Mister_xD
Mister_xD
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lemme go through your list one by one:
1) meatplant is still one of the smallest maps in the game, all they did was making the insanely huge maps a little smaller. also, the whole "not knowing which floor the killer is one" aspect is still exclusive to that map, as its the only map with two layers.
2) that is simply false. Gideon Meatplant is currently the map with the most safe pallets in the game. there are lots of pallets there that leave basically no room for mindgames whatsoever, so the killer is forced to break them. popular examples for that: basement pallets (2 above and 2 below), drop down pallets, staircase pallets or exit gate pallets
3) i dont get how you got that idea, they didnt remove the windows. the killer can just walk around them now, so its no longer a god window with no counterplay. gideon is still gonna be the map with possibly the fewest windows in all of DbD.
4) gen placements have not changed at all. i dont even know how you got that idea tbh.
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when you are the last person in a match and you get hooked, the game is over at that point.
they make the entity speed up the sacrifice process, as there really isnt anything you could do anymore at that point other than waste everyones time.
if the game would not immediately end, the killer would just wait next to you until the struggle phase starts, so you dont jump off.
the devs also said that, yes it theoretically would be possible for you to jump off with Deliverance directly into hatch, yet that would be an extremely unlikely scenario to occur and wouldnt be worth stalling every game for.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1235416#Comment_1235416
Adrenaline:hmm, that sounds mighty familiar...
DS&Unbreakable: Literal invincibility for 60 seconds, not even taking into account locker techs
Exhaustion Perks basically net you a free escape every 40 seconds
OoO: unlike survivors, Killers can't just "play a different Killer". They tend to have a Killer that they enjoy playing and are good at.
If you can't tell that Diversion was a joke I cannot help you
Bamboozle is laughably bad, just use pallets instead, or loop at a tile with 2 vaults, he can only block one
Pop: don't tap gens, the killer can't kick a gen if it's already regressing
Corrupt: Hide for the 2 minutes if you REALLY don't want to fix the open gens
STBFL is uncommon on non-M1 Killers, so just loop them normally
Monitor: Use your eyes, stop relying on the TR to tell you where the Killer is. Or run Spine Chill, I literally never take it off as survivor, because it also guts stealth killers
when you mentioned the Ds + Unbreakable coombo you forgot to add the BT hit they usually also tank for their healthy friend, just to complain about you "tunneling" in the end - cause we all know BT would never ever activate outside of a tunnel scenario...
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yeah, people just tend to see NOED and decide to instantly jump to the conclusion that you were a "baby killer who didnt deserve the kills", even though you managed to kill them all without the perk ever activating, so you killed all of them with less perks than a no NOED killer would have had.
it gets even better when they only have perks like Adrenaline, Borrowed Time, Decisive Strike, Dead Hard, Resillience or Iron Will themselves (meta perks). Thats some proper doublestandart then xD
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Haddonfield.
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i know what you mean, there are just SOO MANY absolutely gorgerous cosmetic ideas in there, i can even decide which one is my favourite!
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@Seeniclives said:
https://forum.deadbydaylight.com/en/discussion/comment/1232088#Comment_1232088
Ace in the hole - guaranteed to get an item with attachment. Sometimes two attachments. Paired with plunderers and your chest openings are like Christmas. Skeleton keys, rainbow map, purple medkits plus charge add ons. I use it to just supply the team as we move about
no joke, those two are both in my main perk build xD
those two with Adrenaline and Iron Will xD
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1229883#Comment_1229883
I hope you submitted this to the cosmetics contest!
nah im not enough of an artist myself to properly showcase such a beauty.
maybe next time though xD
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Plunderers.
having 3 good items almost every game can be very clutch sometimes xD
i love when i pull a purple flashlight, give it to someone and they then flashlight save me from the killer xD
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what many dont appear to understand is, that you are not supposed to win a chase against the killer.
safe loops turn unsafe, bloodlust turns the killer into more of a threat the longer the chase goes on and the resources are limited.
pallets and windows arent ment to be used as looping spots the killer cant touch you on until the game is over, they are ment to break LoS during chases and allow the Survivor to escape the killer and sneak away - or stall the inevitable demise that comes uppon them a little longer.
in the end, skill during a chase is determined by two possible scenarios: A: you escape the chase and the killer needs to look for a new victim (best possible outcome), or B: you stall your downfall for as long as possible. the later is the most common one, of course, yet some seem to think they could take the killer in chases and just loop them until the game is over - because that used to be possible. the same players are now the most upset ones when the game shifts into a direction where this is no longer possible.
a Survivor should never be able to win a 1v1 against the killer, unless there is a big skill difference between them.
this is a 4v1 game, just because you as a single person can not loop the killer until all gens are done does not mean the game is unbalanced. you are supposed to work together as a team to beat the killer after all, not have one guy distract him all game and everyone else just doing gens and leave.
