard handicap "automatic door control" buttons at most entrances. I assure you that 90% of the people that use these entrances never open the door manually and they all just use the handicap button.
If people use handicap measures to open a door just because they can you can bet that people would enable colorblind or hearing impaired options so that they wouldn't need to listen too hard or look to hard.
So, let's say BHVR never adds handicap features. If you get upset at that then you're far too immature to be playing Dead by Daylight at all. It isn't BHVR's fault that you bought DBD. In the Age of Information you have every opportunity to research a product before buying it. With all of the /ttv's I see in my lobbies you can't tell me you had no way of seeing gameplay before purchasing Dead by Daylight.
As someone stated earlier, it's not our fault that you bought a lawnmower you can't use.
(I noticed your profile picture is now Legion @MhhBurgers please don't tell me you started this thread because you couldn't see scratch marks while Frenzing.)
Your allegory is crap and you should feel bad. If all doors were automatic then nobody suffers because of that except we'd use a little more power (electricity is unlimited so who cares). That's my point.
If you're able to hear the TR then it would make no difference to you if a little heart started growing on your character the louder the TR is. Same as it makes no difference to me to give ppl colourblind mode esp. for skillchecks/scratchmarks because currently I can already see the scratchmarks and skillchecks easily and there's no way to make it even more easy for me.
I started this thread because I have 2 friends who cannot hear at all but play survivor, I have bad hearing and I have 1 friend who is colourblind and can barely see skillchecks because of that.
-
@Peasant said:
https://forum.deadbydaylight.com/en/discussion/comment/348531#Comment_348531
The sad thing is I now believe that the OP is sincere. Which makes this all the more pathetic.
I ruined my hearing through constant partying between 16 and 24 so yes I am sincere and I don't see what ######### difference it makes for ppl who can hear them anyways.
What's the point of noise being so ######### in this game, when I play anything else that requires hearing then I don't have any issues. War Thunder, Pubg, Apex etc all rely on hearing yet this game makes it stupidly difficult to hear anything aside from the way to loud music.
-
@Dreamnomad said:
What I would rather see is portals on the map that only the killer can use. While the killer is in an active chase the portals are deactivated to keep survivors from trying to abuse them. This would be easier to balance while also allowing all killers larger amounts of map pressure.
That would be my suggestion then in a different thread lol altho I called those portals doors.
-
@SlothGirly said:
Then what would the point of billy be is a huntress could charge around the map at the excessive speeds with IH or Exhaustion add-ons. Or even say Trapper setting up in a matter of seconds. It defeats the purpose of killers like Billy or Nurse, who apply pressure through their speed and so removing their unique power also removes their whole thing, therein making them useless.
Are you serious? Billy has a 1sec windup instadown ability that you can turn around corners with if you're good catching up to people who ppl like LF would not be able to catch up to. Nurse teleports through walls and can literally down you in 5 seconds even if you're trying to use the initial after-hit sprint to get away.
Are you serious?
-
@Delfador said:
I really don't see this happening.
Funfact: even with this ability killers like freddy, clown, pig, wraith, myers, doc, trappyboi and hag would still be weaker than the king and queen of DBD.
-
I like this idea but I think killers shouldn't see scratchmarks during this.
-
That's fine for you if you can do that, how would it impact the game in a negative way if more killers could properly hear survivors since you can hear them without problems anyways? Let's make the game much harder by this logic, how about making it MUCH darker and returning flashlights to their former glory where you will feel physically ill after being blinded.
-
Her Vomiting on survivors is probably the lamest thing in DBD right now.
If I could come up with something I would've let goo run through her body, then as she focuses her power through her other hand she hurls forward that goo through telekinesis and you'd see how she'd have less and less goo on her body as she continues to use the power in a single usage.
-
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/348394#Comment_348394
Why because you can't refute my points? What about blind people? You negate that they cant play the majority of games so by your way of thinking they are all albeist.
I never said ableism isn't a real thing if you cared to read I said this game is not ableist, albeist is being PREJUDICED against someone for having a disability which is far from the case here.
Games are what they are and some mechanics in them are never going to work for everyone it is how it is but it's not prejudiced it's about balance and what could give someone even more of an advantage.
You seem to have an agenda and refuse to see why it's not as straight forward a fix as you think, stamping your feet and all because you feel it should happen rather than see the possible problems if it does.
Why don't you make a game that relies on sight and sound and have it caters to all disabilities out there, deaf, blind, amputees to name but a few and if you can't make it viable for each of them you will out course be albeist yourself.
It seems like this could be your word of the week to use in a few sentences or as others have said it's just bait.
it's okay if doors weigh 30 kilos, some people can't open them but we can't please everybody. Do you know how stupid you sound right now?
I'm not saying show survivors when they're close, I'm saying don't make us turn up the volume to dangerous levels just to be able to play the game without feeling strained out after an hour.
