Avatar

MrsPiggyIsSoSneaky

MrsPiggyIsSoSneaky

About

Username
MrsPiggyIsSoSneaky
Joined
Visits
0
Last Active
—

Comments

  • my buddy is 6 ranks higher than I am and it constantly sends us into matches with Killers better than my casual 'for the thrill of being chased' playing ass and he's also tired of being that high because he plays for fun.

    Don't do SWF, thats one

    get better on your own, don't be carried, thats two

    and yeah....thats it

  • I personally want to see changes in pallets (altogether), windows and loops, survivors already have enough with their flashlights, instaheals, 16 perks to survive, pallets and windows and long loops just really are their to delay their deaths

  • You OP: WE WANT GHOSTFACE!

    Devs: *Puts in ghostface*

    You OP: OmG ItS n0t Gh0StFaCE!!


    love how you boldly amuse that this is an "original killer"

  • @FeelsVeryBadMan said:

    This person has never played Solo Survivor it seems like.

    Solo is a joke, as in its too easy to escape, even in the high ranks, know pallets and windows and your good, SWF just puts up the extra wall defense against losing

  • but a broken/unbalance perk would not fit perfectly

  • its not going to be a chapter (and thank god that its not) and we don't need to wait to know if it is

    1. they only have the license for the mask, not ghostface himself or sidney
    2. they made the power unique in their way
    3. clothes are not the same
    4. and the dlc is called "GhostFace" not "Scream"
  • I mean......the EGC is meant to favor the killer, not the survivor in anyway shape or form


    This is another of those thread that are "Hey, if this exist, it must favor both sides"...its not always like that

  • @NoShinyPony said:

    In the end, we will probably learn more about the battlepass on Friday at the anniversary stream.

    The devs also mentioned new goals for players, so maybe there will be rank rewards. Let's see in a couple of days.

    I hope there is, I need something to keep me or push me to keep me playing DBD, because as of now, Im starting to lose the steam, I mean ghostface has me going a bit, but hopefully, this 3rd anniversary will boost my steam, because I love dbd and I don't want to stop playing it.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/494435#Comment_494435

    Of course it doesn't have to be bought. But BHVR wants to earn money.

    And I don't see why a new player would spend money on a battlepass when said battlepass doesn't have good benefits for him.

    Well it would be better then having it not being a pay to win right? If battlepass was needed to be payed and for premium pass as well, then that's already two big issues, people either don't want to buy it, but will have to anyways because of pay to win (IF, it says as purely cosmetics and nothing else, then it won't be an issues) Or people don't have the money or their bothers or parents don't want to buy it.


    As well, might I mention that this can solves the other problem players are having for dbd? And that its another one of those big annoying issues? That the fact that, ranks don't mean nothing, lvling up don't mean nothing, and devotion means nothing at all other then the time you put into dbd, so by doing this, players will have a reason to play and keep playing and grinding and to get to those high ranks and high lvls/devotion.

  • @NoShinyPony said:

    That would make the battlepass less attractive for new players and those at the low-/ mid-ranks. less attractive = not likely to be bought

    It wouldn't make sense to treat players differently when BHVR wants to encourage everybody to buy the battlepass.

    @Ksoni I've also seen somebody with devotion 12, but that was a couple of months ago. XD

    Oh trust me, the way the community is fed up with dbd making everything having to pay, this would make it more attractive then not, especially for new players


    And I never said it needed to be bought ;)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/63860/yikes

    That seems like a pretty good distribution, considering that killer is only 20% of a lobby

    I'm just saying it doesn't look good in the slightest because of how there's not a lot of perspectives on the killer side, and since this shows that more people play survivor then killer (assuming that people did answered that pole honestly and mostly only see the perspective of one side) if someone wanted something change on killer side, you have a few eyes on that side and majority on the other side won't see the perspective of the killer and will most likely disagree with wanting X change

  • @SlinkyJinky said:

    Billy is 'insta down' by default. Cheasy-mode, hand held crutch Killer who deserves, earns and gets no respect.

    I don't think you understand what we mean by insta chainsaw, there are two add-ons that decrease the charge time to rev up the chainsaw, so by that we call it a insta build because it almost instantly charges up the chainsaw and I don't understand how it is a clutch as it somewhat to very difficult to handle the turning and speed of the chainsaw, as well to time it on certain occasion, and if you are out in the open, then that's on you

  • @Yamaoka said:

    *cough* when an Instasaw-Billy acts like someone else was sweaty *cough*

    @KillermainBTWm8 said:

    This doesn't look toxic at all to me at least unless you count using items and offerings as tOxIc

    @SlinkyJinky said:

    I'm sorry ll I'm seeing is a face camping, tunneling cheasy-mode billy.

