Mister_xD
Mister_xD
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1198998#Comment_1198998
https://us.v-cdn.net/6030815/uploads/471/UKXPSV3DKMOH.png
I bring keys 9 out of my 10 survivor matches.
congrats.
not gonna lie, i am very much surprised you even get a killer who is willing to enter the trial with you in the first place.
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1) the PTB has been online for 4 hours when you posted this. that is not even nearly enough time to determine whether the changes were good or bad.
2) as you said yourself you havent even played it, yet you jump to the conclusion that it is "bad", because some friends of yours didnt like it?
wow...
maybe we could actually let the PTB start properly before jumping to such conclusions? also, how comes that you are the one on the forums complaining about the PTB being bad, when you havent even played it yet? why are you doing this and not your friends who have, according to you, played it themselves?
thats exactly the kind of behavior that got old Freddy nerfed back in the day. people immediately jumping to conclusions about something they havent even experienced yet / they had no time to adapt to and learn.
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actually, the music IS his Terror Radius.
he doesnt have a heartbeat until he gets close (i believe its 16m or even closer) to you, so reducing the music volume would just make him more stealthy than he already is.
the reason why you cant tell he is coming is most likely, that you are not used to his kind of Terror Radius. this will get better with time, believe me.
also, his and Hags TR range is not 16 meters, but 24. the only time he gets a 16m TR is when outside of a chase with Monitor & Abuse / when using TR reducing Add Ons and aiming down sights.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1198615#Comment_1198615
lol and then killers complain about BT.
Decisive.
Dead Hard.
And a whole lot of other perks that killers are still whining about to this day and wonder why these perks exist.
Oh Jesus....
dont bring keys and i wont have to play like that.
its up to you whether i have a normal and fun round with you or if you're gonna have a camping, tunneling and slugging killer.
might actually work in your favor aswell - you have a better chance at making it out yourself when i only focus down the key user after all. i dont really mind you other 3 honestly, ill play normal with you / outright ignore you. im just making sure that dude loses his key - i have already thrown games just so that one key guy doesnt make it out.
is that fun for me? no. but as long as i got that key to stay in the trial with me, its damn worth it.
the only thing thats gonna suck for you is when i decide to bring a mori for him - cause thats gonna be red (mainly cause i dont have many green ones).
when its active i might aswell go through with it and use it properly.
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@BigBrainMegMain said:
Yeah, because bringing a key means a guaranteed free escape.
You do know that keys only work if survivors work on gens, right?
And it's killers like you that are going to get all moris nerfed really soon.
why work on gens when you can just wait for your team to die so the game meets the needed gen / survivor quote and you get your free escape?
at the very least the killer has to do something to get his mori to work. keys literally just reward failure on the survivors part while simultaneously punishing the killer for doing well.
if i see a key in my lobby, that person dies first. If you want to leave my game early, i can help you with that - you may not like it, but i also dont like that key in your hand.
i dont see why i should lose because i played fair and well.
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i dont know what it is, she is just not that appealing to most players...
i think my personal main problem with her is tha lack of map pressure / game stall abilities.
most killers can injure survivors and force them to heal, wasting a lot of time in the process. Plague however literally denies that mechanic, so no one does it and they instead fix gens.
plague tends to get genrushed very easily, at least in my experience :/
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yeah the ranking system is not working as it should right now...
lets hope they fix it as soon as possible!
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it really doesnt matter what they do, if that change somehow negatively affect one side, that sides hardcore players will start crying how "killer / survivor sided the devs are" and that "their side had no tools to ever win a match" and how "unfun the game has become with the constant not stopping killer / survivor nerfs while survivors / killers have only received buffs" and that "they will quit the game now" (but still keep playing cause it turned out to be not that bad at all, who could have guessed).
honestly, ive mostly given up on such people.
both sides have them - and its almost impossible to argue with them, as they dont have any understanding for the other side whatsoever.
i agree with you, the game is in the best state it's ever been in and the devs give their all to improve it whereever they can.
Thank you Devs!
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*joins a lobby*
*hears 4 survivors constantly blabbering about some nonsense nonstop*
*leaves lobby again*
jokes aside, i think that could turn out to be very annoying.
when this got brought up to the devs a while ago, they said that they wouldnt like it for exactly that reason and stated that most survivors - while being able to - decide not to speak, as it serves no real purpose. it just fits Ash's character to not take things too serious.