-
@Watery said:
I wouldn’t say ableist- I believe the design could be seen as that way due to its design, however, I feel that this is unintentional. The Devs have seperate priorities as it stands, and they’re constantly reading the forums! Good for whoever posted this, their concern and opinion matters.
I hope this issue gets attended to, and sorry to whoever is struggling with the game’s current design.
I think the volume on the breathing just needs to go up a little, old DBD had breathing too that I could hear and it never was an issue.
-
@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/348150#Comment_348150
that's really one-sided thinking. of course survivors are also on a time constraint. if gens arent being done while someone is getting chased u risk throwing the game because you weren't actually progressing the match. people say noed has a counter, but that counter doesnt come without giving the killer a huge benefit (is it even a counter at that point?). whether or not noed activates the killer profits from either the free speed and one shots, or the time survivors have wasted on cleansing totems.
You can literally ALL sneak around the first part of the game looking for totems instead of running into a gen if you're on comms, the killer won't find you. But then again NOED is not that big of a deal in the first place. When I play surv I usually just cleanse every totem I come across or memorize where I saw one and cleanse it as soon as I can. I rarely get games that get out of control by NOED and I'm currently just rank10 too due to not playing surv much this month.
-
@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/348358#Comment_348358
That depends if someone who isn't colour blind could see them easier than the current red.
A fix isn't always straight forward.
The game is not albeist it's just designed around sight and sound, not every game can and will be for everyone.
If any game isn't designed around people who are blind are they also albeist? Don't try to make something into something it isn't.
ill just ignore you from now on since you don't seem to get the point and your "ableism is not a real thing" speaks volumes about how you think already.
-
@PiiFree said:
https://forum.deadbydaylight.com/en/discussion/comment/348015#Comment_348015
You gotta be kidding me? Hearing is a big part for most games and it's also an act of skill to be focused and pay attention to noices. In Dead By Daylight aswell. It's an important part of the game as it rewards people that are attentive.
Sorry if this sounds rude but there are plenty of games that don't require good hearing, Dead By Daylight is apparently not one of those.
I know, I know, how selfish. Life is unfair, you gotta learn to deal with it.
But people already are able to hear the friggin Stuff with no problems, you're not giving them an advantage anyways, you are removing an unfair disadvantage. I'm not somebody who thinks integrating ppl at the cost of integrity is the way but giving colourblind mode for example purple scratchmarks would not change the game.
-
@George_Soros said:
Sounds like bait, but in the off chance you're serious: too many visual and other alternative indicators would mess up the hud. Maybe some stuff (different color for scratch marks, icon appearing when you're in killer's TR) would help some people. BUT. Only if these things are optional.
And there's no such thing as "ableist". If you can't use a lawmower, don't buy one. No one is obliged to cater for everyone's unique needs.
kay m8
-
@Delfador said:
https://deadbydaylight.gamepedia.com/Realms
Look at Ironworks of misery. It is 10k m2
Which means it takes 100 meter to go from one end to the other.
Slow killers (I am gonna assume you are talking about 110 and 115% ms) takes something like 21 seconds.
Spirit with full phase will take something like 13-14 seconds (It is not gonna be enough for her power though)
Billy will take 10 seconds (230% ms)
I think the idea is good but those numbers really don't add up much.
I already stated to please disregard the numbers, they were just thrown there.
-
@Quake said:
There's a reason why there is only low/medium/high ultra in graphic settings,or u can only adjust the main menu music-sounds and in game music-sounds.You can't just turn in-game music down for a reason.
Everyone gets a fair chance this way and it should remain this way.
What a fair chance, people with good headsets can track survivors that people with bad hearing and no headsets can't. Fair.
-
@Tarvesh said:
You can run around almost every map in 30 seconds as a killer. Even the slow ones. Not sure what the difference would be in running in a straight line and searching for on eof the special doors or whatever and then waiting 30 seconds.
Seems like it would waste more time than it would save.
I just threw around an idea to give the slow killers more mobility, those numbers are just placeholders, if I were a dev I'd literally test nurse traveling speed and adjust by those numbers and even set it a little lower since the possibility of missing survivors on the way should offset the speedadvantage by alot anyways.
-
@Orion said:
Like Pacman? Those numbers are too high, though. I get they're just examples, but such a transition would need to be near-instantaneous for it to be worthwhile.
I am too lazy to go ingame right now to check the time it takes to travel from 1 end to the next as nurse.
-
@Warlock_2020 said:
I like that it discourages tunneling, but doubt it will have any impact on it. You will just be slugged and then hooked.
I think it would have worked better as a counter to iron grasp or agitation. Either slow the killer considerably when carrying the survivor or cause struggle bar to fill considerably faster.
Iron Grasp is #########, only memebuilds use it. Survivors have more than enough second chances already, they don't need to rob killers of their deserved downs.
-
@Raccoon said:
I am having trouble understanding why people are saying it is better for killer when it literally makes the killer's main loss condition (escape at end of trial) so much easier post "nerf."