    @Delfador said:

    Stake out, Boil over, aftercare, and premonition

    Tahxic perks against innocent instasaw billy, how terrible.

    @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/472810#Comment_472810

    @Delfador I think OP's definition of toxic is getting run around for more than 5 seconds.

    @GrootDude said:

    Boil over? Premonition? Urban Evasion? Stake Out?Aftercare?Bond?Iron Will? Sounds like they were stealthy, is stealth toxic?

    Wasn't using the insta build, but unless you want me to put on the other addon then okay, yes 5 second chases is toxic (of course it's not, I'm joking) but them doing bad pallets and windows and still t-bagging is toxic (trying to be at least), and never camped or tunneled otherwise I wouldn't have gotten a near two pip.


    And yes, some offerings, items and add-ons are toxic themselves ( so yes if you want to go point out that I was a little toxic then okay, won't mean much, 4 perks and two addons vs 16 perks, 4 offerings and 3 items and 6 addons with one of them being broken)

  • @Frugl1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/466053#Comment_466053

    If you're so reliant on exhaustion perks, you should work on your own skills.

    See? it goes both ways.

    Not really, actually, not even close, we huntress already have skills, otherwise we wouldn't be able to hit our hatches shots

  • Reframe from calling it the "new legion" nothing is similar to the legion (mask maybe but really thats all) or "the ghost"

  • Body blocking survivors in the basement before the end game is not right and that is punishable because it is stalling the game with nothing to move the game forward, but if it is after one of the gates are open and you try to stay around and get trapped in the basement, then that is on your end, you should have left and now you will be punished by the EGC.

  • And you expect dedicated servers to be perfect? Even in PTB? wow....

  • You mean mettle of men allows players to be rewarded when they make a mistake or get outplayed?

  • @RakimSockem said:

    I think you also have to consider that End Game is triggered when a killer closes the hatch. So if you're the last Survivor and the hatch is closed and you have to open an exit gate by yourself, is dropping the timer to 2 minutes really the fairest idea?

    Ah yes, I almost forgot about that, well for that, I think the timer should be a little higher, again either 3 min and 20 sec or max 3 min and 30 sec, you know, since if that does happen, the killer will be trying to guard both gates, but for normal situation (All gens done and a gate is open) 2 mins, cause again, it's not that hard to open a gate and leave and remember, timer does not start until a gate is open

  • @Asssthetic said:

    But I say we need to actually test it out before anything gets changed

    Yes I do believe it does need a test (Which will come) Im just going by first impression and seeing what could be change, but yes.

  • I see how this would be better and all and that it now has an actually counter to it, but their is two problems that I see out of this.

    1. Is that the perk is able to be reused: This would cause problems by the high amount of body blocking that would be present in one game and would cause trouble for killers to get someone on a hook, yes perks like mad grit, iron grasp, agitation would help out, but even that won't stop them from wanting to get hit so that they can use it for a mistake that they will make that will reward them instead later, and just imagine that with a SWF team of four, and not only that, it would cause some players just to follow players that are in a chase and not doing gens, just so they can MoM activated, which would cause a problem, one is being chased, and one is waiting, that would be two people off gens or more and that would hurt the team.
    2. Cause an increases amount of free escape from the killers shoulder: To put it simply, I am carrying someone and I am either far or close to a hook, someone comes by and blocks me and I have to put survivor down and now two things can happen: One, that same person comes back and I drop the survivor down so much that the survivor gets a free escape or I do drop him and go after the other one but by the time I get that one down, someone else has already healed the other one to full health.

    Also this would cause perk builds to be limited to what can counter MoM

  • @Asssthetic said:

    This is the most balanced the game has ever been. Talk about entitled killer main

    I don't know where you got the idea that I am a killer main, or even an entitled one at that.

  • And of course, NOED is a problem of itself, had another game where this killer kept trying to get me the whole game and so when the last gen was popped, he catch up and boom, noed.

  • If you guys want a scenario that I had, last game, I had two people that were on their last hook and the other two on their second hook, and I was chasing one of them that was on their last hook and she was injured, but the last gen pop and she had adrenaline which fixed her mistake of running in the open, I hit her once, then I gain back on her, and on a T wall, she made the mistake of not vaulting and ran into a wall and I hit her but MoM reward her for that mistake, then an ash player came by who was the second one who was on their last hook and came to body block and so I had a free hit, gained on him again and he made a mistake by running straight to the gate but for some reason he turned backwards and ran into me but MoM rewarded him as well and so got no kills and got a black pip.

