Mister_xD
Mister_xD
About
- Username
- Mister_xD
- Joined
- Visits
- 7,667
- Last Active
Comments
-
@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2140705#Comment_2140705
Sure, bc structures like coal tower are totally fine and by no means abusable against certain killers (cough Trickster cough). Sure there are situations where a killer does not need it to end a chase if they play skillful enough. But there are also a ton of disgusting loops where Bambozzle is really required for certain killers to catch a survivor in a timely fashion.
... i can play just fine without the perk.
its absolutely not needed.
-
slugging isnt against the rules.
you'd only get in trouble if you were to not down the survivors and locked them in that room.
-
there are a couple things i hate in combination with certain other Perks or Killers.
i dislike Spirit Fury + Enduring, Tinkerer + Ruin / PGTW + any high mobility Killer, Stridor + Spirit, ...
but i think the one Perk that i genuenly dislike on any Killer has to be Bamboozle.
for me thats just the "i cant loop so i just eliminate this structure immediately" Perk.
-
- Trapper
- unique and strategic gameplay, which i enjoy
- no, which is exactly the problem. the game developed without him and now he is but a relict from a long gone era
- the more outdated he got, the less i played him. i ended up dropping him completely when Deathslinger dropped though
- since there were no changes, there was nothing new to adapt to. he is still add on reliant, map reliant, has horrendous hitboxes, is RNG reliant, has no map pressure and just keeps getting shadownerfed with each map they rework.
- i moved on to Deathslinger, as he too has unique gameplay but actually feels good to play. i dont lose 3 gens just for setting up, i dont get hardcore screwed by SWFs, i'm not RNG reliant, etc.
- quite the opposite, really. if Trapper ever gets some actual changes to his power, i might just pick him back up! as long as he gets ignored though, i wont be playing him anymore.
-
exploits have nothing to do with balance.
cant wait for the fix.
-
unless we heavily tilt the game in the killers favor / rethink the overall balance goal, the stress level is going to stay the same.
in fact, once MMR drops the stress level is going to increase very drastically, as you wont have any "chill" matches inbetween anymore as you do now.
-
bold of you to imply the game was enjoyable on PC...
the same mode over and over and over and over again is just so tiring, stale and boring.
especially since they got the visual reworks going on right now, meaning we havent gotten a single new map almost an entire year!
maps are like the only thing that brings some fresh wind into the game for me and while i love the visual rework series from a, well, visual standpoint, gameplay wise the maps just are the exact same plus a breakable wall (unless you're Deathslinger or Trapper, who both got huge shadownerfs on those maps).
its just sooo repepetive...
and then, just like you mentioned, any form of consistency gets flushed down the toilet due to all the bugs, lag or RNG, making the game feel much less rewarding than it could for whoever gets the short end of the stick in those bug scenarios (like you do with the frame drops and 360s, or survivors in general with the current pallet stun bug - just to name a few)
-
@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2138532#Comment_2138532
If it were up to me yes but only the entity has full access to the cookie jar.
awww :(
-
isnt that kind of what Starstruck already does?
-
"basement control tactics" is a very fancy way of saying you camped them... mind if i use that phrase aswell?
-
why do i always have to be so late to a Sluzzy post :(
oh well, the later i am the more fun comments for me to look at ^^
also, @Kebek can i have a cookie? :3
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2134487#Comment_2134487
Oni in demon form moves at 195%. This is like saying an any good Oni will always down a survivor in demon form. oh and his power instant downs. I have looped Oni in demon form. Its super hard but it is doable to some extent. Victor is loopable and you can waste a lot of Twins time.
the difference is that Oni has a clear restriction to his movement during demon dash, while Victor has full controll.
those two are hardly, if at all, comparable.
-
@piggygooik said:
https://forum.deadbydaylight.com/en/discussion/comment/2134272#Comment_2134272
i don't really get what you mean it's actually easy to doge victor find a tree a window or even just circling around him and make him miss
Victor moves at a constant basespeed of 150% mms (equal to a sprintbursting Survivor) and has about the hitbox of a minivan when pouncing.
if a Victor misses, thats entirely up to the player playing him.
any good Twins player will be able to hit with Victor consistantly.