Because endgame is ######### for most killers anyways and there's not much you can do there in the first place. Endgame is almost wholly dependant on gateplacement.
-
@Gorgonzola said:
NOED is a stupid perk. It's the only reason bad killers are rank 1. The counterplay is not a real counterplay unless you're playing SWF. The time is treasure in this game, not only for killer. There is no time to run around a map and find all totems because the amount of pallets is going down so eventually you have no protection against a killer. Also, we all want totems' placements to be better. So you want totems to be hidden but at the same time, don't mind NOED, "cause you can destroy all totems easily". Some of you say "NOED can only be used at the end game and may be countered". I just want to remind you that DS can be used only once per game as well ;) NOED is just a killer's DS. A handicap to a bad player.
Time has no constraints on survivors, if you're not terribly bad then a killer won't find you if you're not doing gens. Non-Hex totems are not highlighted on the map so killers have no way to see if you're doing their totems unless it's too late.
DS is used up to 4 times per game and gives you basically a free hook healthstate, that's totally comparable with maybe 1 instadown at endgame unless survivors are being dumb and trying to be altruistic against a NOED in which case they deserve to die.
-
@Peasant said:
https://forum.deadbydaylight.com/en/discussion/comment/348053#Comment_348053
Yeah, honestly that's my primary concern with the new killer. Legion is a rather low mid tier killer but then you can slap some add-on on and now they are a skill-less Nurse.
While I imagine that there will be some OP add-ons, I hope those are the ones that become Ultra Rare.
Who are ppl trying to fool when they say that legion requires no skill?
-
@Spectro said:
I heard them say she will be slower when charging her power but moves at full speed again and can hold the power after it's charged. Not sure how I feel about this, could potentially be game breaking.
Imagine a 115% iri head huntress that can stay right on your ass with a hatchet. Pretty much a guaranteed hit.
We'll have to wait and see I guess.
Her power does not deal 2 health states of damage so I don't know what you're going on about.
-
People if you have no problem hearing survivor breathing then how would it hurt you to not have to set the game so loud and make other ppl able to hear breathing too? Hearing is not a skill that should be relevant in any game.
And by the way I can hear the survivor breath just fine while playing survivor, it's when I'm killer that it becomes impossible even with stridor in a KYF match while the survivor is next to me doing nothing (not even chase music)
-
@Orion said:
Survivor outcry is an unavoidable constant.
We have tons of survivors who think that a perk that basically gives them 30% more hookstates is balanced ontop of tons of other perks who give them escapes, so yes.
-
@e8Lattice said:
More Killer hand-holding I see.
https://us.v-cdn.net/6030815/uploads/202/105KFFWJQ969.png
But was anyone really surprised at that, no.
Yeah let's ignore that currently only 2 killers can hope to defeat great survivors
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/347009#Comment_347009
The Hillbilly and the Nurse are fine where they are, it's the other killers that are underpowered and need to be buffed to their level. No compensation required for survivors, who, if they are good, can still beat those two killers.
Thing is you cannot buff the others to his power Level. What would you do to for example clown? He will never have Billys pressure
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/347561#Comment_347561
No I'm talking about healing others. The effective time lost is twice as much as the actual time lost since it means there are 2 survivors that can't be doing other things rather than 1.
Think of it this way. Every actual second that passes survivors have the potential to have 4 seconds of progress. If a survivor dies or is slugged/on the hook that number goes down by 1 of course. Every second a survivor spends healing another survivor is a second that both of them aren't doing anything else, so a second in real time in that case is 2 seconds of survivor time.
This is why self care is mathematically balanced. If 2 people self care to heal it will take exactly as much time as if they worked together to heal each other, thus self care does not speed up healing at all nor does it slow it down. You can of course bring up a bunch of other reasons for why self care is insanely good, but actual time saved isn't one of them.
Self care is still OP because 2 survivors healing themselves with selfcare is faster than them healing each other if you consider the time they take to find each other, it becomes insane once more than 2 survivors are wounded because then selfcare is a ridiculous timesaver and one of the reasons why killers have a hard time pressuring against genrushes, I have no idea how to balance selfcare tho nor do I think it needs further nerfing. Imo it shouldn't increase the efficiency of Medkits tho because why does a perk this strong need a second effect.
-
@feechima said:
So healing gets nerfed because self care is complained about as meta. People stop running healing builds and just do gens. Now complaints are rampant that no one heals until end game. You can't have it both ways. Either take advantage of one down survivors or wave at the exit.
They don't heal because gens in highrank go so fast that healing through adrenaline is faster once you're at the last gen.
-
@Fenrir said:
How do you nerf vomit
He doesn't know 2 things: Vomit doesn't do damage unless survivors cleanse the vomit.
Vomit only afflicts broken status if the killer previously visited one of the CORRUPTED wells which will probably often cost too much time.
-
Adrenaline is strong enough as is and encourages genrush, it should not go off while ur on the hook.