  • This is what MoM SHOULD have been.

  • The sad thing I see from this is that everyone wants something first to be change before something, because they think fixing this is top priority, but its is only top priority for them.

    Yes, DC'ers need more punishment

    Yes Gen rushing need a slow down

    Yes Legion needs a rework

    Yes Hatch needs a rework

    Yes hitboxes needs a fix

    Yes SWF needs a work on it


    But do all of you realizes that what most of what you want to be change or fix needs to be on hold? Because without waiting for dedicated servers to be implanted and PC/CONSOLE Optimization to be mostly do its work, most things you guys want to be done will take longer and will be more difficult on the devs.

  • Simply...


    MoM rewards player for failing or a mistake that they deserved and gives penalty to a successful killer.


    In other words, it is just as bad as NOED

  • There goes everybody's chest...

  • This post is just proving my point why the community is breaking the game apart, stupid stuff like this, complaining without actually giving proper suggestions or feedback

  • The devs never made toxicity in their game, the survivor side of this community started to use this and very well the killer side of this community started to use it as well, what you need to see as well is, most problems is not the devs, more or so, it's the community, a very divided community is very bad for a game when it needs to develop.

  • All of you do know that drops in player base could be very well with (some not all) people who loved DS because of how it made them feel good or "better" and since with the rework (which was needed, and now NOED needs a rework as well) People who relied on DS stopped playing because of how now that they don't have their overpowered perk no more. Some of this player drop could well be some people leaving that we don't need (The ones that cause trouble within the game and community)

  • Secondary adjective: Power cells for gates

    "Once all generators are powered, two random gens are highlighted yellow for both survivor and killer, the two gens are the ones that hold a power cell created by the entity, it will take survivor 6 seconds to take out the power cell carefully, after 3 seconds a difficult skill check will appear, if the survivors hit it, they are safe and 3 seconds after, they will take the power cell, if they miss it, it will explode and regress both generators by 10 percent and the gates will become unpowered. Once a survivor has a power cell, they must insert it into the gate switch in which will take 12 seconds to do so, no skill checks needed, once the power cell is fully inserted, it will alert the killer and the survivor is now able to start opining the gate" For this, Nurse and billy will need no nerfs


    Noed change: Instead of giving the exposed effect on all levels, it will only grant the effect at max level on a timer, this will also change noed from a hex perk to a normal perk

    Noed lvl 1-3: Haste 4/8/12%

    Cool down on miss attacks reduce by 5/10/20%

    Cool down on successful attacks reduce by 10/20/35%

    Exposed (At level 3) Will last for only 25 seconds


    And for your legion changes:

    - (When using feral frenzy) when you miss an attack, it decreases your power gauge, 2 miss attacks to deplete the power gauge (not completely on one miss attack, that's asking too much) as well for missing a hit, decrease speed moment by 5% for a miss attack while in feral frenzy (does not applies when out of feral frenzy)

    -(When using feral frenzy) When vaulting over windows or pallets, decreases the gap between the killers model and the window or pallet

    -(When using feral frenzy) When after vaulting over a window or pallet, feral frenzy speed movement is slowed down to 115% for 2 seconds, then back to normal feral frenzy speed movement

    -(When using feral frenzy) When inflicting deep wound on a survivor, their blood is more easier to see when in feral frenzy

    -(When using feral frenzy) When inflicting deep wound on a survivor, killer instinct aura reading ability is able to cover the entire map, at the cost of increasing the draining of the power

    -(When using feral frenzy) When inflicting another deep wound attack on a survivor that is already inflicted with deep wound, will decreases their timer and now, with the chance of the survivor after losing the killer, will have a small random chance of yelling in pain if not mending/during mending


    -(When in deep wound) Your speed movement is decreases by 3%

    -(When in deep wound) You will bleed more frequently and your blood is easier to see by killer, and slightly easier to see by survivors

    -(When in deep wound) After being hit the second time, not mending after 15 seconds (not included in chase) you will have a Moderately chance to yell in pain, when mending, you will have a sightly chance to yell in pain, when being mended by others, you will not yell in pain

    -(When in deep wound) When in a chase with the killer, your timer will still go down, but more slowly, when the timer is at 15%, its stops going down until out of chase

    -(When in deep wound) When mending, your timer will go down, and will deplete, but the timer will be slowed down when mending, and slower when mended by others