-
@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2133832#Comment_2133832
Any gen pressure they apply is meaningless unless they sit there and camp the gen as Victor. Even if they succeed or miss a pounce, it doesn't matter, the Survivor will be right back on the gen in 10 seconds.
As for your nerfs:
- Absolutely unneeded, and Survivors will abuse the hell out of this. Why does this not JUST affect Twins, but Trapper and Hag? This is so unnecessary and hurts several Killers.
- It makes sense that you don't play Twins, given what you're suggesting. You want Charlotte, a M1 Killer, to have to do the downing herself so you can loop the Killer for several gens, I suppose. Which makes sense, M1 Killers are the most fun for Survivor players... meanwhile you want what Victor can already do at his base to be... basekit...? Victor already reveals his aura to Charlotte at all times AND does all of that. Victor needs to prevent Survivors from vaulting or throwing down pallets if you want to make him unable to down, because you're suggesting that a Killer loses their only downing potential AND actual threat to the Survivors in favor of things that are already basekit. Tip: Tracking is absolutely useless if you can't get anything off of it. Legion proves this nicely at times.
Any gen pressure they apply is meaningless unless they sit there and camp the gen as Victor. Even if they succeed or miss a pounce, it doesn't matter, the Survivor will be right back on the gen in 10 seconds.
yes, that is why Victor is usually the one camping the hook. incapacitated Survivors cant unhook, so by the time they can Charlotte is back.
now for your critique on my points:
1) you are right, this change will have an effect on multiple Killers - namely Trapper, Hag, Freddy and Twins. however, the effect it has is not something that is overall the same. for Trapper it would be more of a buff, as he is now able to actually place traps in locations that he previously was unable to due to the the proximity to a hook, so its actually beneficial to him (especially considering how the trap deadzones already make it impossible to properly guard a hook with them anyway, so in that regard barely anything changes). Freddy wont be afftected at all, unless a Survivor literally loops around the hook (in which case, are you even mad the chase takes longer? you get two for one here thats a great dea - and its not like he was reliant on his snares to get a downl) and both Twins and Hag have this issue that their "traps" are way too good at hook camping, so its a justified change to both of them (not necessarily a nerf, because it also opens up new spots to use their power in chases again).
2) first of all, as i said right at the beginning, none of the suggested buffs were anything final. those were mere examples of what could be done - the aura reveal for example is new, as right now it is but a bug that isnt ment to be present, and other things, that are currently present, can still be buffed to be more threatening. i was deliberately not making clear changes to it and mainly focussed on the basic idea of how i want Victor to work because i wanted to avoid exactly what you did - focussing on some of the suggestions and ignoring the general idea behind it.
and the reason for that was not because "i'm just a survivor main that wants to loop the killer for 5 gens" (which is a ridiculous argument to begin with), but because i find the Twins core design to be deeply flawed, which is one of the (if not the main) reasons for why i dislike them to the extend where i dont even want to play them, something that i cant say about a vast majority of other killers (in fact, the only killers where i have this mindset are the Twins and the Trickster)
having Victor work the way he currently does creates a numerous amount of problems for both sides:
1) Twins chases for Survivors are extremely boring, as it just boils down to Charlotte spamming Victor at you, who is basically undodgeable. This means that any time she gets access to him after the initial first hit is scored, you are screwed. This makes it so getting Victor off of you is actually much more of a downside than a benefit, as you just made your inevitable doom much quicker, thanks to Charlotte immediately getting him back. We basically have a old Legion scenario here where the Survivor cant really do anything to avoid the down and are only able to drag out the inevitable, which just screams bad gamedesign.
2) Victor downing a player feels mostly unrewarding. Its not hard at all to get a hit with him and the fact that he is unable to do anything with the slug means that you now gotta switch to Charlotte and run over to wherever you downed the player, hoping to not have Victor get slammed immediately and losing your slug, something the nerf they proposed on the PTB for him just made all the more clear.
3) it makes no sense to have a 4.6 m/s Killer with such a strong chase tool. This is something i thought about a lot when trying to figure things out with Trickster, but it makes no sense for Charlotte to be 4.6 m/s, when her power is not a secondary tool that is ment to assist her in getting downs (as it should be the case for 4.6 m/s Killers and what my change is aiming to do), but something she is entirely reliant on getting downs with.
