Mister_xD
Mister_xD
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1831533#Comment_1831533
You've already been screwed over. Accept that and stop standing in the way of making the game better for new players.
no, i have not.
also, "Accept that and stop standing in the way of making the game better for new players." - you havent read past the first sentence, have you?
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there are a few characters where i can understand why they linked them together, characters like Pyramid Head where its a licensing problem that forces the Devs to link the outfit together / when the outfit features a weapon that has a clear connection to the killers body (e.g. i could see them making a Doc cosmetic where the end of his stick has a hose that goes to a backpack he is wearing)
but i fully agree on a lot of the other skins, where there is no real reason for the weapon being linked to the set other than "well, its a linked set so that includes the weapon".
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well, killers enter a chase with the simple mindset of "i need to slaughter this survivor", so the longer the survivor manages to evade them to more they grow impatient and start feeling frustrated.
the simple thought of finally grinding their weapon inside the survivors body is enough to excite them so much that they actually get faster and faster, as they simply cannot await that blessed moment for them - whether that be because they genuinely enjoy slaughtering or because the entity forces them to do it in order to stop their own torment (which we know is the case for some of the killers - especially the ones that are extremely deformed (e.g. Trapper), as these sort of mutations and deformations of their body are the Entitys way of forcing them into obedience).
i think its a lot like the perk Agitation, which states that the killer just gets impatient and really, really wants to hook their prey, which is why they grow in speed when they pick someone up.
canonically im a little sad BL is gonne have to go at some point. it just fits this game way too good in order to be just taken out like that - though we also need to look at it from a gameplay perspective, from which it is better to remove it once maps are balanced.
maybe it could get reintroduced as a perk? i mean, Beast of Prey could reenable Blood Lust (but only the first stage of it)... that would be kinda cool - and make the Perk a lot better than it currently is?
EDIT: typo
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1831272#Comment_1831272
You're basically the flavour text for the Oppression perk "Life has been hard for you, and you're going to make it hard on others"
That is NOT a good reason to not improve something. Yeah we've all grinded DBD and it sucks. It really sucks for new players. Think of them.
you do know there are other ways of reducing the grind without screweing over long time players, yes?
i never said i didnt want changes to reduce the grind - i merely stated that i didnt like this specific idea. there are plenty of other possibilities:
we have a Daily Challenge system that is in desperate need of an update, new things like the Tomes can be added with more rewards, they can generally increase the BP gain, BP multipliers can be added either with events or maybe have them earnable by doing something (maybe a challenge, maybe as prestige rewards, more of them in form of offerings), etc.
if you wanna make such a drastic change, i want to get something for all the time i invested.
so either make a Legacy 2.0 that i can proudly wear, or find another way.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1831272#Comment_1831272
It happened before.
yeah, but they already said they wouldnt want to do it again.
so i highly doubt its gonna happen - its possible, but i doubt it.
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@TragicSolitude said:
See my thread on it:
The "fixing itself" when re-equipped is only temporary, it goes back to being broken the moment you close and re-enter the menu, and it always seems to be broken within matches.
ah okay i didnt see yours.
yeah it keeps unequipping when you switch back and forth between killers, but you can at least temporarily fix it by reequipping it...
lets hope for a fix soon ^^
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aight, we need a Santa Blight outfit now.
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they are still strong, its just that you got to be very, very good at them in order to use their power efficiently.
a perfect nurse or a billy who mastered drifting are very scary to go up against.
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but i know people who have a much higher devotion level than me, yet who are a lot worse than me...
also the MMR is comming soonTM, so they are already working on a different solution
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remove perk tiers and you just wasted like 4000 hours of my life trying to max the characters out that i did max out.
i kinda dont want them to go - unless we get some exclusives for people who went through that trouble before it got removed, which is not gonna happen.
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"here are 10.000 BP, enjoy the two items you can get from your Bloodweb with them! :D"
really helps fighting the grind...