    -(When in deep wound) If timer goes out when not mending, you have a Considerably chance of yelling in pain, if mending and timer ran out, Moderately chance to yell in pain, if mended by other and timer runs out, no chance of yelling in pain


    -(Perk: Discordance) All the same, but now when two survivors are on one gen and one leaves, the aura of the survivor that left will be shown for 2/2/4 seconds

    -(Perk: Mad Grit) No changes needed

    -(Perk: Iron Maiden) All the same, but now when a survivor is near a locker of 3 meters for 5/3/2 seconds, their aura will be shown, after the survivor leaves the locker range, their aura will still be shown for 1/2/2 seconds, when a survivor comes out of a locker, they will yell and will be expose for 10/15/20 seconds


    -(Stab Wounds Study) All survivors who are hit by the feral frenzy attack, will now bleed more frequently and the blood will be Moderately easier to see to the killer (stacks with the power)

    -(Frank's Mix Tape) Tremendously increases the amount of damage applied to a Survivor's Deep Wound timer, but as well Considerably increasing the penalty when missing an attack in feral frenzy

    -(Smiley Face Pin) Slightly decreases the power gauge depletion on miss attacks

    -(Defaced Smiley Pin) Moderately decreases the power gauge depletion on miss attacks

    -(The Legion Pin) Considerably decreases the power gauge depletion on miss attacks

    -(Fuming Mix Tape) When in feral frenzy, killer instinct is already active and you are only able to see those in your terror radius at the cost of Considerably increasing the draining of the power gauge

    -(Cold Dirt) Considerably decreases the repair speed of survivors who are hit by the feral frenzy attack, at the cost of Moderately increasing draining of the power


    - Takes 4 hits to down a survivors in feral frenzy (First initial hit, second, then third, then fourth)

    - If using Frank's Mix Tape, it's now only 3 hits (First initial hit, second, then third)

    - If a survivor is expose, when using feral frenzy, you will now be able to one hit a survivor, but as well if chasing a survivor who has the expose effect on them and using feral frenzy, it Tremendously increases draining of the power and missing an attack will deplete the power entirely

  • Solo is solo, change it, and its swf, but guess what, people will be mad, things will change back or another way that you won't like, oh but guess what then people like you will be mad and want changes again and again it will happen and then what? Everything goes to hell and it just becomes a mess, is that what you want? Cause that is what you are exactly asking for to happen, swf is swf, solo is solo, do you not understand the definition of solo? Almost any games is like that anyways, its not just dead by daylight, go to any other games and play with friends and its great, but go solo and its harder, why? Because from their, you rely on your own skill and no one else's. So unless you want things to become even worse, then keep at it, changing the way solo is to what you want will not make things better and will make it worse for all four sides of this uncontrolled community.

  • - (When using feral frenzy) when you miss an attack, it decreases your power gauge, 2 miss attacks to deplete the power gauge (not completely on one miss attack, that's asking too much) as well for missing a hit, decrease speed moment by 5% for a miss attack while in feral frenzy (does not applies when out of feral frenzy)

    -(When using feral frenzy) When vaulting over windows or pallets, decreases the gap between the killers model and the window or pallet

    -(When using feral frenzy) When after vaulting over a window or pallet, feral frenzy speed movement is slowed down to 115% for 2 seconds, then back to normal feral frenzy speed movement

    -(When using feral frenzy) When inflicting deep wound on a survivor, their blood is more easier to see when in feral frenzy

    -(When using feral frenzy) When inflicting deep wound on a survivor, killer instinct aura reading ability is able to cover the entire map, at the cost of increasing the draining of the power

    -(When using feral frenzy) When inflicting another deep wound attack on a survivor that is already inflicted with deep wound, will decreases their timer and now, with the chance of the survivor after losing the killer, will have a small random chance of yelling in pain if not mending/during mending


    -(When in deep wound) Your speed movement is decreases by 3%

    -(When in deep wound) You will bleed more frequently and your blood is easier to see by killer, and slightly easier to see by survivors

    -(When in deep wound) After being hit the second time, not mending after 15 seconds (not included in chase) you will have a Moderately chance to yell in pain, when mending, you will have a sightly chance to yell in pain, when being mended by others, you will not yell in pain

    -(When in deep wound) When in a chase with the killer, your timer will still go down, but more slowly, when the timer is at 15%, its stops going down until out of chase

    -(When in deep wound) When mending, your timer will go down, and will deplete, but the timer will be slowed down when mending, and slower when mended by others