My change is centered around the idea that we make Charlotte have to work for her downs instead of just spamming gremlin after gremlin at the Survivors to get easy downs. This would create much more interaction between both sides in chases and make the game overall more fun for both. However, i also dont want Charlotte to be but an M1 Killer, which is why i explicitly said we need to buff Victor to be much more of a threat to whoever he latched onto - how we do that exactly is, right now, not important. Additionally we would get rid entirely of the problem that Victor is unable to do anything with Survivors on his own, so the entire fight for the slug until Charlotte arrives gets removed, which, once again, is beneficial to both sides.
so to conclude:
the Twins are, in my honest opinion, a deeply flawed Killer. Their power, Victor, while being very creative and interesting design wise, does not work in this game whatsoever, creating very unfun and boring scenarios mostly for Survivors, but also for the Killer at times.
The gameplay experience of facing the Twins is, after the forever Freddy nerf, easily the worst any Survivor is going to have, due to the two previously talked about issues Victor portraits: Chases being meaningless thanks to Victor and the insane camping capabilities the two show making it near impossible to ever get off that hook again.
therefore, for the sake of this games overall health, those two issues need to be addressed.
and no, i am not saying "nerf Twins". i am saying change them into something that works better than what we currently have.
-
i think the twins kind of need two things to be addressed.
obviously the first one, like you correctly said, is the camping potential. Its just ridiculous how charlotte / victor can literally stand next to a hook while the other one applies gen pressure.
secondly, i think Victors chase ability kind of needs to be tuned down a bit. chases with this killer are always the same right now: get hit by Victor, run Charlotte around, get downed by another Victor. basically, Charlotte can just spam out Victors until her prey is downed, which isnt really fun for many.
the way i would fix them would be by making two rather drastic changes - one to an already existing gamemechanic and another to the Twins directly.
1) Hook Deadzones. i would completely remove the current hook deadzones for Traps, however when a Survivor is hooked a large hook deadzone around that specific hook is created. Killers are unable to place traps / switch to Charlotte or Victor while inside this radius and any already existing trap / Victor inside of it immediately gets destroyed / disarmed.
this would make it so trap based killers such as Trapper can trap everywhere again for their chases, but once they hooked someone they wouldnt be able to just place a trap right next to the hook to make saves near impossible.
2) Victors chase potential. i would completely remove Victors ability to down a player. Instead, Victor should always latch onto them and be a nuissance - however, i would drastically buff that aspect of him to make up for it.
idk how exactly that should be handled, im not a Twins player, so those two points are mostly made out of the perspective of someone that has to go up against them, but imo Charlotte should be the deciding factor between those two in a chase, much like how Plague isnt able to just puke on you until you're downed (excluding Corrupt Purge ofc) and needs to put some work into it herself, however Victor is there to make it easier for her to achieve it (more than he currently does).
for example, why not make it so Victor reveals his own aura to Charlotte, aswell as Killerinstinct of Survivors around the one he latched onto, makes them oblivious, deafens them, makes them incapacitated, etc. i would also increase the time it takes to get rid of him, just make him a real nuissance - but not deadly by himself.
-
thats a few i collected over the years here.
some are a bit outdated, but i hope they could still make you laugh a tiny bit ^^
-
unique mechanics.
i like having a killer that plays different than the rest of the bunch.
thats why im such a fan of Deathslinger, Doctor, Spirit and formerly Trapper.
-
when i joined the game had no DLCs.
so i guess the Dead by Daylight Chapter?
-
all claudettes are running selfcare + urban evasion and only crouch aronund the edges of the map, never to be seen by anyone and never doing anything productive for their team.
as a claudette player myself i couldnt disagree more!
though i cant deny she is incredible for stealth...
-
there is nothing wrong with leaving a match either by DCing or going AFK when you have IRL problems that need to be addressed.
i can understand she wasnt too happy about it at first (i wouldnt be too happy either for as long as i was unaware of the context), but being so hostile towards you when you went out of your way to apologize and explain the situation to her was really unnecessary and rude.
i hope your dog is doing fine now!