TL;DR: 1v1 scenarios should always end up in a killers victory. you as an individual not being able to loop the killer until 3 or so gens are done does not make the game unbalanced. the killer is supposed to handle 4 survivors at the same time after all, so it would only make sense to have each survivor equal roughly one fourth of the killers actual strength (a bit more might be healthier). that does include them not being able to stall out a hook for as long as they currently can.
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Trapper and a Unicorn Suit
cmon Devs, make it happen!
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@Dzeikor said:
what if people stopped complaining about noed when there's so many ways to deal with it
they'd have to actually put some work into getting rid of it.
why would they do that when they can also come here and ask the devs to nerf an already mediocre perk?
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are posts like these even allowed?
regardless of the topic, you cant just go and call someone out like that...
if you want to have a private conversation with a specific user, just go to their profile and ask them there.
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@MegMain98 said:
He had a full 180° flick on his PTB and it was nerfed to 90° on release but soon afterward he was bugged where his flick was basically non-existent (I think 30°) and he wasn’t as good as he was before.
Now he is back to his 90° flick like he had on his release. He was only OP on his PTB when he had a 180° flick.
the "180° flick" on the PTB is the same he has now tho.
the 180° describes the overall attack window he had, so he could flick 90° to each individual side. uppon release they stated that this was not intended and gave him a 90° attack window, so 45° to each side.
they later renabled the 90° flick to each side, as no one liked the 45° flick and Oni saw very little play.
that means he has the same ability to flick his weapon after a Demon Dash like he had during the PTB, however they removed the additional affect of the A and D keys to his Demon Dash (which was also unintentional to begin with), so he is harder to steer now.
to answer OPs question: he is a little weaker than he was during the PTB, but not by a lot. people probaply just got used to him over the time, so he seems less overpowered.
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i really dont mind the different versions, however what i find a little off putting is that we are being told which one we play on...
like, its the badham preschool! its not like they had 5 of them standing around! maps being unpredictable is a core element of the game after all, so why are being told exactly which version of the map we got?
i just find it off putting to see that I - V behind the map name...
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may i just quickly take the opportunity here and ask how a killer perk that is 100% survivor reliant to ever activate can be unfair towards survivors?
also the games i remember from his stream were the survivors literally throwing themselves at the hook. he didnt prove anything NOED related, all he proved was that apparently even high ranks feed campers (he even said that the experiment didnt at all turn out the way he expected, as it ended up being a camp experiment rather than a NOED experiment)
seriously, they all 4 ran at a facecamping bubba on multiple occasions. most of the time he never even made it to endgame under normal circumstances as they would just end up having 1 hooked, 1 slugged or dead and at least 1 more guy standing next to him watching the killer camping, shaking his head, pointing at him or trying to bait him away.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1227347#Comment_1227347
I'm aware of how maps are generated. What I meant is that I've seen that exact same spawn on Coal Tower and, at least a few times, there was no shortage of pallets or maze tiles elsewhere on the map.
thats something else and, considering there were more than the minumum amount of pallets on the map, shoudl be posted in the bug reports section with eigther a video of the map or screenshots counting the pallets.
but from what i can see on the screenshot, this doesnt have to be the case, as he only screenshot this one tile, so i have to assume that the other tiles were rather empty when it comes to pallets.
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@Gravewalker200 said:
https://forum.deadbydaylight.com/en/discussion/comment/1227282#Comment_1227282
Speaking of insta tunnel, I had a huntress last week who had an ivory, hooked me first and tunneled the whole game while gens popped. She even ignored my body-blocking team which was injured. When she killed me I messaged her and she told me it was cause she “had a bad match”.
oof..
sorry to hear that, but glad you managed to stall her until your team did the objective. if she had gotten that down early on she'd probaply been able to pull off at least a 3k.
and thats also exactly the problematic behavior many mori killers show, which is why i personally really like the "4 BBQ stacks idea", which disables the mori until everyone was hooked at least once.
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we are still waiting for an official release date.
all we can do right now is guess, so maybe next week?
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@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1227154#Comment_1227154
hmm true but dont think I ever saw 2 pallets spawn so close to each other.
lucky you xD
back in the day that was the standart pallet spawn. every single one of these tiles used to have two pallets - so did jungle gyms btw.
the game sure has changed a lot since then...
