Mister_xD
Mister_xD
About
- Username
- Mister_xD
- Joined
- Visits
- 7,667
- Last Active
Comments
-
i fail to see anything toxic from the killers side here though?
-
and when you get an actual deep wound screen, its basically like the killer just turned your monitor off.
and even as killer, i would really appreciate being able to see whether that claudette is straight in front of me or not...
-
@Aven_Fallen said:
Context:
https://twitter.com/DeadByBHVR/status/1381623249558249476
IMO way too bright, really. Like, this is something I would expect in a walking simulator.
brightness wise i'd guess its going to be similar to the Grave of Glenvale.
i guess they just increased the brightness a bit for the pictures - if i remember correctly, the Autohaven Wreckers rework screenshots were also a lot brighter than the map ingame actually was.
-
i had one match that really just infuriated me.
basically, we had a 4 man escape. great. two already left, i was waiting for the other one to leave - but no, they absolutely couls NOT leave without having it rubbed into the killers face as much as they could, so that *insert bad word here* of a survivor had to stay till the last second of the timer just to click their flashlight into the killers face, all while i was waiting for them to just gtfo so i could get my challenge.
yes, i died. i basically suicided into the killer so they wouldnt accidentally hit me out first (i was injured), while the other guy ran out.
why do some players just have to be sore winners like that? ;-;
at the very least i got my 3 points towards the challenge...
-
hey Sluzzy, how has your day been?
-
i'd love to know how many votes this got.
-
Rank 1
Deathslinger
gameplay wise, i'll have to go with him. however, design wise i really have to say that no one can even come close to Doctor. so overall its a tie between the two for me.
i always go Add On less on Killers i feel like dont need them, but since Doc is designed to be used with Add Ons, my go tos for him are Calm and Order on him.
-
none.
however, ive had a huge increase of hookcamping twins in the past few days.
-
for me its tied between those two:
1) Lagswitching for playing Spirit
2) hacking a larger range on my Deathslingers Redeemer (even though i only got a single sharpshooter score event all game)
-
favourite Perks:
Killer: Discordance
Survivor: Kindred
least favourite Perks:
Killer: Insidious
Survivor: Borrowed Time
-
entirely depended on the survivors.
if they had any idea of what they were doing, yes. killer was unwinnable (unless you were nurse ofc, which at that point in time was even more busted than she is today).
there were literally windows where the survivors were entirely untouchable. the upstairs section of ironworks of misery was one of those - if the killer went around, the survivor jumped back through the window and if the killer vaulted the window the survivor just ran around and beat them to it again. there was no winning for Wraith or Hillbilly or a Trapper who didnt have a trap with him (which at the time were the only available killers, mind you)
but there were also a LOT of survivors who had no clue what they were doing, so killers still got kills.
-
the mending part wont work.
with that we'd literally just turn Trickster into old Legion 2.0, where he can get a few knife hits on the survivor while they perform an action, such as vaulting or dropping a pallet, and then have those slowly but surely add up to an uncounterable down.
the only way that idea would work would be by allowing survivors to get rid of the blades while running and performing chase actions, though at that point the entirety of that idea is redundant, as it'd just be extremely similar to how it currently works.
i think the Main Event change idea is interesting though, i can see that work.
imo Trickster would be better off with ricochet Blades basekit and 115% movementspeed.
-
yes i wonder why people didnt take your first threat serious...
cmon man, just play a bit of killer yourself before making such requests.
-
@undoredo said:
I don't see why there's a filter at all; if you're playing this game you clearly are ok with cuss words; some perks LITERALLY have cuss words in them
I think the "ich" thing is because it can seem like a certain word that starts with b. habe ich resembles it sort of (be ich), so I see why it'd censor, but it really shouldn't
if so, then they really have the wrong priorities.
cause ive seen a LOT of words thrown around that should have been censored, yet werent. for example, almost the entire dictionary of drugs.
imho the chat filter should be optional.
while i dont necessarily mind one being present for those who want it, i hate it being forced onto all of us.
im not someone who gets easily offended, so i dont really care - in fact, i find it quite funny to see people rage over a simple game that much. i simply have my laugh, report them and move on. however, when the chat filter starts blurring out stuff that just absolutely shouldnt be, then it really starts getting on my nerves.
-
having an obsession be basekit would unironically be a huge shadownerf to DS.
imo they should make it so Survivors have insight on their teammates rank and perks, allowing them to coordinate their perks a bit even outside of SWFs.