-
@MadLordJack said:
You get it by standing still and doing nothing.
i can stand still all i want, if the survivors did totems the perk will never activate.
stop trying to say the perk would "reward the killer for X" - it does NOT do that. there is nothing on that perk that rewards the killer for doing anything. whether the perk activates or not is 100% up to the survivors.
the perk is not in any form a reward, its a punishment. it is a punishment for those Survivors who failed to cleanse all Dull Totems.
-
would i rather get tortured to death over and over and over again with no way out or not?
hmmmmm... yeah i think i'd rather not xD
-
nah i dont think we should have killers that mess with the core mechanics that much.
it'd also be quite boring to have a character have this as a main ability - and it'd be way too busted if that were a secondary ability.
-
@LegionOfDumb said:
It's because Devour Hope rewards the killer for effectively doing their job, whereas NOED rewards Killers that fail at their job, meaning survivors are punished for doing well.
... but thats not what NOED does.
NOED does not reward a killer for failing / punish survivors for doing well.
NOED is a punishment for Survivors who failed to cleanse the totems. whether the perk activates or not is entirely in their hands.
additionally its a high gamble from the killers side, because they have to play the enitre trial with only 3 perks and the 4th, NOED, isnt even guaranteed to activate.
yes there are cases where complaints about NOED are totally valid (e.g. a camping killer - we dont have the time to do all gens AND bones in the given time)
but in a vast majority of the games you play you wont have those scenarios.
-
i like him, but his collision still isnt working as it should.
-
i'd pair it with some changes i wanted to make to Michaels power for quite some time now.
its not a rework, but it is a nerf.
so first of all, the base power changes i'd like to suggest:
1) Evil replenishes over time on survivors who are not being stalked
2) to Tier up your Evil Within you have to press the secondary ability key (usually CTRL) once your power bar is 100% filled (so just like Onis Demon Mode)
now for the Tombstone Piece nerf:
it functions just like it does right now, but:
1) Evil no longer replenishes on Survivors (so basically the way it is right now)
2) after a couple of seconds of not stalking a Survivor, your power bar starts to slowly decrease again
those changes are ment to make it harder fpr Michael to actually use his power, as he'd only have a limited supply of Evil he can gain (which also means he's gonna have to be more strategic of who he kills and who he doesnt kill in order not to lose out on his power), but his Evil also passively goes down again, which means he has to stalk the entire Tier and activate it immediately if he wants to get usage of Tier 3 - so he can no longer 99% it and then instakill the next person he comes across without a warning for them.
so he could still kill someone straight away with it, buuut that person would have to let themselves get stalked for a LONG time for that to happen.
also, Lockers shouldnt hardcounter Tombstone Piece and Judiths Tombstone imho. he should just grab them out and then start the mori animation right there, honestly.
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2120428#Comment_2120428
https://us.v-cdn.net/6030815/uploads/3TV22Z83PUD4/image.png
I kindly ask for speedo deathslinger
his redeemer isnt his only harpoon, if you know what im talking about ( ͡° ͜ʖ ͡°)
okay, thats enough internet for today...
-
is there going to be a unicorn?
if yes, im in.
-
@MadLordJack said:
Why should you play Deathslinger?
Play whoever. If you don't like a character, you don't like them. Nothing is forcing you to play them.
yeah but thats the thing:
i LOVE the character, i really do.
but every time i try playing him, i get reminded of just how bad he is and the games are just overall extremely frustrating.
so i really want to play him, i really want to like him - but i just cant get myself to do it.
thats why i made this post, because i want people to motivate me to give him another shot, maybe with a build suggestion they find enjoyable, maybe with some tipps and tricks they found out with him, something - because i really do want to like him, i just cant find a way to do it on my own.
-
@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2118427#Comment_2118427
Gl man, I hope you don't regret leveling him.
thank you ^^
i sure hope so too!
-
@Northener1907 said:
Well Deathslinger A-Tier killer or strong B idk. So if you have fun, you have to stay with Deathslinger. Trickster is D-Tier
I love Trickster because aim with him is not to hard. Before him i played +50 matches as Huntress, idk i didnt like her so much. Her aim is weird. I never tried Deathslinger, maybe he is better than Trickster (gameplay).
well, in terms of gameplay they are quite similar.
same downsides, same strength, same difficulty level of hitting a shot (with more of a punishment when you miss on Slingers part - still nothing bad though, unless you miss like two or three times in a row).
its just that a Tricksters hit deals an eigth of a healthstate worth of damage immediately, while Deathslinger has to reel them in first, but gets one and a half healthstates worth of damage out of it.