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@PrettyFaceKate said:
Pretty sure that's a bug. I've seen that exact spawn on Coal Tower a few times.
its not a bug.
this happens when the game has filled all the tiles with stuff (such as T L walls, trees, jungle gyms, etc) but has not reached the minimum amound of pallets the map needs to have.
this allows the game to ignore the minimum distance between pallets and forces double pallet spawns.
this phenomenon can also be seen with hooks btw.
the good news: he had the fewest pallets he could have had that game.
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i do in the following cases:
- game crash / connection loss
- hacks
- exploits abuse
- gamebreaking bugs
- irl problems
- being held hostage
but if someone DCs cause they were about to lose (e.g. getting slugged as the 3rd player), thats not an excuse and should be punished.
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obviously they wanna get facecamped
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they should nerf them.
the current version of the mori is indeed too strong and can be very frustrating to play against, especially with a insta tunnel and mori off the hook.
but what i feel like many on this forum didnt get is, that there is a difference between "nerfing" something and "gutting" something. a nerf will make it weaker (the 4 BBQ stacks suggestion), however gutting them would render them basically useless (the 2 hooks suggestion).
i am all in for a nerf, but i do not want to see them gutted.
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as usual after a rift, the grind for the last levels was just too much for me.
i'm not playing this game a lot atm (i still play from time to time ofc), so i can very much understand when someone feels like playing something else.
personally i started playing TF2 again and had tons of fun with it so far.
and when i get back to DbD afterwards, i am a lot more chill and have a lot more fun with the game.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1225202#Comment_1225202
Husk will be a thing
they could make what they did with mobile and let a bot play for you while you're absent. if the bot dies and you reconnect afterwards, you'll just be abe to watch or leave the lobby regulary.
overall i definitely support such a feature, however this should also be restricted to crashes / connection losses. if someone DCs with the ingame option, they're out and get the penality.
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i think thats debatable.
he certainly plays very different to Huntress, considering he just quickscopes survivors, while Huntress actually has to aim with the hatchet, due to the long windup time.
so while he gives very little time to react, huntress allows survivors to try and dodge her shot.
and she can go for long range attacks. he is limited to 18m.
if you are someone who can quickscope effectively id say he is probaply gonna be stronger, though if you are good at aiming and then shooting, also over long distances, she is taking the cake.
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@BigBrainMegMain said:
Am I the only one who cannot, absolutely cannot stand the phrase
"Do Bones."
It makes me cringe worse than "Boop the snoot."
Boop the Bones then.
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yes, mories should get nerfed.
no, this nerf should definitely NOT be the 2nd hook requirement. that is too much, that would render these offerings basically useless.
i think it would be a lot better to require them to hook every surivor once before being able to kill someone.
that way it would take longer for the killer to get them to work and would get rid of these annoying "instantly tunneled off the hook and moried" scenraios everyone hates, while still keeping some power to them.
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if people wouldnt have been abusing the living hell out of this system, they wouldnt have had to implement such drastic punishments.
thank the toxic players who would DC over everything for this.
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BBQ for killers - cause double points
Adrenaline for survivors - cause im playing solo and need something to heal without wasting tons of time (selfcare is not an option, that loses me games). alternatively, as im injured a lot, iron will.
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because the perk doesnt need any nerfs.
do bones next time and everything will be fine ^^
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yeah i have two aswell xD
how does that happen? xD
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@The_architect said:
https://forum.deadbydaylight.com/en/discussion/comment/1222335#Comment_1222335
So basically.... A rainbow six siege april fools type of deal....OK
yeah kinda
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it could encourage lobby dodging, so they dont want to show it in the lobby.
tbf, that reason really doesnt have much to do with balancing, as SWF will always have an advantage over solo, so there will always be some killers dodging them in order to get the easiest games possible. thats just a problem with the mindset of some people.
though i definitely think it would be a good addition for the result screen.
imo at the end of the trial SWFs should be revealed and the killer should get a certain percentage of bonus points. lets say a 4 man SWF brings him +100% BPS, a 3 man SWF gives 75%, a 2 man SWF gives 50% and two 2 man SWFs give 75%.
that way you'd know who was playing with who, so false SWF accusations (yes those exist) wont be a thing anymore, and a lot less players would complain, considering they got tons of bonus points from that.
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i might be wrong here, but im pretty sure his perks are available, like Bills perk have been available on PS4 without Bill being there.
i heard they have been changed in their design though, so no A Nightmare On elm Street references remain.
