Nameless
Nameless
About
- Username
- Nameless
- Joined
- Visits
- 11,295
- Last Active
Comments
-
@indieeden7 said:
The thing about The Game and pallets is the fact that there kind of needs to be more pallets. The map has 7 vaults in total (I think) which is SIGNIFICANTLY fewer than any other map. Because of this lack of vaults, they need to be replaced by something else (pallets).
Furthermore, these pallets need to be of a certain strength to substitute what would be a permanent vault, which would not be able to be destroyed, which is probably why so many of the new pallets on The Game are so safe.
These pallets don't need to be completely safe pallets and god pallets at all... You can perfectly add more pallets to compensate for the vaults, but I see no reason why these 20+ pallets need to be insanely strong...
It's not like the vaults in the other maps are god pallet level strong... There's some strong windows, but there's some strong windows on the Game too.
-
With reworked maps I'm not as frustrated when ever someone uses Dead Hard to get to a pallet. The pallets usually aren't safe after all and can be mindgamed, whereas before you literally just had to leave the chase because unless the survivor is terrible, you wouldn't catch them at the loop.
The reworked version The Game does raise some concerns though because it's filled with safe pallets and god pallets.
-
@carnage4u said:
I love when 3 or more content creators put out a video with same topic. Every killer has to copy the build.
95% of games now use Devour Hope. It is like all these killers didn't know what to do after losing Ruin/Undying and Youtube was like "what about Undying/Devour hope". haha. hilarious/predictable/pathetic
Yes because the devs clearly never stated themselves that, if the first Hex totem gets destroyed, you would keep your tokens making it perfect for Devour. What would those poor killers do without the content creators...
-
@danielmaster87 said:
People will argue to the death that old The Game was the most killer sided map. I don't see it. There's hardly any weak pallets and now there are like 5 additional god pallets. I've played less than 5 matches on it as killer, and I can tell it's easily the new Haddonfield.
It was quite easy for killers to pressure on the old Game. It was quite a small map which was indeed filled with safe pallets. There were some mindgameable too, but rn they are practically all safe. Pressuring isn't as easy anymore either because the devs came up with the genius idea to add breakable walls everywhere so you can't really traverse the map without wasting time and breaking those first. Somehow they also managed to make safe pallets even more safe and made literally 4 god pallets on the map. Not sure what the thoughtprocess was there... Pallets are literally everywhere too...
-
@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/1942886#Comment_1942886
Not true at all, you can get unhooked and jump on a gen right next to you with the unhooker, and within 2 seconds a stealth or m&a killer can return to the hook and tunnel you. Because you jumped on a gen for 0.5 seconds does not mean you are safe from tunneling at all. Hell the way its being considered, you can run half across the map with tier 3 madness, not aware that you're being distantly chased by the doctor, try and break out of madness, and he can come around a tree and whack you. Tunneled, no ds.
There is literally no reason to jump on the gen next to you... If you do that, then I don't see why DS should remain active. You had the chance to go to safety or get healed, but instead you chose to progress the game. Now it's a choice survivors will have to make, whereas before you were just safe while progressing the game. As for the madness concern, the new perk description doesn't say that getting out of madness deactivates DS, so not sure what you're on about.
-
@Artick said:
In fairness, all the other reworked maps had very few, very spaced, and extremely unsafe pallets(2 centimeres to either side). I didn't hear any killer main saying this isn't fair. But when one map doesn't end up being killer sided ... the sky starts falling again.
Extremely unsafe pallets? Which reworked map only exists out of extremely unsafe pallets?
-
@Babawizwiz said:
3-4 hrs in playing new dbd and i already got used to both ui and animation, sure the status effect timers are way too small and survivors standing up straight seems kinda off, but its not something thats worth bitching and making countless videos on.
Yes hitboxes/ vsync got way worse with this patch, the game is now god pallet simulator, but everything else is good
People aren't necessarily so mad at the devs for the wonky animations or the weird UI, but the fact that there was plenty of feedback from the PTB saying that they either preferred the older animations or UI or that the new animations and UI weren't exactly an improvement and yet they still decided to go against all this feedback and changed it anyways.
That said, I kind of agree with you. The UI is a bit all over the place but I'd say it's easthetically more pleasing and while the animations are a bit strange, it's not the end of the world. It takes some getting used to, but that doesn't mean that all these people that are raising their voices against the devs are wrong. They're not. People gave their feedback and the devs ignored it, so they are concerned with the devs choices.