-
@glitchboi said:
Deathslinger is definitely stronger than Trickster. For this reason, there is no reason to play Trickster over Slinger. However, I find Trickster to be a lot more fun and relaxing if you have the right perks and add-ons on him.
The build I run on him is Ruin, Undying, M&A, and Iron Maiden. My favorite add-ons to run on him are Bloody Boa/Trick Pouch and Melodious Murder (which is arguably the best Trickster add-on). I play Trickster when I feel like I want a good and relaxing time instead of going for wins, though I still play to get 4ks as him. If I want wins but a fun time at the same time, I play Blight and Clown.
okay, once i unlocked all of that i'll give it a try.
lets hope its going to make it a better experience!
-
depends on my motivation to play the game.
there are Rifts where i finished with weeks to spare, and there are rifts, like the current one, where i'll end up buying the last couple of tiers.
currently tier 64 if anyone wonders, no challenges left.
i can absolutely not wait for the change thats going to reduce the amount of EXP you need to get a fragment. i really hope the leaks on that were real...
-
YouTube is a thing
just dont do it too often, otherwise you get banned for AFKing
-
at least you could move there faster!
my Executioner game there was pure hell!
-
because the Resident Evil podcast revealed it today.
so they just went ahead and dropped the Trailer aswell.
-
only if they want to lure Mark in...
-
im excited for it.
honestly, im hoping its gonna be another one of those chapters that "break the rules" like the Stranger Things chapter.
maybe this time with more than one Killer - they do have plenty of characters to choose from after all! (my biggest hope is gonna be Mr.X alias the Tyrant)
-
and also the same Devs that have brought us every fun character aswell.
whats your point exactly?
-
nothing says "i dont cleanse bones" more than a NOED rant post on the forum
-
@Dragonshensi said:
So you want to punish someone by not playing a match by making them unable to play at all. That will probably just make them not want to play the game and play something else, losing a player. I don’t want to be punished for hook suiciding if I’m tunneled and camped right at the beginning of a match by a spirit shaking her head at me. Which happened recently. I was unable to play or even touch a gen. But sure, punish me for wanting to leave.
yes. instead of ruining everyone elses experience i'd rather have them not play at all.
-
@HexSweetie said:
https://forum.deadbydaylight.com/en/discussion/240620/hook-suicides
Plays against a hacker
DC=Penalty
Hook Suicide=Even more penalty
But...
Reporting=No Action
yeah no. at this point we are forcing which adds more toxicity.
if you have a legitimate reason to DC - such as a hacker, you can always contact DbD Support ( https://support.deadbydaylight.com/hc/en-us ) so they can look into it and, if necessary, unban you. also, if you have a hacker no one in your team is going to report you for quitting.
and yes, reports do matter.
even if you dont get notified that someone you reported has been banned, people do get banned for offenses, such as cheating.
-
HATCHES
Another small tweak: We have decreased the time the hatch remains open after a key is used from 30 seconds to 10 seconds. Like before, if the hatch closes naturally (is not kicked shut), the End Game Collapse will not start.
Please note that this is not the final change keys will be receiving. We’ll share more info on the future of keys as soon as we can.
the last sentence is the important one.
-
@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2089719#Comment_2089719
the killer is ruinning the fun for everyone when playing like that, im not having fun im leaving that simple, i dont mind being pushed but when u get those sweaty lords, let them enjoy their 4k without people trying to play the game. just leave to have fun in a real match :)
you are aware that you are not the only person playing this game and that by quitting you ruin the experience for four, not one, four other people, right?
that is a very selfish view you portrait here.
you are not the only one playing this game, you are definitely not the most important one and its by far not just your fun that matters here (especially since the entirety of "fun" is subjective - so saying its okay to quit whenever you dont have your own definition of fun is just a horrible statement, as people would DC over literally everything again).
if you queue up for a match, play it. yes, even if that means losing. that is part of the game, that doesnt make it any less of a "real match". but dont just quit anytime something happens you dont like, as you are robbing all your fellow survivors the chance of an escape with that action.
stop thinking only about yourself and maybe start thinking about the other players you play this game with.