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that sounds realy good ^^
though i too would like to know what the "Blood Market" is xD
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1222245#Comment_1222245
https://forum.deadbydaylight.com/en/discussion/comment/1222261#Comment_1222261
https://forum.deadbydaylight.com/en/discussion/comment/1222254#Comment_1222254
LoL, if the community was in charge then this would what they would look like.
"Dead by the end of the Rainbow" - the new update!
new stuff:
unicorn costumes for every killer
gens are now gold pots survivors need to steal the gold from
the sky is light blue and instead of the moon there is a huge rainbow
hitting a survivor ends up with confetti spraying around and them leaving confetti on the ground instead of blood.
etc.
its basically just Pyroland from TF2 in DbD.
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unicorns.
Edit: and rainbows. very important, we NEED rainbows.
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i dont think buffing him to make up for bad latency is a good idea.
he is already quite a strong killer, buffing him would probaply end up making him too good.
also, since the problem is only present for a certain percentage of the playerbase, buffing him for all would end up making him too good for those who dont suffer the problems you have.
i would certainly not mind a hitbox that allows you to hit survivors in all animations though - ive had it before that in certain animations the harpoon shoots straight through their bodies (e.g. fastvaults. if you hit like their head during a fastvault, it doesnt count as a hit)
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place a beartrap in front of the locker the DS guy is in.
you now got yourself your own pet survivor! :D
or they leave, get trapped and you slug them until DS is up. whichever they prefer.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1219425#Comment_1219425
It wouldn't be a hex perk...
it would be a Hex perk without a hex totem.
you still have the totem requirement, they just cant get rid of it after it activated. this still leaves the current counterplay of just cleansing totems but simultaneously adds the downside of it only being active for a few seconds.
at least old NOED had 120 seconds, this one is literally in the best case scenario a 50 second perk.
NOED already has an extremely restricted use, adding even more restrictions on top of that is gonna make the perk extremely bad.
honestly, OPs idea is literally just the "i dont want to waste my time with looking for the hex totem, so ill just have it run out by itself" version of the perk. cause lets face it, there is almost never going to be a game where this perk is active for more than 30 seconds.
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the only time i would support legacy comming back would be when the Devs FINALLY give them back to those who lost them.
cmon guys, its been 3 years now.
it cant be THAT hard to give them back!
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please stop trying to add a timer on top of a hex perk.
thats really just overkill at that point.
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how about an objective thats not just holding M1 for X seconds and actually adds something fun and interactive to the game?
on top of it stalling the trial, it also gives survivors something more fun to do - a win win!
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when the guy stacked with 4 meta perks complains about you having NOED even though you killed everyone with 3 gens left.
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if you want to BUY a DLC, go for the Licensed ones. all other DLCs are obtainable for free with playtime.
these licensed DLCs would be:
- The Halloween Chapter - containing Laurie Strode as a Survivor and The Shape (Michael Myers) as a Killer. Laurie comes with 1 good perk (Decisive Strike), 1 absolutely toxic perk (Object of Obsession) and 1 basically useless perk (Sole Survivor). The Shape has a very unique power build around stalking survivors and getting stronger by doing so. you start out in tier 1, where you are very slow and have no lunge range, therefore you also dont have a red stain and no terror radius. by looking at survvivors with your power, a progress bar goes up and when its fully filled, you tier up. in tier 2 you are a normal killer with a 24m terror radius - and in tier 3 your attacks instantly down survivors, you vault windows faster, you get a normal 32m terror radius and you have a larger lunge range. its a good and fun power to use. he too comes with 3 unique perks, 2 of which are good (Save The Best For Last + Play With Your Food) and one of which is not (Dying Light).
- Leatherface - containing The Cannibal (Leatherface) as a Killer. He comes with a chainsaw based power that allows him to go into a chainsaw run for a limited time. any survivors hit during that chainsaw run will be immediately downed. when you hit an object during that run though, you get stunned for a long time. His power is lacking a LOT of power and its also not really fun to use, honestly. however, he comes with one must have perk (Barbecue & Chili), one really good (but situational) perk (Franklyn's Demise) and one rather bad one (Knock Out).