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they are actually planning on doing that - well, or at least they said that'd be a cool thing to have.
they have already started doing this aswell, as the Doctor used to have the normal Terror Radius and chase music as all the other killers aswell, until his rework. now, as you probaply already know, he is one of the few killers with an unique soundtrack to him.
we will probaply see more of these changes to Killers over the time, it might just take a while.
the only killers that might be stuck at the default music would be licensed ones, as any changes to their design need to be discussed with the license holders, which (in some cases, such as Freddys) can be hard.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1194947#Comment_1194947
No but your comment about “nerfing keys” is irrelevant to the “pick one perk” conversation as well. I just felt like throwing in the fact that they should really be nerfing Mori’s instead.
well it would be if i had requested any key nerfs - i didnt though.
i just said that as long as keys are a good as they are i'd pick the perk Plunderers Instinct - and if they get nerfed I'd switch that perk with somethingn more useful, such as Iron Will.
i never requested and key nerfs, i just answered OPs question and stated that the main reason why i'd pick plunderers is because of keys.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1194892#Comment_1194892
Keys, you mean ebony Mori’s? Keys aren’t even as much of a problem as Mori’s are. Do I have to explain my reasoning for this again? Hm. Okay. Well, keys still require survivors to do all of the gens unless survivors have already died by your hand while Mori’s allow you to literally short cut your objectives down to 4 hooks rather than 12.
did anyone ask?
then why are you commenting this now? it has literally nothing to do with eigther my comment nor the discussion we're in.
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Trapper
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PGTW and Plunderers
well, once keys get nerfed id like to switch Plunderers with Iron Will
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there are two types of maps:
Map (rare):
- you are able to track generators with it by running past them (scores 250 obective points).
- there is a range of 8m to the tracking (you gotta be within 8m to the object to add it to your map)
- for 20 seconds, you can press M2 to show the aura of all tracked objects.
- starts with 1 gen tracked
Rainbow Map (Ultra Rare):
- you are able to track generators, totems, exit gates, hooks, beartraps and hatch (scores 250 objective points)
- there is a range of 8m to the tracking
- for 20 seconds you can press M2 to show the aura of all tracked objects
- starts with 3 tracked objects
with Add Ons you can add things you want to track (e.g. Black Silk Cord to track hatch), increase the time you can use the map for, (e.g. Map Addendum), reveal the auras to every survivor (Crystal Bead), increase the 8m tracking range (e.g. Odd Stamp) or create a map marker visible to every survivor as a light column by pressing space (Glass Bead).
also, yes. totems count as "Killers Belongings". so do Hooks and Beartraps aswell.
Edit: Glass Bead does not create a cone, but a collumn.
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technically speaking, Spinechill does not "detect" or "reveal" you.
it just warns the Survivor that you are aware of their location and are about to come and check on it - but not from where you are comming from.
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PGTW has always been superior to Ruin.
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i'm not a big Freddy player myself, but he is a pretty good killer nowadays.
sure, there are better killers but he certainly earned himself a spot at A tier imo.
as a Survivor, i honestly dont really expect winning against Freddy xD dunno, i dont see him a lot and once you are asleep its really just a matter of time until he gets you...
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i dont think anyone here can tell you that...
try asking Valve, they are the license holders after all xD
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Situational
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i consider a game a "good game", as long as nothing unfair / really bad happens.
Cheats, Hacks, Genrush, Insta Moris, DCs, extreme toxicity and such do not get a "gg" from me. anyone else does, doesnt matter how the game itself went.
well, of course there also wont be a "gg" from me, then i died early on as Survivor and already quit the match to play a different one.
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yeah, your idea is horrible. There is a reason why people make fun of the quote "Hex: Ruin is a good endgame perk" - its because no Hex Totem ever makes it into the endgame.
rather a rework then:
Hex: No One Escapes Death:
Once all generators are repaired, this perk activates. All remaining Dull Totems on the map will be turned into Hex: No One Escapes Death Totems and the perk gains Tokens based on the number of available Hex: No One Escapes Death Totems.
When the perk has at least 3/2/1 Token(s), you unlock the ability to kill Healthy, Injured and Dying Survivors by your own hand. Doing so will result in the destruction of 3/2/1 Totem(s).
Each time a Totem gets destroyed, the perk will also lose a Token. Once the perk has less than 3/2/1 Token(s), it deactivates.
I know this sounds ridiculously strong uppon viewing it the first time, however, the more you think about it, the weaker and more balanced it gets.
This version of NOED works entirely differently to the current version - and it gets rid of some problems I have with the current version of NOED aswell, for example the perk only affecting one totem (= no proper punishment for those who ignored totems all game) or the perk always hitting at full strength (= no reward for doing totems, if at least one remains)
it now is what it currently is supposed to be: it plays around the totem mechanic and is stronger, the more totems are available.
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Deathslinger or Oni. both are quite strong and fun characters, thoug their perks arent great.
if its about perks, take Clown though. Pop Goes The Weasel is almost a necessity if you want to stand a chance in higher rank games - and Bamboozle can be very solid aswell.
Legion can also be useful when its about perks, as Discordance is a really nice tracking and game slow down tool that is the most effective on high mobility killers.
