Mister_xD
Mister_xD
About
- Username
- Mister_xD
- Joined
- Visits
- 7,667
- Last Active
Comments
-
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/768865#Comment_768865
You counter NOED with No Mither, it's so obvious.
exactly!
its the perfect counterplay to it!
why do people not realize it and run the perk more often? xD
-
without this feature, we'd get the good old "taking the game hostage" situation back.
the survivor can just hide forever until the killer DCs, so making hatch available is a good thing, even if its just so the killer can shut it and start the timer.
-
i wouldnt say no to those:
adorable little fellas...
i mean... just listen to their little footsteps!
https://www.youtube.com/watch?v=QdhswOmHeFQyeah its probaply not gonna happen, but still... i can dream!
-
they dont deserve it, they just got lucky and in end chat they act like they totally outskilled you with that hatch spawning right next to them and taunt you.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/768886#Comment_768886
Thats a Trapper-Thing and not a Small Game-Thing. Trapper is in need of some Buffs, but I would not see Small Game as any problem. It is good vs Trapper, yes. Thats bad luck. Nothing more.
EDIT: That is like complaining about Windows of Opportunity, because it is good vs M1-Killers.
so you are saying its fine that they hardcounter certain killers, just by equipping a certain perk?
something the killer doesnt know and therefore cant react to it properly until its too late?
thats like saying OoO versus a GF is perfectly fine and balanced, its just bad luck on GF's part.
now, for GF they found a good solution, by having him enter the Undetectable status uppon activating his power, though for the Trapper - Small Game issue, we cant just add "traps are undetectable" to the beartrap but still leave the "detects traps" part in the perk, that would make no sense. instead, we should remove the whole "notifies you of traps" aspect of the perk, as thats where the main problem comes into play and the perk itself doesnt even focus on that part anymore. thats just an addition to it that screws Trapper over, which imo is just unneeded - Trapper is nowhere strong enough to have such a hardcounter.
-
@FrodoWillis said:
Small game was nerfed,befor it would show bear traps aura within certan radius.But i agree on one thing-why not let trapped stard with all his traps on him and let add-ons decide how mapy he can carry after he starts plasing them.
that wasnt really a nerf though...
the range of the aura reading was ridiculously small, so you would basically only see it when you were already vaulting the trapped window.
also, at that time it didnt reveal totems. that was added with the same update, which imo is the only thing that makes this perk somewhat viable 95% of the time.
its been more of a buff than a nerf, honestly. thanks to that change you didnt have a completely useless perk if you werent facing trapper anymore.
-
unbreakable.
the faster bleedout can be an option if everyone is downed / dead, though i believe players would abuse that to try and scam the killer off of hook points by hiding in a random corner and bleeding out fast there.
-
@Aven_Fallen said:
Are we at the point where we complain about Survivor Perks like Small Game?
in case of a Trapper, i can understand the hate towards the perk though.
like, you spent a lot of time getting that setup going and they get to just walk around and disarm everything for free, which is kinda stupid.
Trapper doesnt really need such a huge middlefinger counterperk.
-
@GrootDude i cant understand why that is still not a thing...
everyone has been asking for a totem counter, Small Game would match perfectly with it (similar to TOTH) and its not like the perk would be super op then...
i kinda get that they dont want to completely get rid of the perks original effect, but that trap reveal aspect is really just unnecessary and hurts those killers that really dont need it.
-
BuT ThAt WoUlD Be SuPeR Op !!!
CaUsE HoW Am I SuPpOsEd To KnOw WhEn ThE KiLlEr HaS NoEd ThEn ??
also totems are not worth cleansing, as that would take away precious seconds from the gens i am trying to rush. noed should just be deleted, that would make it so much more fair.
/s
-
Hex: No U
when the killer attacks a survivor, the hit is ignored.
therefore every other survivor gets hit instead.
cuz why not? - the entity
-
@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/767062#Comment_767062
Not interested, especially since one of the videos includes tru3talent
i am so glad you dont have an biased opinion on this matter...