    -(When in deep wound) If timer goes out when not mending, you have a Considerably chance of yelling in pain, if mending and timer ran out, Moderately chance to yell in pain, if mended by other and timer runs out, no chance of yelling in pain


    -(Perk: Discordance) All the same, but now when two survivors are on one gen and one leaves, the aura of the survivor that left will be shown for 2/2/4 seconds

    -(Perk: Mad Grit) No changes needed

    -(Perk: Iron Maiden) All the same, but now when a survivor is near a locker of 3 meters for 5/3/2 seconds, their aura will be shown, after the survivor leaves the locker range, their aura will still be shown for 1/2/2 seconds, when a survivor comes out of a locker, they will yell and will be expose for 10/15/20 seconds


    -(Stab Wounds Study) All survivors who are hit by the feral frenzy attack, will now bleed more frequently and the blood will be Moderately easier to see to the killer (stacks with the power)

    -(Frank's Mix Tape) Tremendously increases the amount of damage applied to a Survivor's Deep Wound timer, but as well Considerably increasing the penalty when missing an attack in feral frenzy

    -(Smiley Face Pin) Slightly decreases the power gauge depletion on miss attacks

    -(Defaced Smiley Pin) Moderately decreases the power gauge depletion on miss attacks

    -(The Legion Pin) Considerably decreases the power gauge depletion on miss attacks

    -(Fuming Mix Tape) When in feral frenzy, killer instinct is already active and you are only able to see those in your terror radius at the cost of Considerably increasing the draining of the power gauge

    -(Cold Dirt) Considerably decreases the repair speed of survivors who are hit by the feral frenzy attack, at the cost of Moderately increasing draining of the power


    - Takes 4 hits to down a survivors in feral frenzy (First initial hit, second, then third, then fourth)

    - If using Frank's Mix Tape, it's now only 3 hits (First initial hit, second, then third)

    - If a survivor is expose, when using feral frenzy, you will now be able to one hit a survivor, but as well if chasing a survivor who has the expose effect on them and using feral frenzy, it Tremendously increases draining of the power and missing an attack will deplete the power entirely


    lel, I have already put this somewhere else, but I guess people don't like to read idk.

  • @e8Lattice said:

    I take it we're talking about milliseconds of latency?

    Eyup

  • @Tzeentchling9 said:

    That's when morbid curiosity makes you press Ready.

    Your not wrong their buddy XD

  • Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game.

    this might get some hope in you, but a little sad truth is, they can do so much to make an anti dcing update, but there will still be some people that will dc

  • Also, that's another thing, for something to be fun, it needs to be balanced, you simply said just to have fun, nothing about balance.

    i.e when you brought up the swf being fun and the game ONLY being fun when playing with friends.

  • @The_Crusader said:
    MrsPiggyIsSoSneaky said:

    Man this all makes no sense, this all just seems like because you got killed by a user killer noed and wanted it to be change in a way so that it is in your favor not ours, and actually, most things you wanted are in your favor, no body else.