TL;DR:
Clown if you dont have Pop, Oni or Deathslinger if you want a strong / fun character.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1191522#Comment_1191522
That's a terrible reason sorry.
Newer players should not be able to get carried by this add on, they should learn how to improve, not rely on insta downs
the reasoning behind the Ruin change was that it punished new players for being new and unexperienced.
and now you suggest to bring exactly that back for an add on - if that ever gets implemented the Devs logic would literally be working contradictory to itself. Why is it okay that no skill survivors get items removed that punish them for bein unskilled, while unskill killers actually get items added that punish them for it?
"just get better" was also the main argumentation against the Ruin change - hit great skillchecks and everything is good!
if that didnt work there, it also shoulnt work here. that'd be quite the double standart after all.
an Ulra Rare add on should not be unsuable for most players / be extremely situational. it should be gamechanging and make the killers power a lot better than it is without it / add a completely new playstyle to the killer, not require them to play entirely differently to get a use out of it.
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/281/GHCD1URVAQ84.png
Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.
let me guess:
that walk through path is gonna be a breakable wall?
:3
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they should lock the amount of hatchets a player can use to 2 imo (2, because 1 would be too bad and 3 would be too strong).
the Add On itself is currently not even good, whats too strong is the combination of the Add On with the Infantry Belt to get 3 insta down hatchets, but having only one shot is really not worth using on its own.
i personally really dislike the Deathslingers Iridescent Coin and i fear adding the same requirement to the Iridescent Head is gonna make it basically useless for new huntress players, aswell as being extremely situational most of the time.
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@toxicmegg said:
https://forum.deadbydaylight.com/en/discussion/comment/1190547#Comment_1190547
the entity's realm isn't about realism.
and yet OPs argumentation is, that it wasnt realistic that killers are able to turn while performing a lunge attack.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1190597#Comment_1190597
I'd have to disagree there slightly with new freddy, because of the existance of the dream world. This makes survivors fail skillchecks or run to clocks or wake up each other, which slows down the game. If not, then they risk triggering his traps, which also have tracking potential. Not to mention alsepe survivors glow bright white so it's hard to lose them.
I'd say post rework freddy deserves to be in tracking and game slow down too.
first of all, those are just my opinions so everything there is up to debate.
I placed Freddy in the Chaser category, as that is now the primary use of his power. yes you could also say that there is a bit of tracking and game slow down in play, but those are not at all the main aspect of the power - its like the survivors screaming when hit by the clowns gas, that also doesnt make him a Tracker, as his gases primary use is still the slow down of survivors.
Freddys game slow down in form of survivors purposely missing skillchecks / waking up at the clocks is a side product of his overwhelming chase ability inside the dream, though without that no one would ever waste time by waking up.
you are right though, he does have some decent tracking - and when thinking about it further i should not have placed him in the Chaser category, but rather in the Defender category. his dream snares work very similar to Hags traps after all (in the tracking aspect) - in general he is now a killer who sets up traps to catch Survivors, so his chase ability is only strong in areas he has trapped. so that might be a good call.
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@NoShinyPony said:
This one-button-for-everything mechanic has killed me more often than I can count. 😅
yeah, like when you tap a gen mid chase with Overcharge, hit the skillcheck but get sucked in by a locker you just ran by xD
it'd be nice if they did something against that, not gonna lie...
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i would rather give them four categories:
1) Chase
2) Tracking
3) Defense
4) Game Slow down
with that System you can sort all the killers quite reliably:
Chasers:
Hillbilly, Nurse, Huntress, Myers (tier 2 and 3), Clown, Spirit, Plague (Corrupt Purge), Demogorgon, Oni, Deathslinger
Trackers:
Wraith, Myers (tier 1), Doctor, Freddy (pre rework), Plague (Vile Purge - more specifically the sickness itself), Ghostface
Defenders:
Trapper, Hag, Leatherface, Freddy
Game Slowers:
Pig, Legion, Freddy (pre rework)
(i included pre rework Freddy to show how killers can switch places and that is is possible for a killer to be in more than one category)
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the change was needed.
though i wont deny that the time they implemented it in was very poorly chosen - they should have waited until they came up with an actual good change to the Survivors objective times.
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okay.
to make up for it i want:
1) the survivors will be unable tu turn while running - since when can you just immediately turn to a side while running?
2) the survivors occasinally tripping and falling to the ground, leaving them unable to move until they stood back up - we all trip sometimes, especially if we keep running over uneven ground. not having this is not realistic. also after tripping their movement speed should be decreased for some time, cause realism.
3) any attack that hits a vital part of your body will down and potentially even kill you - again, realism.
4) healing takes a couple of weeks of not moving aswell as proper medial care. rubbing someones back for 16 seconds aint enough to heal a freaking flesh wound!
5) survivors bleed out while in the injured state. lets be honest, the continuous bleeding they suffer leads to a huge blood loss and therefore needs to kill them at some point.