-
oh no, Twins cant immediately tunnel off the hook anymore D:
poor things, now they will only be able to facecamp a survivor while simultaneously applying map pressure...
-
i would absolutely not mind getting rid of the Iridescent Coin.
your idea sounds interesting, but it would just ultimately end up making him a 4.4 m/s M1 killer, which is exactly the problem Trickster has with his Iridescent Photocard.
my favourite idea for a new Ultra Rare Add On would be to give him a silencer for his gun, that will completely silence it outside of, lets say, 10m towards him (its gotta be short enough to be able to get some more long range snipes without the survivors noticing).
that would be quite cool to have i think.
the Legion change is something i'd like to have as a secondary power added to their current.
but without the working on gens part, it'd just be some sort of stealth mechanic to get close, then they put on their mask and start their frenzy in the middle of the survivors, quickly injuring them - and giving them a good reason to heal, as being injured against a Legion would be quite a scary thought now (much like being injured against a Ghostface).
i also agree that the RNG aspect of Pig is an issue, but i dont think dedicating a single box to each survivor is a good idea. with that the pig could just camp a box, guaranteeing herself at least one kill. imo the key should be guaranteed on the third box a Survivor searches. the audio cue is also something that i dont really have an issue with, as when they hear it its basically too late to dodge anyway.
-
they simply made it so you no longer have slowdown Add Ons (great change) and that he cant just keep spamming snares around a loop to catch a survivor (or at least they reduced its effectiveness).
both are definitely good changed imo.
-
Nightmare Changes:
they have overall tried to address the main complaints about him: the slowdown Add Ons and the Snare spam.
i cant say anything about how good / bad the snares will be, but im very happy with the Add On changes.
the clocks are nice i guess.
regarding the Black Box change, the timer that exit gates are blocked for sleeping survivors should be longer. 10 seconds imo isnt enough to do anything significant with it.
Demogorgon Changes:
overall pretty good changes i'd say.
however, they still need to give Demo a way of destroying / replacing portals when they are in a bad spot, thats imo the main problem with the portals right now.
i hope the Add On changes will include some Add Ons that address his Shred ability.
Huntress Changes:
overall, i like them.
i am very happy they decided not to slap the range requirement on Iridescent Head and instead made it cap the Hatchets at 1 - though i was really hoping for the second UR Add On to be something that passively reloads Hatchets over time, but this one is okay i guess.
Twins Changes:
they failed to address the main problem with them: the hook camping.
the Add On changes seem good though.
Perks:
Small Game:
FINALLY!
it got the totem counter, makes it easier to locate totems AND its no longer an unnecessary slap in trap based killers faces!
Lucky Break:
i'd have to see that in action tbh. just from the description, it doesnt seem to be that great though.
Soul Guard:
thats a fair point they mentioned. not a change that should be a problem in 95% of your games with the perk.
Open Handed:
everything looks good to me.
Zanshin Tactics:
still useless.
Borrowed Time:
i dont mind the change. it helps against low TR / undetectable Killers that want to tunnel off of hooks. HOWEVER imo the unhooker should receive the unsafe unhook penalty when the unhooked survivor gets hit, so BT no longer guarantees safe hook rescues.
Object Of Obsession:
i still really like the change idea.
Miscellaneous Balance:
Toolboxes:
doubt that'll change much, i like the concept though.
Hatch:
that seems like a good change to me. im also very happy they confirmed this wasnt their final nerf to Keys!
HUD Update:
cool i guess
Struggeling Update:
i honestly can not wait for that! its going to make struggle on the hook much more interactive, much less keyboard destroying and makes hook suicides much harder!
Coldwind Farm Graphical Update:
looks amazing!
though im a bit concerned corn blindness is going to increase with the new corn field.
also, im a tiny bit sad its only one graphical rework this time. the quicker we get these graphical updates out of the way, the quicker we get to play on a new map!
and thats all my thoughts on the update SO FAR.
thanks for reading and have a good day / night ^^