    Honestly, if your gonna complain about any hex totems, expect people to say "just find it and get rid of it" It really doesn't matter if you tell people not to say that they will stay say it, besides, any killer perks that give favor to the killer mid game or end games were made to be hex perks because they are powerful but have a big weakness to them, which is getting cleansed.     And if you find the totem and you are down by the killer, the killer is gonna remember that you know where it is, and they will make sure you don't try to get rid of it, that is their job, the worst thing you can do is trying and trying to get back on it right after you are unhook because then then the killer will think you went right back on it, of course they are not gonna like it if they see you on their totem.     And really if you are just cleansing totems to get rid of a possible noed then expect to be found and chase cause not only the killer most likely found you first, but it is natural for us killer to go after anyone that we see first and if you are the first to be seen by the killer, then expect to be chase not "oh hey killer im just cleansing a non hex totem so don't chase me plz"     And I will always say this to anyone who complains about solo being harder, well, that's kinda the point of the game and what the game SHOULD have been, swf should have never been made, at the most just have it to where they don't rank up or get anything special out of it, I don't mind playing against swf lobby's, its just only when I do give a care is when they can speck to each other and have all the information they need. The main point of this game was to give players who play survivors a feel of not being able to speck cause in the realm of the entity, make any sounds and killers will find you, you have to rely on hand gestures and knowing what the other survivors want you to do and all in all, it comes down to survival of the fittest, especially when it comes to end games, but that is on your choice to make it be like that or not, even if their is noed, you have to make the choice whether you will leave everyone to die and complain about how you couldn't save anyone and the killer got "free kills" NOT because there was noed, not because the killer used a noob perk, not because noed is a bad perk in general, but because you decide not to deal with it and give a bad excuse later on or make it not the survival of the fittest and be a player and go find the totem and get rid of it and then after that, go save them.    And you should really know how many totems are there in total for every game, which is five of course, so if you have cleansed 4 totems, then you should know by that, that there is one more left, not "UGH is there one more or not?"    Complaining that noed does not activate till the end, will of course not because it's an END game perk, and answer me this, if allowing the hex perk noed to lit up before hand, before the end game comes, then what's the point of bringing that perk if probably 90% of the time, a survivor will find it and cleanse it? it won't even have a chance for the perk to activate, and then it becomes a wasted perk.    SWF is SWF and SOLO is SOLO, we don't need a "feature" from swf (It is not a feature because if it was, then it should be something within the game, not outside of it)               And here is something to think about, when survivor mains or just survivors in general play a lot of swf and not solo, but the moment they do play solo, they go from being good to trash (Or slightly bad), why? well that's exactly why, they went from something they are used to, to something they are not.         So, answer me this as well, if you do play a ton of swf and then switch to solo, why should you or someone complain about having less benefits when you don't have the higher ground? But you know that you are playing a mode where you can't rely on your friends? And you or someone (most likey) haven't build up skills to play solo? Because you been mostly relying only on your friends?       And this is a fact, you have said it and other people have said it before "When playing solo finding all totems is hard, but not for 3 or 4 mans swf" If dead by daylight had it to where it is only play with your friends and their is no solo, then there would be little to no complaints about noed, but since that's not the case, there is, but only because survivor mains or survivors who rely on friends but then play solo and have a hard time going solo because they are use to relying on their friends is where most of their problems come from, they want a swf "element" implanted into solo, the rest, is because they get killed via killer using noed and they just hate it of how it works.  
    

    but really.....you could have said one simple fix to noed instead of complaining about it, and it is really one easy simple fix, and all you have to do is just be skilled and wait.

    And you want the game in your favour. Everybody knows NOED is OP, you want that endgame crutch. That big safety net so you don't walk away empty handed.

    I mean look how much you complain about SWF. Well suck it up because THAT is how the game was meant to be - fun, and there's nothing fun than playing with people you know.

    Seeing how many totems have been done is a quality of life upgrade. It's ridiculous that you expect peiple to play without it. Solo should be harder? Well fine by your logic solo players should lose all aura reading too because hey, its harder and more immersive!

      When did I ever say I want it in my *favor? All I have been saying is how everything you want is just not right at all and it give in more favor into the survivors more then anything, cause here is the thing, if one side of the party get some sort of buff, then the other side needs a small buff as well, even though this game sometimes does not do that, it should be like that. More then anything, its already in my favor, not asking for more favor (don't twist that around)
      And I didn't complain about SWF in general, I complained about implementing a certain "element" into the solo gameplay, and there is a difference between a game being fun and a game being fun for all *people, and on your point of view, it is only fun because you are winning without trying, you go into solo and your not having fun because your are losing and having to try. And the "There's nothing more fun then playing with people" is debatable, if that was the case, then everyone should be having fun playing swf right? No, there are some players out there that don't have fun playing with swf because they don't like how it give them an advantage without even trying, there are even streamers who have fun playing solo because they have skills and it gives them the thrill to survive and seek out information by your own eyes, it gives them that feel. And saying that, that hows the game was meant to be, tells a lot about you, you can go talk to Mathieu and it would be a different answer, the only reason why swf is even a thing is not because the game "was meant to be like that" It was more of what the people wanted and an option.
       btw if everybody knows that noed is op, then you should have everyone agreeing with you right? No, and that is almost every mistake I see from people that try to argue with that "Oh everyone knows that (insert something "everyone knows")" And when someone points out clearly that they are wrong and here whys, the next thing they say is "Because this and that and people don't want to this and that" It just shows the maturity of that person and the amount of excuses that can come out of their mouth. This is like saying Iridescent Head is op, but hey, just be able to dodge and outsmart the huntress and you will be fine, and she is limited to 1 or 3 hatches, this is like saying Judith's Tombstone and Fragrant Tuft Of Hair is op, but hey, just don't feed him and rush those gens.
        Also why do you assume I used noed? And yes you did assume "you want that endgame crutch. That big safety net so you don't walk away empty handed." I could be someone who does not use noed but knows that it is not op because of how it is a hex perk and it can be destroyed easily, and why also do you assume that I never get kills until noed comes in? I could have 1 or 2 kills already and the last two or one kills could be if they manage to get the gates powered with very few survivors left.
        And when did I ever, ever, ever ever say that solo should be harder? Please show me where I said that solo should be harder, I would loved to see where you got that, and don't quote "And I will always say this to anyone who complains about solo being harder" If you don't read and understand what I meant when I said that, you will look more stupid, and just to save my brain from having to explain later on, what I mean by that is that, swf is easier for people because they can get so much information in a quick second and by days later on, they will get used to it, but the moment they go from that to playing solo, it feels harder because they are used to playing with someone and getting information every second. So please, show me where I said I wanted solo to be harder then it already is.
        Here's the thing, being able to know how many totems are left is really not an upgrade, more of something so that you can be more lazy at, if you already know that there are exactly 5 totems (because that's how many their are, it never changes) Then theirs your upgrade, and if your gonna ask "Well if several totems are already broken, how am I suppose to know how many are left?" If you know how many totems their are and if your going around and you see broken totems, count down from that number and there you go....really not that hard. Having that upgrade will make no difference at all cause, if it tells you how many their are left, good for you.....but it doesn't tell you where the rest are at right? And it won't tell where the ones are broken right? So by then, when your looking around, you will most likely be passing by totems that are already broken, but you already know that some have been broken, so by that, you just wasted your time finding an already cleansed totem, so then by that, what's the point of having a counter if it doesn't tell you where the rest are at and where the ones have been broken?
        And it's funny how you didn't answer the questions I ask, so I assuming you dodge them, more or so didn't put effort into your counter argument because all in all, its just looked like and sounded like you just complained about what I said and completely stereotype me and use that, and it feels like you didn't even read half of what I said or understood half of what I said.   
    
