Mister_xD
Mister_xD
About
- Username
- Mister_xD
- Joined
- Visits
- 7,667
- Last Active
Comments
-
i wish i didnt buy that seamonster Trapper outfit.
not that it wouldnt look good, but i have an extremely hard time trying to combine pieces of it with other cosmetics, so i rarely ever run it.
-
Team Fortress 2
potentially Minecraft (dunno tho, as they dont track my hours ingame... luckily)
-
oooor you just turn it off?
there are a lot of people who like it, there are a lot of people who dont act toxic / entitled in it and there is no reason why we should remove it for everyone because of a toxic minority.
-
i mean, the devs intended each killer to be a different playmode, yet 90% of them get countered by the exact same strat.
i can definitely see why it is getting boring, yet any time there is a killer that cant be looped the regular way there is tons of hate thrown towards the devs, as the killer is "unfun".
-
an announcement that the new HUD isnt gonna make it. ever.
-
to answer the title:
yes, you should always have the option to play together with friends.
its not like DbD was a highly competetive game, so i dont necessarily see a problem with it - it just sucks when you try to play casually as killer, while you get a 4 man tryhard SWF playing as competetively as they can against you.
-
i dont even think he needs more traps.
just have all 6 in his hand from the very start + being able to carry all 6 at any given time would be a great change for him.
would it fix him? probaply not, he'd still be a meh killer, but at least they would get rid of his insanely bad early game that way.
-
when awake, remember which pallets are real and which arent.
then destroy his entire setup when you fall asleep.
he cant use them during chases, as no one would fall for a pallet he just set up right next to them, so he relies on a setup which you can ruin.
-
because all the system detects is that you DCed and therefore the DC penalities apply.
you can contact support here: https://support.deadbydaylight.com/hc/en-us
and report this in the bug reports section of the forum.
-
the hook counter is the only good thing about the new HUD, and even that is only an improvement for the Survivor side.
sigh
-
...
you know you can play just fine without it, right?
also, against good SWFs Undying literally did nothing.
they just coordinate on totems and get rid of it within the first few minutes, leaving you with two dead perks.
the people you destroyed with it were mostly solo survivors you didnt need the perk for to begin with.
-
the fact that it took them 3 years to change Moris, yet they only managed to get the most boring (and by far easiest) solution possible done.
after 3 YEARS one would think they would have come up with something more interesting than increasing the numbers by one.
-
good job at nitpicking only the nerfs for killer.
-
that statement is about as true as saying every SWF was a sweaty tryhard squad
-
that is due to Survivor hitboxes not matching their playmodels and Slingers shot projectile hitbox being as precise as it is.
from an entirely technical point of view he missed her, as the two hitboxes never collided.
btw, thats exactly the reason why huntress throws her miniature fridges at you.
-
@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1902925#Comment_1902925
too late it's happening i see keys in over 1/3 of the matches I'm in (as either side)
yeah there are a lot of keys around lately...
still, i fear if they announced any specific dates it would make it even worse.
-
Hex Perks should be the most powerful Killer Perks in the game.
however, you also need to be careful with them, to not make them too oppressing.
imo Hex: Devour Hope is the perfect Hex Perk - high risk, high reward, but also not for free.
i like the idea that Hexes start out weak, but grow a lot stronger very rapidly the more the match progresses, to increase the pressure on Survivors to find and cleanse the related totem. it also feels a lot better for both sides when the Killer actually has to do something to get his Hexes effects to work instead of it just being there at full power from the very start like Hex: Ruin.
i also like the concept of Hex Traps a lot, such as Hex: Haunted Ground or Hex: Retribution (i actually came up with the idea of Hex: Haunted Ground a while back - and it made it in! well, most of it at least xD mine was personal and included an aura reveal), to make survivors rethink their actions and whether they should really be cleansing this totem or not.