-
They already announced on Twitter they're working on it I believe
-
Killers only slug for the 4k because the hatch exists and they're afraid the last remaining survivor gets an escape even though they clearly lost. Address the hatch and slugging for the 4k will disappear automatically.
-
Iron Will is a good and strong perk in my opinion, but it's by far not unfair.
-
@ill_Boston_lli said:
I swear it only happens on crotus or gideon, I tested this out by going to macmillan and no hitbox issues. im going to game now and am seeing if i get hit from a mile away .
A Nurse on MacMillan grew some long Freddy arms earlier today and gave me some good smacking 50 meters away sooo...
@JayDoesGames said:
Its all maps for me even when playing killer.
I don't really notice as much when I play killer but oh boy as survivor you can really feel it.
-
Honestly the amount of safe pallets and breakable walls is driving me nuts.
-
I haven't really found a good use for his second bottle yet. It's terrible for map mobility and honestly I find the first toxic bottle much more useful for chases. Maybe we'll figure some use out for it but so far Idk.
-
@Sonzaishinai said:
If you are running the killer around for 60seconds then you are not being tunneled anymore.
The reason people don't like getting tunneled is cause they can't play the game.
If you can run the killer around for 60 seconds you are playing the game. That's the purpose of DS. To make sure you can reach a defence when getting unhooked.
Seriously why are you playing the game if you don't like to get chased. I would be proud of hell of myself if i kept a killer busy for an entire ds timer
Wait why wouldn't that still be tunneling though? I'm all for the DS changes because of the way it's being used at the moment, but if you run the killer around for more than 60 seconds, and the killer is still going after you as a recently unhooked survivor I don't see why that wouldn't classify as tunneling? Is the competence of the survivor here the deciding factor whether or not going after a recently unhooked survivor is considered tunneling?
-
The argument that survivors won't do anything to progress the game without DS to save them when they get caught is just such a weird argument. Like... What are you actually saying? That people actually are overrelying on perks that are basically a free-out-of-jail card? I normally don't pull the "Git Gud" card but I'm not sure if there's even another answer to this lmao. I haven't used DS in ages and I seemed to manage? What about all the other survivors that aren't using DS? Are you claiming they don't progress the game?
If you're talking about lower ranked survivors then sure... I suppose DS gave them a feeling of safety but they're still in a learning phase. It's not uncommon for lower ranked survivors to sit in corners of the map and not progress the game anyways so I doubt the change for DS would even have a big impact on lower ranked survivors.
-
@Aven_Fallen said:
It is not an actual anti-tunneling Perk, since you can still get tunneled and just slugged or the timer runs out during the Chase. But it is not useless.
I mean you're not wrong, but in terms of actual anti tunneling nothing really has changed to the perk. It's still going to be just as efficient as before when it comes to countering tunneling so the arguement of "this change is going to make tunneling stronger" is just silly.
I agree it'd be great if they buffed it after this change goes life and it actually stops the timer while in chase, but the timer would only last 30 seconds or so. The amount of times I was able to run the killer around for more than 60 seconds, but DS didn't punish the fact they tunneled and immediately went after me is kinda heartbreaking.
-
@REL1_C said:
yes I'm well aware, I just don't know why
Because Ruin in its current state is insanely strong and can be at times oppressive. It never really had a chance before to reach it's full potential because totem spawns are so terrible and Ruin is a "late game" perk. Undying made it an actual late game perk. Personally in my eyes to problems lied more with Ruin, rather than Undying because it's quite ironic that a "late game" perk is causing balancing issues if it actually stays up until the late game. After the nerf, the underlying problem won't actually be fixed. Yes the combination of Ruin+Undying is going to disappear and not be as strong, so in a way a problem is fixed but this nerf is going to affect Ruin too. Ruin is going to go back to being close to useless, and Undying is going to have a new purpose and will mostly be used to keep Devour alive.
TL;DR: The combination was too strong so it should be addressed, but in my opinion the nerf is to create another issue, even though it fixes the initial problem of Ruin+Undying.
-
I like mories the way they are right now. It's not a cheap win and mostly aesthetic unless ofc you plan to tunnel people when they're on their last hook. Keys are being reworked soo
-
The fact you can go unpunished as a survivor for making mistakes or just sit in front of a killer completing a gen or unhooking someone else really is just so dumb...
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1883912#Comment_1883912
They don't want to reward a narrow pool, they want to reward people for dumping a ton of time and likely money into the game to keep them doing it.