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@Farshad7913 said:
its actually the same, in both cases you get punished for tunnel visioning on gens and ignoring totems. but with ruin/undying you take away 2 perks while with noed just one.
with the difference that NOED allows you to safely do them, while Ruin Undying Tinkerer reveals your aura when you try, creating a lose - lose situation where you either reveal your location when you do a gen or when you do a totem.
honestly, all Undying needs to be balanced is the aura reveal being taken away completely / limited to Hexes.
that way it would be a lot more fair for solo teams, be less oppressive, get rid of the lose - lose scenario and still fullfill its main purpose of respawning other Hexes (Ruin).
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/1830613#Comment_1830613
Oh, is it the one called 'snack time'?
yep, thats the one
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i would take a NOED killer over a Ruin Tinkerer Undying killer any day.
at least with NOED i feel like its my fault that i get punished because i didnt do bones. Ruin Undying Tinkerer just punishes me for whatever i try to do - trying to do gens? Tinkerer punishes me for it and Ruin resets the progress. trying to do bones? Undying punishes me for that.
(the punishment of Undying and Tinkerer in both cases being an location reveal to the killer, resulting in getting chased off of whatever i was trying to do)
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/1830605#Comment_1830605
No, the WARMDWIGHT code which was limited in number. There were 25.000 codes.
its the Ugly Sweater for Dwight.
thats been around for over a year now, so its possible you already have it unlocked.
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yes if you are facing a solo survivor team
no if its an SWF
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1830591#Comment_1830591
What does teplo mean?
i have no idea, but apparently it works... (you also get the dweet sweater)
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@dweetboi said:
This would be really bad for situations where you want to slug (like to avoid ds or simply go for someone else) Cause you are giving the survivor more wiggle progress the next time you pick them up, you also waste more time on grabbing someone then just hitting someone to the dying state.
just perform a lunge attack and the perk wont activate
i really like the idea - its not gamebreaking, its not useless and it is something new we havent seen yet.
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have you ever encountered an Forever Freddy?
THAT is boring.
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i bet they wanted to speak to the manager after this
for real tho, i do hope you reported them?
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of course it does.
"genrush" is a mindset portraid by every survivor individually.
its not when all gens get done in a short amount of time, its when the survivors only care about getting the generators done ASAP while ignoring away any potential sideobjective there is - no totems, no healing, heck sometimes they dont even go to unhook someone else!
if i see a Dwight who runs Resillience, Proof Thyself and a repair toolbox who throughout the whole game refused to heal or do anything that is not him sitting on a gen, then this Dwight is genrushing.
it doesnt matter whether his strategy works out or not, he is still doing it.
i have beaten plenty of genrushers and i have been beaten by them aswell. just because i applied enough pressure to kill them before they got the gens done does not mean they wouldnt have genrushed.
saying genrush wouldnt exist is like saying camping or tunneling wouldnt exist. its an unfun strategy used by the survivors that is super boring to go up against and that deserves all the critisism it gets - much like a camping and tunneling killer.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1827999#Comment_1827999
a high skill ceiling
which is why blight is above him because a good blight is on par with a good freddy, but anything above a good blight can run circles around a freddy
but a higher skill ceiling doesnt mean he was more effective.
Blight has one problem Freddy doesnt - his power is not covering all gameplay aspects, while Freddys power does. Blight has insane map pressure and a good chase ability, however he is lacking in terms of tracking, stealth and gameslowdown.
That in return means he has to use Perks to cover his weaknesses, while Freddy can use all 4 Perk slots to further increase his already existing power.
i dont think a Blight with his best Add Ons and Perks could beat a Freddy with his best Add Ons and Perks tbh.
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Freddy
basekit map pressure, basekit stealth, basekit chase ability and can use add ons for free game slow down.
is there anything he doesnt have?
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yeah people can be very sore winners in this game.
sadly there is nothing you can really do about it other than reporting it whenever you encounter it (people do get banned for this kind of behavior).
if you feel like you cant handle such toxicity you always have the option to disable your chat entirely.