  • Man this all makes no sense, this all just seems like because you got killed by a user killer noed and wanted it to be change in a way so that it is in your favor not ours, and actually, most things you wanted are in your favor, no body else.

       Honestly, if your gonna complain about any hex totems, expect people to say "just find it and get rid of it" It really doesn't matter if you tell people not to say that they will stay say it, besides, any killer perks that give favor to the killer mid game or end games were made to be hex perks because they are powerful but have a big weakness to them, which is getting cleansed.
       And if you find the totem and you are down by the killer, the killer is gonna remember that you know where it is, and they will make sure you don't try to get rid of it, that is their job, the worst thing you can do is trying and trying to get back on it right after you are unhook because then then the killer will think you went right back on it, of course they are not gonna like it if they see you on their totem.
       And really if you are just cleansing totems to get rid of a possible noed then expect to be found and chase cause not only the killer most likely found you first, but it is natural for us killer to go after anyone that we see first and if you are the first to be seen by the killer, then expect to be chase not "oh hey killer im just cleansing a non hex totem so don't chase me plz"
       And I will always say this to anyone who complains about solo being harder, well, that's kinda the point of the game and what the game SHOULD have been, swf should have never been made, at the most just have it to where they don't rank up or get anything special out of it, I don't mind playing against swf lobby's, its just only when I do give a care is when they can speck to each other and have all the information they need. The main point of this game was to give players who play survivors a feel of not being able to speck cause in the realm of the entity, make any sounds and killers will find you, you have to rely on hand gestures and knowing what the other survivors want you to do and all in all, it comes down to survival of the fittest, especially when it comes to end games, but that is on your choice to make it be like that or not, even if their is noed, you have to make the choice whether you will leave everyone to die and complain about how you couldn't save anyone and the killer got "free kills" NOT because there was noed, not because the killer used a noob perk, not because noed is a bad perk in general, but because you decide not to deal with it and give a bad excuse later on or make it not the survival of the fittest and be a player and go find the totem and get rid of it and then after that, go save them.
      And you should really know how many totems are there in total for every game, which is five of course, so if you have cleansed 4 totems, then you should know by that, that there is one more left, not "UGH is there one more or not?"
      Complaining that noed does not activate till the end, will of course not because it's an END game perk, and answer me this, if allowing the hex perk noed to lit up before hand, before the end game comes, then what's the point of bringing that perk if probably 90% of the time, a survivor will find it and cleanse it? it won't even have a chance for the perk to activate, and then it becomes a wasted perk.
      SWF is SWF and SOLO is SOLO, we don't need a "feature" from swf (It is not a feature because if it was, then it should be something within the game, not outside of it) 
    
    
    
          And here is something to think about, when survivor mains or just survivors in general play a lot of swf and not solo, but the moment they do play solo, they go from being good to trash (Or slightly bad), why? well that's exactly why, they went from something they are used to, to something they are not. 
    