However, you got to be careful with a Hexes power, especially when it can be used to defend OTHER Hexes. Undying suffered that problem, where it just made it way too hard to get other Hexes out of the game, keeping their strong effects in the game for a very long time, which can be devestating for survivors.
so ffor Hexes to work you need to find that sweetspot where they arent ridiculously broken, but also not useless. if either is the case, they need to be looked at.
also, you shouldnt be underestimating Hex: Retribution that much. the Perk is actually really good in combination with other Hexes, as a 10 second Aura reveal can be VERY strong for the Killer and potentially turn the entire game around.
-
i hope they wont announce them, so people wont use up the 50 trillion keys they stored up over the time...
-
i think hook scoring events should get a couple of additions, for killer and survivor.
for survivor you should gain BP for going from one hook phase into the other without speeding the process up, and some bonus points for being close to the killer while doing so.
e.g.
"Abandoned" - + 2000 Altruism points (applies any time you go from one hook stage into another without speeding up the process)
"Killer Occupation" - + 5000 Objective Points + 5000 Boldness Points (applies when you die with the killer killer staying within a certain radius towards the hook for a certain amount of time)
for killers i think you should get bonus BP when survivors suicide on hook, so failed self unhook attempts and failed struggeling should reward bonus points to make somewhat up for people quitting instantly.
e.g.
"Futile Struggle" - + 500 Sacrifice Points (applies when the survivor stops struggeling on hook)
"Fruitless Escape" - +200 Sacrifice Points (applies any time the survivor makes an escape attempt that does not free them)
those are just some ideas, we could add more / move the numbers around ofc, but i generally think such point score events would be a good addition.
-
i wouldnt be against it, however they'd have to come up with a new, interesting and unique idea for a chainsaw that isnt just "use it to instadown anyone in front of you", so the killer feels different to the other chainsaw killers.
honestly, it might be easier to come up with a idea that doesnt include a chainsaw at this point though...
-
you dont have to cleanse all 5 of them.
actually, you should only be doing that once you located all 5 - its a lot more effective not to cleanse them and instead keeping their exact locations in mind to later quickly check for a NOED.
doing that you dont "waste" time on them and you also dont risk NOED spawning on a totem that no one has been able to find throughout the whole game (at least you significantly reduce the chance of it doing so).
of course, if you have perks such as Inner Strength or you just generally want to cleanse them for points, there is nothing wrong with that.
-
i dont think he is unfair.
however, should that bug still be a thing where you palletstun chainsaw killers while they use their saw, yet they suffer no stun and instabreak the pallet, then i would consider that to be quite unfair.
another unfair aspect about this killer is, how his overheat was handled so well, while billy got absolutely shafted with basically the same mechanic.
-
imo genrush is a mindset portrait by each individual survivor.
it refers to when a survivor prioritizes gens over anything else, ignoring away any sideobjectives / waiting them out for as long as they can just to get bonus progression on generators.
people who refuse to heal up, ignore totems or chests, bring perks / items to speed up gen progress and in some cases dont even bother saving others are, under my definition of the term, genrushing.
i have come to find the definition that is widely shared as "if gens pop very fast" to be lacking in a couple of aspects. usually the question becomes, whether the survivors were actually genrushing or whether the killer just failed to apply map pressure (which is usually the case and not at all the survivors fault / anything you could fault them for).
-
camping only works when the survivors allow it to work.
if the killer is camping a hook, that means they are not interrupting anyone on generators, so all the team has to do is repairing gens to counteract it.
additionally, there are multiple penalities in place that should make it a much less viable strategy, such as the camping penality in the chaser emblem, the hook requirement in the devout emblem, the hook counter in the malicious requirement and of course the lacking gen defense necessary for the gatekeeper emblem.
a killer that is camping therefore is a lot closer to throwing the game rather than actually playing well.
that said, camping is still often viewed as a "viable strategy" by many, as survivors tend to not want to abandon their friend on hook and then themselves end up throwing the game in the desperate hope of rescuing their friend. many run in and trade hooks or just sit around the hook for the full two minutes, waiting for an opening to rescue their friend.