6) the survivors being unable to repair gens, cause lets be honest who here knows how to repair a freakin destroyed motor engine with nothing but their bare hands?
7) killers being able to close their eyes when someone shines a flashlight at them (RIP Doc)
Edit:
8) almost forgot, a stamina meter! no one can run forever!
do we have a deal?
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i really really hope that Paulie Esthers prediction of Wraith being the killer is correct.
like - and ive said that before - Wraith has this huge hole in his backstory that leaves us with sooo many questions to what happened to him, how he got his Wailing Bell, how he turned into the thing he now is, etc.
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DCing in general is toxic imo, unless there is a good reason for it, such as irl problems, exploits or cheats.
but just saying "ugh player X brought character / item / offering X i dont like" is never a valid reason to DC.
Edit: yeah your name change is gonna achieve the exact opposite of what you want btw. now they will be bringing a secret offering just to see whether you'd actually DC or not and make fun of you if you did.
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i would take the body and combine it with the white mask.
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probaply a version with different colors, like the Trapper Switch exclusive.
i dont really like it when they make plattform exclusive content... :/
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isnt losing the game enough punishment?
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i didnt buy it, because i earned 1k auric cells in the last one and got it for free ^^
also i managed to finish it relatively easily - and i was unable to play DbD for two weeks...
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both games are very different to each other, i doubt it'll have much of an effect on DbD.
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probaply because he was the only killer in the entire game whose power actually worked against him.
he was widely known as the worst killer in the game, as he had more downsides to him than upsides - and he was 100% RNG reliant.
also in case this is supposed to be an Aprils Fools... its the 2nd of April here now, so i have gained immunity! >:D
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damn dude, i knew this was gonna be an Aprils Fools, but a Rickroll aswell?
you got me there!
too bad the forum displays the video though xD
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i too love the tombstones!
others i like:
the Coxcombed Clapper + The Ghost on Wraith;
Iridescent King + Iridescent Queen on Doc;
Carburetor Tuning Guide + Primer Bulb on Billy
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i'd say he is pretty much fine right now.
the only thing he is lacking is map pressure - but thats a problem for countless killers, isnt it?
fix survivor objective times and he is definitely fine the way he is.
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the only thing i dislike about this map is, that there is sooo many god pallets.
like, you should be able to mindgame around most of the pallets on a map, but most of the pallets there have literally no mindgame to them (basement pallets (both in the room above and below), staircase pallets or dropdown pallets to name a few)
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well, we could increase that small number by giving us (the legacy players that dont have them anymore) our legacy skins back!
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you wont be banned for bugs, unless they specifically state that using this bug is a bannable offense (e.g. "forever legion") or the bug gives you an unfair advantage throughout the trial - both of which arent really the case with space programm billy.
so no, i dont think you can get banned for it. but to be 100% sure, we would have to wait for a response from a mod / dev.
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you will probaply not want to hear that, considering your response to the last person who said this, but if you have problems against a killer, you should play AS that killer and see how other survivors avoid your power.
then copy their behavior and you will find it to be a lot easier against this killer.
or, instead of learning and adapting, you could also ragequit every time you see one and never be able to beat him.
its your decision.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1183620#Comment_1183620
That would make it impossible to escape if you were the last one alive.
not at all.
hold down the lever for 20 seconds and you are free to leave, nothing has changed about that.
and when you are the last one alive and - considering hatch is shut at that point - you get interrupted by the killer on a door switch, you are dead anyway. it literally doesnt matter whether the door regresses on its own now or not - the killer is just gonna chase you down until you are dead by eigther the EGC timer ticking down (in case of a hatch close scenario) or you running out of options to avoid them.
the only thing you would not be able to pull off anymore would be the door fake, where you pretend to open one by activating a red light and then going to the other one. well, that wouldnt be impossible, but a lot harder to pull off. still, this is not at all necessary to survival.
also, in case you are talking about a hatch closed scenario: you arent supposed to escape with that anyway. the doors are there as a slight chance for you to get out - the last bit of hope if you will. however pulling off an escape through one of these is supposed to be a rare scenario, you are not at all entitled to escape there. you got beaten twice, at some point you gotta accept defeat.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1183788#Comment_1183788
i meant u cant hear the distance with deathslinger cause the music and heartbeat just dont get loud. Normally i can tell which direction the killer is or how far they are but i cant with deathslingers tr
Yea i compared him to huntress and freddys lullaby Becasue they dont tell you how close the killer is
ah okay i misread that last part then.
i thought you ment it like "i couldnt tell the direction like i can with the lullabies" - my bad then! ill scratch that part out xD
regarding the TR distance, the music changes - the closer he gets the more intense it gets, with some more instruments joining in, aswell as a hearbeat joining in at some point.
its a very uncommon Terror Radius, thats for sure. you'll have to get used to it..