-
kindred basekit would be way too strong.
the reverse BBQ effect on the killer is amazingly good, way too good to just be basekit - i wouldnt mind the other survivors auras being revealed to one another though.
-
@glitchboi said:
Clown is bae.
dont worry, i got you!
-
played Spirit yesterday cause i thought she might have an easier time getting the grab challenge done.
got a DC as soon as they figured out it was a Spirit, a second DC followed shortly after.
i ended up farming with these poor souls - and it seems like i managed to help someone get their pallet stun challenge done! (i got my grab challenge aswell :D)
-
no.
if you want a perks benefits, equip the perk.
that goes for both of them.
-
at first it was ment to be "hard" to use.
now its just so you dont wait until you're right under the hook before you D Strike them.
i wouldnt mind it being changed into having a button to activate it, therefore being restricted to a certain time window in which you can activate it while being carried.
-
#Pigs4Coldwind
can we start a petition for this somewhere?
-
he needs to be made into something else than a (much weaker) Deathslinger clone.
115% mms and ricochet blades would do the trick.
EDIT:
also, yes main event shouldnt run on that stupid timer. that alone is nowhere near enough though, at least in my opinion.
-
killers would moonwalk chases then
-
@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2092926#Comment_2092926
or instead of removing them just have them not work with iri head
nah that'd be too specific imo.
honestly, 5 hatchets are absolutely fine, you really dont need to have more than that.
i'd rather they got reworked into something entirely new
-
i want the pig to be a feature.
Gideon / Lerys got rats, let Coldwind have a pig!
-
the only reason why Iri Head is a problem is because Infantry Belt / Leather Loop exist.
remove those two and Iri Head is very weak all of a sudden.
-
because it needed some kind of cooldown and it would be too strong to have a free stun on the killer and then sprintburst away to the other side of the map before they even get to recover.
-
Freddy.
holding M1 on generators is boring enough, i really dont need to have 5 additional slowdowns added on top of that, just to have it popped once he gets a hook.
and dont even get me started on his chase. he literally just spams snares around a loop until he catches you, there is nothing skillfull with that and its just boring.
he just extends all the boring parts of the game, while making the only exciting part boring aswell.
-
@Crowman said:
Legion was hated, because old Legion had literally no counterplay.
the same could rather easily apply to Trickster though, if the wrong changes were made.
imo the big downfall of his power is the laceration meter making every hit you achieved feel insignificant, due to the passive reduction of it after 20 seconds. however, if that were not to be the case and instead, as many suggested, the survivor had to manually remove it, then the Trickster could just walk after a survivor and throw a knife or two at them any time they enter an animation until they eventually go down without having any chance to counteract it whatsoever.
we could make the point that this would lose the Trickster the game, but that would be the same as with old Legion where they just throw the game but get a guaranteed down they can then facecamp to death - it would make the game very unfun for everyone and it would just feel unfair for the poor soul that is being chased.
-
still at it?
cmon man, at this point pretty much everyone is aware of your routine.
-
@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2092553#Comment_2092553
EGC should be scary the killer should automatically be buffed without NOED.
It should be intense.
and yet EGC is a joke with survivors twerking at the exit gates with their flashlight strobe party
just to get this straight:
EGC is not ment to buff the killer.
its sole purpose is to force the game to an end eventually to prevent games taken hostage.
-
you know you can quite easily fix that problem by equipping DS.
i dont get why so many complain about "DS being useless", when they say in the same sentence that the root of all problems is not DS being too weak, but the fact that no one runs it anymore.
just... equip the perk. are you going to stun the killer every match? no. is that the main strength of the perk? also no.
its a perk that forces "good" behavior onto a killer. if you didnt get to use DS at any point, that means you never got tunneled, which means the fact you got an obsession made the killer too scared of the consequences of tunneling, which means DS still did its job and wasnt a wasted perk slot.
imho the most hurtful thing to DS right now is the mindset so many portrait that says "if i didnt get the stun, the perk was worthless" - because this mindset ignores away all the passive benefits the perk brings and only focusses on one, rather small, aspect of the perk.
-
i really hope its one that is based on a timer that slowly regenerated Hatchets one by one.
that'd be cool to have and imo be Ultra Rare worthy.
-
its not a problem.
imho the problematic Add Ons are Infantry Belt and Leather Loop - remove those from the game and Iri Head becomes quite weak all of a sudden.
-
its not a useless perk slot out of the simple fact that is forces the killer not to tunnel so they dont have to eat a stun.
you do NOT need to stun the killer to get usage of the perk!