if survivors do that, then camping becomes a very strong tool for the killer, where they still miss out on some emblem points, yet they still manage to get a lot more points, potentially enough to even rank up, than they would have gotten had the survivors just gone and repaired generators.
and before anyone says it: yes, a camping killer with NOED is usually able to secure themselves a second, sometimes even third kill. however, one hooking 2 or 3 survivors without having a large amount of chases or any gen defense will still get the killer to derank.
the only problematic part is, that the killer just takes all the survivors who died with him to the lower ranks, as they had no way of making any significant points throughout the match.
also i feel the need to point this out: hook defense =/= camping. the killer is not camping if they have clear knowledge of someone else being around and are looking for them / if they interrupt rescue attempts. camping means staying close to the hook for the sole reason of wanting the hooked survivor dead, without knowing anyone else is around.
-
not really, Tinkerer, imo, is a pretty medicore perk.
you get the info which gen is about to pop and a time imited stealth ability, however a vast majority of killers cant really use that to their advantage to stop the gen, as they lack the map coverage to get there in time.
Its definitely a good perk on high mobility killers and when combined with other perks (Ruin) can be very devestating, however on its own i dont think its anywhere near as good as some other Perks such as Infectious Fright, A Nurses Calling or Pop Goes The Weasel (to name a few).
-
i dont know how the individual steps work specificly, however i am pretty sure that a perma ban from DCing is possible.
for that to happen, you would have to DC a LOT though.
the penality starts at a 5 minute ban (twice), then goes over to a 15 minute ban and constantly increases from that point onwards, until it bans you basically forever.
though you can also decrease your DC penality by one step again by playing 10 hours (i think) without DCing, so as long as you dont DC all the time for no good reason, you should be okay.
and in case of gamecrashes you can always contact the support team (you'll have to provide evidence that you got banned due to bugs though - and not just having the last DC be related to a bug, but a larger number of them) who can help you out.
-
i dont like killers that are entirely brainless to play.
a Freddy spamming snares around a loop or a Pyramid Head faking his Punishment of the Damned at every window / pallet is definitely the most boring experience one can have in this game imo.
also, when a killer has so many slowdowns that the game basically comes to a standstill with little to no input on their part - that is extremely boring and i truly hope they will never make that mistake they did with Freddy and his slowdown Add Ons ever again.
-
thats all up to personal preference.
in my opinion, Deathslinger is very fun to play.
-
awww its a baby clown :3
-
VERY much depends on the other survivors you have to play with.
in 9 out of 10 cases i find that the main reason we died was not because of the killer, but because my team seemed to be allergic to generators and didnt touch any for a whopping 15 minutes.
-
Claudette - Decisive Strike, Kindred, Sprint Burst, Iron Will
for killers i play a rather wide variety, but i have the most fun when i play Deathslinger, so im gonna take him as my pick - Monitor & Abuse, A Nurses Calling, Discordance, Pop Goes The Weasel
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1894706#Comment_1894706
It's not an argument, it's a joke.
well im glad you see it that way, but ive also had a lot of people being serious about that one.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1894634#Comment_1894634
Eh that would be a bit much, you end up basically just: https://youtu.be/WdooJUb58Gc?t=299
I still like having to think with my traps and having them pay off, having him start with and be able to carry up to 3 would be enough. At most I would say he should have a maximum allowed traps to be on the map at any time, but be able to re-stock those 3 at a locker like how huntress restock's hatchets or something....
(That would also solve the BS problem of some traps spawning WAY out of useable range, or spawning in unuseable locations/glitching out anytime a map is changed or a new map comes out)
yeah i have multiple issues with that clip being used as a counter argument:
1) you need a VERY specific map for this to work, and even there she had to be in this very specific spot. try this on any "normal" map (e.g. Autohaven) and you will notice that it will not work.