-
@UlvenDagoth said:
Now an Idea from @Mister_xD
what would be your thoughts on this Deep Wound change:
when Deep Wound is applied to you, you will get the timer, just like now, being paused.
the timer will stay paused until you start an action such as repair, heal, mend, sabotage, cleanse, etc. this only excludes actions needed for chases like dropping pallets, vaulting things, etc.
once the timer starts, it will not stop. if the timer runs out, you go down. this includes while being in the mending action (you may have to take a look at legions knife add ons then)
that way, survivors inflicted with deep wound would actually have to focus on mending in a safe area instead of just doing gens while the killer is around chasing someone else and it would allow Legion to actually be the game slowing killer they are supposed to be.
you could also reenable the killers ability to see the timer then to know when someone gets rid of their deep wound, as the timer would remain paused when a survivor leaves the TR, so its no longer a free whispers effect.
This one is down here, cause it's more of an idea for DW, but still related to Legion!
hmm, i really like this idea!
the guy that came up with this must have been a genius! Kappa
-
@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/767230#Comment_767230
https://forum.deadbydaylight.com/en/discussion/comment/767245#Comment_767245
Any way I can take yall's Ideas and put them over in my thread and credit yall?
sure ^^
i wouldnt mind that. its generally good to have one threat with all ideas instead of thousands with one idea shattered around the forums. it makes it easier to see all of them.
-
add ons always stack, unless their description specifically states otherwise.
-
i doubt they'd say no if they get such an offer.
but since i am not a dev i cant tell you which licenses they are going after and which they do not...
it would certainly be very cool to have, ngl.
-
because the game is supposed to be in the killers favor by design.
he knows what survivors bring in, he can prepare for them, he is stronger, faster and deadlier than all of them and he is supposed to be a huge threat.
they enter his territory, not knowing what is coming for them while he knows exactly whats up. he knows where the gens are, he knows where the exits are, he knows where the sacrifice hooks are, survivors dont.
thats the general idea.
i wouldnt mind if survivors could see the name of the killer player, though this would mean they will start dodging killers that defeated them previously, which could end up hurting the game more than it helps.
especially streamers would have a very hard time with this, as they could easily start streamsniping them.
-
@Peanits said:
Regarding #3 specifically: This is actually a very intentional change. Since Deep Wounds now pause in the terror radius rather than in a chase, being able to see the progress on Deep Wounds would basically give you a built in Whispers. This is more of a Deep Wounds thing than a Legion thing, though, it would affect every killer across the board, not just The Legion.
what would be your thoughts on this Deep Wound change:
when Deep Wound is applied to you, you will get the timer, just like now, being paused.
the timer will stay paused until you start an action such as repair, heal, mend, sabotage, cleanse, etc. this only excludes actions needed for chases like dropping pallets, vaulting things, etc.
once the timer starts, it will not stop. if the timer runs out, you go down. this includes while being in the mending action (you may have to take a look at legions knife add ons then)
that way, survivors inflicted with deep wound would actually have to focus on mending in a safe area instead of just doing gens while the killer is around chasing someone else and it would allow Legion to actually be the game slowing killer they are supposed to be.
you could also reenable the killers ability to see the timer then to know when someone gets rid of their deep wound, as the timer would remain paused when a survivor leaves the TR, so its no longer a free whispers effect.
-
its unlikely, though not impossible.
they will need the official allowence of the license holders for such a change, and honestly i dont see it happening with most killers, though the pig license holders seem to be rather chill about such cosmetic changes - there wont be any huge changes from the characters base design though.
lets say pig does get a hallowed blight skin, her mask would still be a normal pig mask, just with some serum dropping out of maybe the eyes and nose.
the body would probaply be a torn open saw cape (the red one) with some bulges and more serum dripping out of it and the weapon could be the normal blade with spikes and dripping with serum.
so basically that you are still easily able to tell its the pig.
however, i dont see Freddy, Leatherface or Michael ever getting such a skin. their license holders seem to be very strict with cosmetics.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/767180#Comment_767180
See, that's what worries me about them.