        So, answer me this as well, if you do play a ton of swf and then switch to solo, why should you or someone complain about having less benefits when you don't have the higher ground? But you know that you are playing a mode where you can't rely on your friends? And you or someone (most likey) haven't build up skills to play solo? Because you been mostly relying only on your friends?
    
       And this is a fact, you have said it and other people have said it before "When playing solo finding all totems is hard, but not for 3 or 4 mans swf" If dead by daylight had it to where it is only play with your friends and their is no solo, then there would be little to no complaints about noed, but since that's not the case, there is, but only because survivor mains or survivors who rely on friends but then play solo and have a hard time going solo because they are use to relying on their friends is where most of their problems come from, they want a swf "element" implanted into solo, the rest, is because they get killed via killer using noed and they just hate it of how it works.
    

    but really.....you could have said one simple fix to noed instead of complaining about it, and it is really one easy simple fix, and all you have to do is just be skilled and wait.

  • @NoShinyPony said:
    No. When you prestige, there is statistically a very slightly higher chance in getting rare items.

    Usually, you don't notice a difference. That's why players should only prestige when they want to have the bloody clothes.

    the thing is, I have 1 killers that is full prestige III and I can barely get any red or purple addons for them, and I have 1 other killer that are not prestige and I get tons of red and purple addons for her

  • Man would this break the game more then it is
  • iTacoman said:

    @MrsPiggyIsSoSneaky said:
    So let's say a new player joins, completely new player, and after 5 games they got the chance to get noed from the bloodweb and they use it, are they garbage? And tell me, what's the point of making this if you said that, yeah its in the game, but still, if someone one uses it, they suck??? So your saying that, you know its in the game, and you understand that anyone can use it, but if someone does, they are garbage? This just sounds like a hate thread to killers who uses noed and just sounds like you get salty when you get hit by one.

    it's literally just a crutch to help killers. If you can't manage to secure at least 2 kills by the end of the match then you either had an off match or don't belong in your rank. Rank 20-15 i guess are the exception because they typically don't know what they're doing and are all ready garbage but i just expect everyone runs it and cleanse all totems myself.


    So by using a perk because I had a bad match and or because I am not able to get just two kills automatically makes me a player that should not be in a certain rank? Dude, ######### is your logic? So you're saying that all high rank players are professional at playing, but if we do bad then we don't belong in the high ranks? Dude, come on, sometimes we just have bad games and good games, being at a higher rank doesn't mean that you'll automatically win and be professional. And the fact that you even considered saying rank 20-15 (new players) are garbage is literally so stupid of you to say, what do you expect of them? to be automatically Pro? If you're going to make it hate thread to Killers who uses perk, because that's what this is, you might as well make a hate thread for players who use decisive strike as well
  • So let's say a new player joins, completely new player, and after 5 games they got the chance to get noed from the bloodweb and they use it, are they garbage? And tell me, what's the point of making this if you said that, yeah its in the game, but still, if someone one uses it, they suck??? So your saying that, you know its in the game, and you understand that anyone can use it, but if someone does, they are garbage? This just sounds like a hate thread to killers who uses noed and just sounds like you get salty when you get hit by one.
  • In almost any asymmetrical games that are out there, they will always have one problem, and that's the community, asking for things that make the game unbalanced, why?

    You have people who either equally play one side and then the other side (I.e in this case, survivor and killer) those people are the ones who can see the perspective on both sides and see problems.

    Then you have players who tend to play more on one side than the other (I.e they play survivor more or killer more) they kind of see the perspectives on both side but most of the time they only care about their side and their problems on the side they play the most.

    Then you have players who solely main one side (I.e either survivor or killer) these are the players that only care about their issue, their problems, and only see the perspectives on their side and want things that give them an advantage.

    The problem here is, if devs take any ideas from players who solely play on one side and not the other, that could cause disruption and unbalancing in the game, as well with the community.
  • I had a similar problem, I was in a game, I sacrifice two survivors, one was down and on my screen there was one left that was in a hurt state, but yet when the guy that was down died and ended the game like he was the last one but on my screen door was still one left.
  • I had a similar problem, I was in a game, I sacrifice two survivors, one was down and on my screen there was one left that was in a hurt state, but yet when the guy that was down died and ended the game like he was the last one but on my screen door was still one left.
1 … 7 8 9 10