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i only really get shocked when the end game chart reveals them to have been red ranks when they played like green ranks at BEST.
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when i learned one thing in my plenty of discussions regarding this build on this forum, here is how you, as a solo survivor, can counter it:
stop playing solo and queue up in a coordinated SWF.
here is my opinion on it:
the perk build is lazy, boring and carries way too many bad killers through red ranks. it destroys solo teams, is highly medicore against coordinated SWFs (so in actual high level play you still get stomped even with this build) and as someone who usually plays solo survivor i have very little respect for those that run it (i avoid playing it myself too) - i call it "the fun build" (with an ironic undertone ofc - cause its not at all fun to go up against).
the only perk in the build i would deem "too strong" would be Undying though, both Ruin and Tinkerer on their own are fine. imo it does way too much and should have the aura reveal either be taken out of it completely or at the very least have it be restricte to Hex totems only. also the survivors should get the Hex notification for Undying once their aura is revealed by it / a Hex respawned so they are at least aware of its existance.
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because when you are not playing for multiple months it would be a very unfair matchup to have you go up against people that have been playing on a daily basis.
you would just get beaten and bullied over and over again, so your rank slowly decreases when you dont play in order to allow you to play with people who eigther didnt play for some time themselves / newer people who arent that great at the game yet.
its not a punishment, its ment to make the game more fair for you.
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hey, look! new fatshame spots!
one more thing to add to the list of broken stuff from the latest chapter :D
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introducing:
Dull Totems
cleanse them.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821025#Comment_1821025
Hardly Equal..one requires effort and has massive risk/counterplay..the other lacks both
in terms of how boring they are to play against, yes they are very equal. at least in solo q (which is what im mostly playing).
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821041#Comment_1821041
Its a hex...I think you dont understand what that implies
its a hex that pretty much negates its own downsides.
it makes other hexes completely ignore the risk of being destroyed, it protects itself with the aura reveal (allowing the killer to interrupt cleansing) AND it covers up its other potential downside of just doing Dull Totems in order to prevent other Hexes from respawning.
in other words, eigther remove the aura reading all together or at least remove it from Dull Totems (it makes no sense its on them in the first place - and its the root of many of the original problems ive had with it, e.g. Survivors being revealed without having any chance to know they are, as they havent even been made aware of any Hexes presence) in order to create some actual counterplay to this perk that isnt either queueing up as SWF to coordinate your totem assaults or hoping to get lucky with RNG and spawning on top of the Undying totem, cleansing it before the killer can even make it over to you.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1821041#Comment_1821041
Can you name any survivor perk that has only a use in conjunction with another perk? Because thats what you want to create, a perk that does nothing on itself, and only works in conjunction with another perk, while both perks can be countered.
nono, thats not what "i want to create", thats the general idea behind Undying already.
Undying is ment to keep your other Hexes alive. that is its effect on the Trial, thats why its called "Undying" and not "Revelation" or sthg similar.
and if you're looking for similar perks, how about Thrill Of The Hunt? that too is quite literally useless without other Hexes (and funnily enough its main function is supposed to do what Undying curently does as a nice sidebonus - one is ment to keep other Hexes from being destroyed, the other is ment to reanimate them should they be destroyed. yet Undying just does both of that, completely outshining TOTH in the process.)
but since you specifically asked for similar perks on the survivor side, even though they do not have a mechanic where the killer can just kick an object on the map to remove some of their perks immediately, i would point over to Blood Pact. This one requires you or others to equip a perk that creates an obsession for it to be usefull / it requires the killer or someone else to have a perk that switches the obsession around (Nemesis, Furtive Chase or Decisive Strike for example) should you be the one that is the Obsession / should the obsession have died.
the only reason why i believe the aura reading aspect of Undying ever even made it into the game in the first place is, because the Devs needed something that would make the different perk tiers unique.
i dont think they really thought about how huge that aura reading actually is.