No denying that Shape was made incredibly strict on this.
They do allow AN outfit now, but that's after 3 years.
I would like to be wrong on this, but my views on them getting these just don't look good.
honestly, i think for the survivors its not that big of a deal.
the killers are the ones that they will want to keep as original as possible, so players who see them will immediately think of their movies.
for survivors, i dont think thats really the case. take freddy for an example: when someone sees freddy, they will immediately think about A Nightmare On Elm Street, however uppon seeing quentin they wont link back to the movie as fast as with freddy - they still will, but its gonna take a little longer to realize which movie it was.
so as long as the survivors keep their base looks, their face and some clothes they also wore in the movies it wouldnt really be a problem to add such tiny little details on them - you will still connect the survivor with the movie, as their base design is not changed.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/767157#Comment_767157
How so? They could still camp a pallet (during chase) and get the stun points + pallet drop points or not?
i dont think you get the drop points on a succesfull stun... might be wrong here though.
but yeah, they will probaply still camp the pallet, as stun points are a lot more than pallet drop points.
i think time will reveal how well this change works...
-
i think they just arent allowed to change their base desing.
putting a tiny little thing at the side of their character model should be okay, as that wont change how the survivor actually looks.
or the license holders will be very strict and eigther charms are going to be disabeled for certain characters or the devs are trying to get their allowence / already got it...
-
i think its ment to disencourage players to camp each pallet to try and gain the stun points.
-
here, this should hep you feel better <3
(its a pic of me as insidious bubba in the basement when someone got hooked there :3 )
-
tell that to the guy who tried to kill himself in my game a few days ago xD
its a slim chance and since pretty much no one tries to do it these days, you dont see it happen like at all.
-
sneaking around the killer while he checks on the gen?
it can be used pretty efficiently for stealth tactics, but thats pretty much it (unless the killer immediately checks it that is).
or you have lithe and want to yeet out of there.
-
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/767076#Comment_767076
No you're doing it right. The OP is trying to get survivors killed. Don't fall for their tricks.
i KNEW it!
@GrootDude i wont fall for your dirty tricks! ha, take that! >:D
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/767083#Comment_767083
running
Look for Scratch Marks, gotcha! 👍️
damn i gave away my secret strategy too easy...
what have i done? D:
-
its all about the correct pathing and being able to judge distances correctly.
in the end you always need to see where the killer is, remember where the next window / pallet is and then juge weather you can make it to said pallet / window without being hit. and as long as you can do that and hug the walls of things you run around, the killer wll have a hard timem catching you.
and then mindgames come into play.
basically, killers tend to make it seem they go one direction and then attack from the other (or double fake and actually attack from the one they showed you they would since they assumed you would predict their mindgame and therefore not vault a window / pallet)
there are more, but it would take too long to explain them here. basically, like many others said, if you want to get better at one side, you will have to learn the other.
-
@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/767076#Comment_767076
Oh, if you do that with me as your Killer, can you make noise in case i don't know where you are?
The Entity Kill animation is still so cool, so i'd love to see it. 😝
i am a headless chicken, i dont know where stuff is to make noise with!
i might end up accidentally running into the same wall again and again...
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/767065#Comment_767065
Let her spawn pallets in maybe?
nah, just give her immunity to all status effects and boost her base movement speed to 150% (walking speed - running speed should be something like 230%, similar to billy)
way better imo.
-
wait...
i thought i was supposed to run around like a headless chicken until the timer runs out...
i did it wrong all along! :O
-
@Tzeentchling9 said:
They did implement a minimum distance between pallets, but then when pallets were still spawning close together, the devs told us that the minimum number of pallets and the pallets that always spawn in certain places supersede the minimum distance rule.