-
@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2091217#Comment_2091217
Survivors who have sense, when they realise you have discordance, will split up and do generators, which is arguably worse in a way depending on the killer and/or map.
it still gives away their spawn location and allows you to get into chase basically immediately.
also when they split up it actively gives you that information which will allow you to adept your playstyle accordingly.
-
the word "downs" is blocked.
cool. guess i wont be talking about a killers / powers ability to get injuries and downs anymore.
-
Discordance.
its such an underrated perk - and it always tells you where to apply map pressure to get the most benefit from it.
-
Hex: No One Escapes Death is a bad (as in weak) perk that does a poor job at doing what its ment to and, if anything, needs to be changed to do it better (= buff)
-
thats how i'd interpret it.
most of the killers dont necessarily mind being there, though the entity had to either beat some motivation (Trapper) or restraint (Doctor) into them in some cases.
left to right doesnt matter here btw. i just placed them in a tier based on their release date, not on who i think is "high middle" or sthg like that.
-
@hiken said:
not really, some games are extemely annoying for some survivors. especially when they get slugged too often, going against spirit, nurses u sometiems feel u cant do nothing and survivors go down in 20 seconds each or so, of course im not enjoying, ill leave, and ill find a normal decent match.
the single most annoying thing i have seen as a survivor is someone suiciding at 4 or 5 gens.
if you queued up for a match, play it.
dont just quit when YOU dont have fun, as that is going to ruin the match for the other 4 players you were playing with.
-
@CustomerService said:
If someone doesn't wanna play the game then they don't wanna play the game and you can't make them. Ban them? sure, but do you really think they can handle all the reports? that they will go through each obne of them? Are you gonna need 3 million reports for them to look into them? Point is, nothing is going to happen.
Also, I don't blame some of them for suiciding sometimes. What I wonder is how someone still plays solo survivors. Masochism is strong.
If someone doesn't wanna play the game then they don't wanna play the game and you can't make them.
thats exactly the thing people said to defend DCs.
if you queue up for a game, play it. if you dont want to play, dont queue up in the first place.
but dont queue up for a match and then ruin it for everyone else.
regarding the reports, you might be right. maybe my idea isnt the best - but that doesnt mean we shouldnt do anything. a replay function for matches would be great that would also allow someone who reports sthg to timestamp the offense, so the support team can quickly go in and see whats happening.
whether we make it reportable or not, in the end im happy for as long as i get to play a normal game. and in order for that to be the case, hook suicides need to be addressed.
-
@Kellie said:
Can we STOP whining about hook suicides.
considering ive had roughly half of my games today ruined by someone hook suiciding, no i wont stop.
its a problem in the game that imho needs to be addressed rather sooner than later.
-
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2085476#Comment_2085476
Nah it will wont solve anything. If survivor wanna suicide and leave game, that survivor will not be useful. And possibly will run game. If i have choice i would choice them dead, then they cant punish us because stayed in game.
though such behavior could be seen as sandbagging the team, which would be a bannable offense again.
you see, most of what they can do to "quit" without hook suiciding is something they can be reported for - run into the killer on purpose to get killed, AFK, sandbag, etc.
so by not letting them suicide we could potentially force them to participate normally - or at least be a bit usefull and AFK on gens.
-
@TAG said:
Good news: The changes to the struggle mechanic are going to interfere with hook suiciding by making it so Survivors can't immediately just die the moment they reach struggle phase.
thats correct, but it wont stop them running after the killer, demanding to get sacrificed afterwards.
though that already is an reportable / bannable offense, so maybe you're right and its going to change things up more drastically than i expect it to...
i really, really hope so at least.
-
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2083812#Comment_2083812
- Nurse double blink makes her way too strong. She already has great map pressure/mobility, making her one of the best chasers in the game too is too much. Either take away double blink or add some kind of mechanic to punish poor aim on the first blink. Could be a max turn radius, max turn speed, longer charge up time for the second blink, etc
I DUNNO - SEEMS LIKE A VALID POINT!!!!!!!!!
yeah tbh i never read that far.
they lost me after the sentence i quoted xD
-
and while we're at it they really need to nerf some of the OP survivor Perks such as Deja Vu or Stake Out aswell!
-
funnily enough, a vast majority of the top tier killers cant oneshot.
Nurse, Spirit, Blight, Freddy, Hag - just to name a few.
-
@VikingWilson said:
It's not that they're "shaking things up," it's that killer sucks to play right now.
as a Killermain: no it absolutely doesnt.
i very much still prefer Killer over Survivor.