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any Adept challenge.
those are the main reason why i just never went for achievements
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i doubt he is just going to get restrictionless full invisibility tbh.
there is probaply gonna be a catch somewhere - maybe he is only gonna be full invisible when he is Xm away from the survivors, maybe full invisibility is only gonna take effect after a short while of being cloaked, etc
lets wait, see and hope for the best
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@Hardkill said:
https://forum.deadbydaylight.com/en/discussion/comment/1821059#Comment_1821059
Use Off the Record then.
Again, the tools exist. The problem is you.
off the record activates AFTER i have already been hooked though?
which means the killer already got the Undying benefits of having an immediate target when the game stats and is currently in the middle of his snowball game, which is just another loss.
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@Hardkill said:
https://forum.deadbydaylight.com/en/discussion/comment/1821051#Comment_1821051
Distortion exists. There, I just solved your problem.
distortion is limited to 3 uses which you cant even control when you're about to lose them.
and all of a suddes you stand there, cleansed one Dull totem and already lost like two charges because you went near a totem and BBQ took effect cause someone else, who wasnt running the perk, got hooked for touching the totem.
and then you have a dead perk at 5 gens and Ruin Undying is still up.
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@Hardkill said:
https://forum.deadbydaylight.com/en/discussion/comment/1821025#Comment_1821025
Really? I play mostly solo queue, and I run Detective's Hunch (or small game sometimes), and Distortion. I single handedly counter ruin/undying nearly every game.
Coordinated SWF isn't the "only real counterplay". It's the only one the majority of you choose to utilize because giving up crutches to use actual counterplay is unheard of for you.
EDIT: This is all in contrast to DS/UB, which actually doesn't have a counter.
cool, and i have lost countless of games because i spawned in, decided to touch a Dull Totem and suddenly had a Blight (or any other high map pressure / stealth killer) jump in my face.
eigther tell the survivor their aura is being revealed by Undying (Hex notification as soon as you go into a 2m range to any totem) or remove the aura reading all together (or at LEAST limit it to Hexes only - seriously, why even is it on Dull Totems?)
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1821025#Comment_1821025
Maybe. It isn't impossible to get rid of the combo, but it is still difficult to manage in solo queue. I feel like it does just a lil bit too much. I would take off the tracking it has so that H:TOTH is useful again.
yes, that is also the change i would suggest for Undying.
i never really understood why they added that to begin with tbh, Undying is supposed to protect your Hexes after their destruction, but right now it just protects your Hexes, your Dull Totems and gives you free map info and tracking on Survivors...
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locating totems isnt the problem, actually cleansing them is.
tinkerers stealth isnt even important, most killers are quite easy to hear approach anyway - its about the notification the killer gets to know where to go next to apply map pressure (which on high mobility killers / when the killer is defending a 3 or 4 gen setup is quite oppressive)
remove the aura reveal and Undying would be fine.
or live with it that people are going to "adapt" to this build by only queueing up in coordinated SWFs in the future, because its way too strong in solo q right now.
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they are equally boring to face.
and you mentioned it yourself, the only real counterplay this combo has is to just play SWF and coordinate on totems.
which means this build is an absolute solo q destroyer, which in return makes it unhealthy for the game.
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depends on how they use them tbh.
if they use these perks to actually get away from the hook and heal up somewhere i dont at all mind it - but if they run them to force the killer into a lose - lose situation then yes, they are extremely boring.
also, what exactly are you trying to prove with this post?
both sides have boring and OP builds, we all know that
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...
we had a 4 year bugless streak?
when?
and how can i enter that dimension?
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as far as im aware Victor doesnt reveal crouching survivors.
which means that its the same as with a Hag, you crouch towards the hook, kick the gremlin and THEN rescue. difference is, that you can actually destroy the "trap", so you can start running after the unhook without being punished, as its the case with Lisa.