- A Nightmare On Elm Street - containing Quentin Smith as a Survivor and The Nightmare (Freddy Krueger) as a Killer. Quentin comes with 1 okay perk (Pharmacy), and 2 very situational perks (Wake Up! + Vigil). The Nightmare has a power that allows him to put Survivors to sleep eigther passively with a 60 second timer or by hitting them. Sleeping Survivors will be unable to hear your terror radius and instead get a lullaby to play that wont tell them how close the Killer is to them. They also have white outlines around them, which makes it easy to spot them, and they are now affected by dream traps, which the killer can place. Freddy has eigther snares that make a Survivor scream when stepping on them and reduces their movement speed, aswell as forcing a medium window vault or fake pallets he can place (max 10 with both). Freddy is also able to teleport to a generator of his choise, however that ability comes with a big cooldown - which is reduced for each sleeping survivor. survivors can wake up by eigther finding a sleeping survivor and letting them wake them up, by failing a skillcheck, getting hooked or finding a alarm clock on the map. He has a very good power, though its (at least for me) not that fun to use. His 3 unique perks consist of one good but situational perk (Blood Warden) and 2 rather bad ones (Fire Up + Remember Me).
- The Saw Chapter - containing Detective Tapp as a Survivor and The Pig (Amanda Young) as a Killer. Detective Tapp comes with one good perk (Detectives Hunch), one situational perk (Tenacity) and one useless perk (Stake Out). The Pigs power allows her to crouch, surpressing her terror radius and allows her to ambush the Survivors. The ambush attack is performed after a short charge time and allows her to quickly dash forwards with an attack. she also has the ability to trap downed survivors. these traps activate once a generator is repaired and have a 2:30 minute countdown after which the Survivor dies. The Survivor can remove their trap by searching the right one out of 4 jugsaw boxes scattered around the map. the power is very unique and, when used correctly, quite strong aswell. it definitely is a fun power to use. She comes with 1 good perk (Make Your Choise), 1 okay perk (Surveillance) and 1 bad perk (Hangmans Trick).
- Ash vs Evil Dead - containing Ash as a Survivor. Ash comes with 1 decent perk (Mettle Of Man), 2 useless perks (Buckle Up + Flip Flop) and roughly a trillion voice lines.
- Ghost Face - containing The Ghostface as a Killer. His power allows him to enter a stealth mode, where he has no red stain and terror radius and that allows him to lean around objects to stalk survivors. with his stalk he can insta down the stalked Survivor, if a progress bar is filled (shown around the Survivors icon). Survivors can break him out of his stealth mode by looking at him though, which takes a short time and notifies the killer of the direction he is being looked at. when revealing him, the Survivors location is shown to the Killer with the killer instinct and his stealth mode is on cooldown. a good power that is very fun to use. He comes with 1 good perk (Thrilling Tremors), 1 decent perk (I'm All Ears) and 1 useless perk (Furtive Chase).
- Stranger Things Chapter - containing Steve Harrington and Nancy Wheeler as Survivors, aswell as The Demogorgon as Killer. Steve and Nancy come with 1 good perk (Inner Strength (Nancy)), 2 okay perks (Fixated (Nancy) + Babysitter (Steve)), 2 meh perks (Second Wind (Steve) + Better Together (Nancy)) and 1 useless perk (Camaraderie (Steve)). The Demogorgon has the ability to place portals he can use to teleport around the map with. these portals start inactive and get activated uppon the Demogorgon using them the first time. an active portal can be destroyed by Survivors, but also reveals them with the killer instinct when they are close to it and the Demogorgon charges his Shred attack. Survivors touching a portal will also not hear your terror radius. With his shred attack, the Demogorgon is able to make a huge leap forwards that attacks the first survivor it hits. this attack is also able to instantly destroy pallets, stuns him for a short while though. its a very fun power, but its rather weak. The Demogorgon comes with 1 decent perk (Surge) and two useless perks (Cruel Limits + Mindbreaker)
so, which one would i pick? i would go for eigther Leatherface - if you want BBQ and dont feel like waiting for it to appear in the Shrine - or The Halloween Chapter. that one has a good Survivor and a fun Killer with useful perks.
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well, whatever it'd be i am sure it wouldnt see a lot of play.
the whole concept sounds very boring to play / play against thb.
they would probaply end up slaugthering bad players and get slaugthered by good players. cause 110%s get looped VERY easily without their power.
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so your excuse for ruining others fun is that you had someone else ruin your game at some point?
by that logic i shouldnt ever play without a red mori, cause i too have been genrushed before.
i can understand some toxicity towards the player who was toxic towards you, but its in no way shape or form an excuse for being toxic towards others who had nothing to do with that game.
i hope i just misunderstood your post here and you ment it in the way where you were only toxic towards those players, but if you actually ment it the way i think you did, thats not at all an excuse imo. be better than those guys.
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they implemented it, becaue they didnt want cheaters to gain infinite amounts of BP in the earliest versions of the game.
its very outdated imo...