Well, what's the point of the minimum distance rule then? lol
the point of the minimum distance is, that big maps wont have the maximum amount of pallets all so close together, that the old loop tiles are back, as it would make it pretty much impossible to catch someone there, while other parts of the map are completely empty.
small maps with few pallet tiles that have not reached the minimum number of pallets (cause you may not believe me, but survivors kinda need at least a certain amount of those) will force pallet spawns, even if that means there will be one or two double pallet spots, therefore there is literally the minimal amount of pallets on this map.
-
@Usui said:
Never gonna happen, at most what they will do is make looping harder, and survivors weaker and weaker until their game dies.
the devs do not favor one side above the other.
they did that in the past (resulting in survivors being ridiculously strong back in the day - which is what @CrowFoxy referred to), but they have learned from that mistake.
survivors have received multiple, much needed, nerfs and killers some buffs that really helped the game. its in the most balanced and healthy state it has ever been - with survivors still being the power role btw.
in case you are wondering why the devs focussed on survivor nerfs rather than killer nerfs lately, i'll just link you a couple of videos of how the game was back in the day.
https://www.youtube.com/watch?v=Q1fkX3H84SE&t=10s https://www.youtube.com/watch?v=R98e-Y4Lu8w https://www.youtube.com/watch?v=XNEqKQLkDCU(this one shows 2 things: sabotage back in the day and how bad the survivors played, which allowed killers to actually catch them and win the game. if they were as optimal as they are now, they'd have been literally untouchable)
-
as a survivor i basically dislike anything that makes me lose...
like, i wont go around and party after getting killed, obviously xD
i mostly dont really mind, however if the killer has been playing like a prick and then goes and slugs the 3rd survivor to deny me hatch, i dont feel like he really deserves the 4k...
-
spirit is mostly fine as is.
i could get behind them increasing Prayer Beads Bracklet's rarity to ultra rare and maybe make the passive phasing less often, though thats all i would change for her.
-
@Peanits said:
There's not really anything to fix. The whole point of Ruin is to slow generators down until it's cleansed. If they're tapping the generator, they're going way slower than they could be without Ruin. They would be much better off just going for the great skill checks, even if they do miss a few and get goods instead.
There was a video floating around a while back showing a generator without gen tapping and a generator with gen tapping side by side. The one that was being tapped took way longer (> 30 seconds longer, IIRC).
in that regard you are right, gen tapping is not an issue, but what about them tapping a regressing gen mid chase?
that is not okay imo.
killers spend multiple seconds kicking that gen to even get it to regress and they can just get rid of that in less than a second, without even losing much momentum?
doesnt sound fair to me.
-
if you enjoy the character, why not max them out?
i just hope you didnt level her past lvl 50 yet, otherwise you're gonna feel the loss...
-
the devs will not ban you without proof.
most of the report options require them to send in videos of the round in order to lead to bans, so if you havent done anything wrong, you will not receive a ban.
those report options that dont require video proof, as the devs already have everything they need for them. as an example: harassment. when reporting someone for harassment, the game automatically saves the end chat log, so the devs will be able to view your messages and then judge weather you should be banned or not.
-
@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/95910/stop-buffing-killers-its-ridiculous
Eh, this is not really a question
https://forum.deadbydaylight.com/en/discussion/comment/762441#Comment_762441
"We should nerf survivors because they were OP back in 2016"
Tru3talent with his bulletproof logic again.
i havent said that.
i merely explained why they have been nerfing mainly survivors lately.
and the insta heals are just a broken relict from those times, which finally got what it deserved - a nerf.
the thing is, that even now, after all those nerfs, survivors are still the powerrole in this game. they control how the general game goes.
though, they are in a much better spot than in those times now, which is fine.
i dont think survivor nerfs need to be a thing anymore, though some broken aspects of the game need fixing - like SWF.