2) the survivor could have, on multiple occasions, made it out of there with nothing more but a hit on them, wasting multiple of Otzes traps in the process, which would have been very bad for Otz, had this person not been the last living survivor.
3) we literally already have a killer that does exactly that, but better - namely Hag.
You would still have to think with your traps, as mindlessly throwing them down at loops would just end up with you running out of traps rather sooner than later (as Trapper doesnt have an infinite number of traps he can throw down, unlike others), leaving you with a very easily spottable and disarmable setup and also forcing you to backtrack through the entire chase you've had just to pick them back up and use them for real somewhere else.
however, there are a lot of pros to this change aswell:
1) you can create your setup a lot quicker than now, as you dont have to run across the entire map just to get access to a single trap (so you wont lose 3 gens by the time you have your setup ready)
2) you wont be giving your identity away immediately, as survivors will no longer be greeted by a random beartrap spawning next to them
3) you no longer rely on trap spawn RNG to have access to your traps, which is especially good on maps like the swamp, where those little ***** tend to only spawn at the freaking edges of the map
4) you no longer have the problem that your own trap is in your way, as you can always just pick it up since you will never be full on traps
5) moving your entire setup is a lot easier than now
-
i dont think they can beat release Legion.
that was, hands down, the worst addition to DbD ever (in terms of chapters).
the twins are still rather high on that list though, i wont deny that.
-
no i wouldnt like that.
my main issue with Iridescent Stone is, that at some point i cant tell anymore whether i actually set a trap or whether that trap is just somewhere randomly out in the open, but was armed by the add on.
the best way to reduce his early game struggles imo would be to let him start out with all traps in hand.
he is the only trap based killer in this game who has that issue and i honestly do not understand why they never decided to give him that.
-
i very much doubt they will rework him again.
probaply just some smaller changes in his numbers or base abilities (e.g. making pallets basekit and snares add ons) that end up nerfing him a bit.
-
honestly, i think all 3 of those are too strong.
Gear Head should just have its nerf be reverted (its active for 45 seconds and reveals any gen a survivor performs a skillcheck on).
Dead Mans Switch should just block a gen for 45 seconds as soon as it gets triggered, instead of blocking it for the reminder of the 45 seconds that start as soon as someone gets hooked (and blocked gens should regress at the normal regression rate - Blood Pact could specificaly say otherwise ofc).
Hex: Retribution imo is perfectly fine the way it is right now.
your ideas just seem a little over the top to me.
Gear Head shouldnt just give you that much information for free for such a long duration. having it bound to skillchecks makes it so you dont get the info immediately, which makes it a lot better, as you cant just hit someone twice and instantly know everyone elses location.
Dead Mans Switch just sounds incredibly boring to go up against. i mean, each time you hook your always changing obsession the game just gets to a stand still because any gen anyone was trying to do gets instantly blocked. that would be way too good of a slow down perk - and would remove the whole "making a choice" aspect the perk currently has.
Retribution imho doesnt need a buff. a 10 second aura reveal is already very strong, 25 seconds is just nuts, honestly. i also dont think an aura reveal on people who cleansed dull totems is needed at all.
-
Trapper is most likely going to be the only killer that is going to keep the original theme.
at some point in time, the "standart theme" will be Trappers unique theme.
-
@horrortale_sans said:
https://forum.deadbydaylight.com/en/discussion/comment/1892539#Comment_1892539
I do that too but still it should be their choice
it is.
but you also got to be aware that every choice you make comes with certain consequences to it - in this case a possible ban from the game.
-
1) they announced a "no more exclusives" policy in Winter 2019, with Legacy skins being the sole exception. there will not be any exclusive skins anymore, period.
2) they announced that EVERY premium rift skin was going to be added to the shop at some point in time that was at least 6 months after their rift release when they launched the very first rift. so when you bought a rift pass you should have been aware of that.