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have you reported them ingame? because that is mandatory.
then, with your video, go to the support and fill a ticket with "additional report info", where you provide them with all the necessary details (https://support.deadbydaylight.com/hc/en-us)
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yeah you know its dumb when survivors can literally see better than the killer does.
and its ridiculous to try and chase claudettes on those maps... you cant see scratches through the grass (given that they actually decided to spawn properly for once) and you cant even keep track of them visually, as they just continously blend in with their surroundings. maybe add a soundbug on top of that (which this game has plenty of) and you cant even hear them properly.
at that point the chase just became a guessing game for the killer, which is ridiculous.
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i hate Prove Thyself with a passion.
like, if i run Discordance and the Survivors run Prove Thyself, Discordance just turns into "see which gen you wont be able to defend next" ._.
that aside, its a decent build.
Solidarity isnt really a good perk, though it can come in handy at times. maybe a perk such as Kindred or We'll Make It would be a better choice?
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@Sluzzy said:
Killers love to pretend this combo is not all that great, but it is a free win. It is the most busted thing in this game. Ruin is already ridiculously strong on a good killer, Undying turns them into a god.
for solo teams, yes.
SWFs dont really have a problem with Undying.
so basically the Ruin Undying Tinkerer meta just absolutely destroys any solo team there is, while being highly medicore against any actual high level, coordinated team.
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@Emsilyy3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815241#Comment_1815241
See I don’t actually mind any of those ideas. Except if hatch is spawning when all gens or last survivor is alive. Then hatch challenges within the rift shouldn’t be a thing since the killers don’t have mori ones
tbf i always hated the rift hatch challenges
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@Emsilyy3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815036#Comment_1815036
But in order for the hatch to spawn, the survivors have to do the generators which is actually their main objective anyway? It’s a two way street. Look at my other comment about possible changes :)
in order for hatch to spawn, a certain ratio between remaining generators and alive survivors must be met.
in short, there must be one more gen repaired than people alive.
this means that each time the killer kills someone, it gets easier for the remaining survivors to escape. which means the killer is actively being punished for killing someone, while the remaining survivors get rewarded for letting their friend(s) die.
and due to the games current balance (given that it is indeed a trial with both sides being relatively equal in skill level), unless you hardtunnel someone, you should start killing people around the 3 to 4 repaired gens mark - which in return means that a single kill can mean defeat for the killer - and dont say repairing gens was a hard task.
keys not only cut the games they are in short, they also actively reward failure on the survivor side and punish success on the killer side.
additionally keys widen the gap between solo and SWF groups, as with solo players getting a coordinated key escape is almost impossible (the key guy just ends up dooming everyone else by starting EGC), while coordinated SWFs will just hardcore genrush, then scan the map with 3 or 4 ppl at the same time and then all meet up at hatch to make their group escape.
especially the later is an issue that is hardly going to be fixable, unless we force everyone to bring their own key to make their escape (and even that wouldnt fully get rid of it).
so in conclusion: keys are unhealthy for this game as they actively reward survivor failure and additionally widen the gap between solo and SWF teams.
if i was in charge of a key change, id do the following:
- an interruptable hatch open animation (dunno if thats gotta be 10 seconds, but it should be long enough so the survivor cant just jump into hatch mid chase / in the killers face)
- keys will only allow the key holder to escape with them, however i'd introduce two new add ons (one very rare and one ultra rare) that would allow for the other 3 to escape aswell (VR = +1 escapee, UR = +2 escapees). this would ensure that the player bringing the key can not keep holding on to it by bringing add ons for keeping their item uppon death / usage
- keys are no longer lootable from chests
- removal of dull keys
- rework of the hatch spawn mechanic to only make it available once the exits are powered / only one survivor is left alive.
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ive been accused of lagswitching before because they had no idea how spirit worked.
that was an experience...
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1815017#Comment_1815017
I think that would be more annoying than anything. It would probably look something like...
1: "In chase"
2: "Doing gen"
3: "Inside locker"
4: "Looting chest"
it would provide solo survivors with knowledge on their team, which they can then use to coordinate a lot better than now.
and since the change we gotta come up with also shouldnt increase the strength of a SWF, i think this would be a good option.