-
the main objectives for survivors consist of 3 things:
1) Generators - the main objective of the trial and mandatory to escaping. this objective consumes the most time of them all and the entire game is build around it.
2) Exit Gate Switches - the second main objective and, again, mandatory to escaping. however, this consumes very little time and therefore you cant really play around it too much.
3) Totems - the secondary objective, not mandatory to escaping, though strictly tied to a killer perk that, if the objective has not been completed, can make escape rather hard for you. Totems can also take an direct effect into the game, if the killer Hexes them.
all of these 3 objectives work towards the final goal of escaping the trial.
killers on the other hand, only really have one objective:
hooks. the killer only wants to hook survivors.
defending generators is a secondary objective, though not mandatory to killing them. the only thing that will kill them are sacrifices on hooks.
with these hooks the killer works towards the final goal of sacrificing the survivors one by one.
so yeah, you are basically right with your statement.
-
https://www.youtube.com/watch?v=Q1fkX3H84SE
watch this and you should see why they kept focussing on survivor nerfs rather than killer nerfs.
the devs are not biased in one direction or the other, they try to balance the game out as good as possible.
just so you know, prior to the "survivor nerf phase" there was an ongoing "killer nerf phase" for almost 2 years, crippling everyone but nurse - even though she also got hit hard by the nerfs.
just because its a bit harder to escape now does not mean its "killersided".
seeing where insta med kits were before the nerf was just ridiculous, they were in the desperate need of changes - and they finally got them.
-
there should not be a totem counter on the UI.
add it to Small Game, so you at least have to sacrifice 1 perk slot for it.
killers also dont have one unless they equip Thrill of the Hunt.
-
there is nothing as annoying as players disconnecting.
also, with this i also refer to crashes. i understand that players have no controll about it and they too are victims, its still annoying and needs attention asap though.
-
here are the crucial parts that cripple him imo:
- him having to run around the map to get traps (slow start --> easy genrush)
- trap escapes being luck based (like, seriously. you just ran into a solid steel trap with spikes crushing your freakin leg. how did you get out asap with no penalities whatsoever? escaping NEEDS to be a set action that takes a long time (can be altered with perks (slippery meat) or add ons) instead of being random.)
- deadzones. (hook deadzones need to be reduced tremendously (its fine that you cant place a trap right under the hook, but especially with multidirectional unhooks those huge deadzones became very unnecessary and usually just cripple possible setups. and yeah you mentioned it: deadzones around traps. like, why is this even a thing in the first place?)
- emblems not working with his power (especially chaser emblem. you picked them up from the trap? yeah thats not a won chase, bud.)
- MOST IMPORTANT: the new trap set animation. i hate it. compared to the old one, it just looks goofy and almost comical, i dont even care if setting traps takes longer with the old one, i want that back!
-
in my opinion prestiging is a crucial step in maxing out characters.
that is why i always get them to prestige 3 before i start leveling them for perks, otherwise i would lose too much progress by prestiging the character.
-
the devs will not witchhunt you for doing it and they wont ban you if they see it.
however, the easy anti cheat might detect you altering the game's files and automatically ban you.
if that is the case, the devs wont be able to unban you, you will have to contact easy anti cheat themselves and hope they unban you.
thats why the devs wont be able to unban you if you get auto banned, as it doesnt work through their system. they said you can do it if you want, though it does come with a risk where they wouldnt be able to help you.
-
as long as they dont BM me, i dont BM them.
i will still try to kill them as efficiently as possible though, so if they genrushed me like nothing, i'll do whatever i can to kill rush them.
-
for me its escaping as survivor and killing the majority of survivors as killer.
0 - 1 kill is a loss
2 kills is a draw
3 - 4 kills is a win
-
i honestly dont believe their power can be made viable and fun with mere buffs.
they should completely change the way it works imo.