3) you paid 10$ (possibly only once, should you have completed each rift) and get a LOT of skins for that money. in the shop, each individual skin costs 10$ alone. so your reward for the grind is that you dont have to buy them with real money, but get them for free with nothing but playtime (and 10$ once).
-
@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/1891509#Comment_1891509
Man, Doc really lucked out in the cosmetic department.
oh yes he did xD
-
Doctor has amazing cosmetics in terms of creepyness!
here are a few of my favorites:
(Auto-Lobotomizer + Leather Lab Coat + Tainted Inoculation)
(Experimental Measures + Blood Test + Metal Therapy Bat)
(Bandaged Pincushion + Dr. Vivisection + Voltaic Ray)
EDIT: screwed up the first one. got the right version now though
-
1) you payed a lot less money by purchasing the premium rift track and unlocking them that way than when you purchase them all individually from the store
2) the cosmetics that are releasing right now are from the first tome, which released on October 30th 2019. so you had said cosmetics for well over a year before they, technically speaking, released.
3) it was clearly stated by the devs that it would be this way from the very beginning. Tome cosmetics were never ment to be "exclusive", they were all confirmed to make it into the shop at some point in time that is at least 6 months after their tome release.
-
...
just do bones
-
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1890778#Comment_1890778
This is bhvr we are talking about.
They reduced the pip penalty to 1 a long time ago if you leave match through the menu. This is due to people wanting to depip and before timeouts were put in place.
To lose 2 pips on a disconnect or crash is not that surprising, as those events are handled differently.
damn, BHVR really is good at confusing people xD
-
@FilledPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/1890706#Comment_1890706
People only lose 1 pip for DC'ing now. It was like that back then where you lost two pips for dc'ing, but it's not like that anymore.
that must be a very new change then, as i had a connection loss around two weeks ago that put me to Rank 2 with two pips missing (Rank 1 previously).
-
doesnt really come as a surprise to me that the new HUD is gonna make it through.
their order of operations here is to blame for it:
they first developed the new HUD and then asked for our opinions on it.
which works when everyone likes the changes, but in a case like this, where the HUD is considered a bad implementation by like 85% of the playerbase, we end up in a situation where they have already put their ressources into the change (time, money, effort, ...) and are therefore going to push it through no matter what.
they basically already denied any form of critisism on it in the very stream they announced it in with the sentence "we know its a big change for all of us and that it is going to take some time to get used to" (not a 1:1 quote btw, but its what they said), which means that any critisism we give on it can easily be brushed away with the excuse "people just dont like change. they will get used to it after some time" - which in itself isnt false, but does not mean the HUD was good.
of course we are "going to get used to it eventually" - after all, as it currently stands, the new HUD is the only option we have.
but just because we "got used to it" does NOT mean that we'd prefer it over the old HUD or that it was a good implementation.
and all of this could have been prevented, had they just come out to us about their planned changes at the BEGINNING of their development phase, showing us concept art of their new HUD and asking us whether that was going to be a good or a bad idea (giving their reasoning as to why they think its a good idea ofc).
had they done this, we could have told them from the beginning where the flaws lie and whether the HUD change was necessary at all.
we all together could have created an interesting new HUD that everyone was happy with - even if it just were some minor changes on the current HUD.
and that is what annoys me most about it: the lack of communication that lead us to this very moment.
at this point im honestly just hoping that they will continue to get backlash on it until they decide that maybe it wasnt such a good idea to begin with and drop the HUD changes alltogether.
-
you know, the devs could also just make it so its possible to see something when you happen to have another lightsource in your room that isnt your PC, so people arent forced to use these kind of filters.
and judging by how many people i see using those filters, the devs would have to ban 70%+ of the playerbase for this, which isnt gonna happen.
-
there are.
anyone who leaves the game early by DCing gets a double depip.
anyone else at least participated enough in the game to earn themselves not to double depip.