That's what I said though... Getting to prestige 3 doesn't take any skill, it only takes time. In other words: if you reward people for prestiging, you're rewarding them for their time put into the game.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1883912#Comment_1883912
There were talks about Prestige Rewards, but nothing came up since then. I doubt that those will be anything big, because in the end, while anyone can prestige, nobody should be forced to prestige. Some players have their Characters onl P0-50 for years, have all Perks unlocked, full of Add-Ons. Would be wrong to give them the choice to either miss out on something cool or to get everything again.
Yeah... That's true it's something they should have taken initiative for earlier. Personally, I don't mind even if I just unlocked all perks on every single killer without prestiging. I just see it as a trade off that would benefit me in the long term but I can definitely see it being an issue for other people.
-
There should be more to prestiging up than getting some cosmetics, especially because in the end anyone can prestige. You're not being rewarded for skill, which would be a bit unfair, but you're being rewarded for the amount of time you spent on the game. It would be rewarding the people devoted to your game. The lack of anything useful makes it a waste of BP (unless of course you just like the cosmetic).
-
I'd say there's quite a few killers that aren't really depending on add ons. Hag, Spirit and Freddy are a few that come to mind. They should make it so there are no addon dependent killers really, but I guess we're slowly getting there with each mid patch when they're reworking a killer.
-
It boggles my mind that some of these changes are not even in the game yet...
-
I'm really enjoying the reworked maps so far. They added new structures this time, new tiles and Maurice looks better than ever before! They opened up the Game which is going to make finding gens a lot easier too and bloody hell does the map look good.
-
@Moxie said:
Just wondering.
I mean... Why not? There's multiple gen regression perks, insta down perks, stealth perks, anti stealth perks, ...
Like... Why shouldn't there be multiple anti tunneling perks?
-
@Ivaldi said:
So.. Killers.. can you explain something to me? Yes we all know by now, you guys want DS nerfed.. But do you guys even realize that the sole reason the perk even exists to begin with is due to the way a lot of Killers play? If you didn't resort to tunneling, survivors would have never needed it to begin with.
As a killer main, I've never once had an issue with DS. Why? Because i'd rather lose knowing I refused to tunnel someone.
And we know, we know.. You had that 1 rare occurrence where you downed 4 survivors in 60 seconds but still got hit with DS and that survivor was able to loop you for 5 gens, save all of his teammates and escape.
You're the one that makes the choice to tunnel someone and eat their DS, when instead you could just slug them and create even more pressure. If they have UB? So be it.. that was still 40 seconds that they were out of the game.
A lot of people don't even have a problem with the anti-tunneling aspect of DS. I'd say that a lot of the complaints of DS are about the invulnerability survivors get, allowing them to do anything they want for 60 minutes the moment they get unhooked, which leads to cocky gameplay the killer would normally be able to punish, but not anymore because of that so called "anti tunnel" perk.
There's also people complaining about the fact you could literally be doing well as a killer without tunneling but still get DS'd just because the 60 minute timer wasn't up.
Sure, if people are whining about not being able to tunnel, I'm there with you. Tunneling should be discouraged or punished or whatever, but DS in its current form doesn't just punish tunnelers.
-
My money was on Coldwind because it desperately needs it and it would make sense after Autohaven and MacMillan, but hey I'll take an update to Crotus Prenn and the Game anyday. Can't wait to test them on the PTB!
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1854451#Comment_1854451
The mindset that tunnelers need to be punished is kinda bad imo. It leads to the defensive anti tunnel perk to be used as a weapon.
A better way would be to reward non tunnelers. If injured people repaired gens slower and survivors gained a speed boost for every death survivor. The game would reward the killer for going for the 12 hook game keeping everyone alive as long as possible.
Maybe not the best solution but just an example. Make it so that spreading damage is more worthwhile rather then eliminating survivors and tunneling wouldn't be such a problem.
Rewarding good behavior is always more effective then punishing bad behavior.
The reason I say tunnelers should always be punished comes from the idea that tunneling is just bad game design, but you're not wrong. You can look at it from 2 ways:
a) you punish the people tunneling
b) you reward the people that aren't tunneling
Atm non-tunnelers and non-campers already are being rewarded with more BP and it's clearly not working out because people just don't care. When you combine this with the current version of DS, which already tries to punish tunneling, I guess I just lean more to (a). I'm just pointing out that tunneling is a problem and buffing Enduring like this might encourage it, but in the end as long as the problem is taken care off, I really don't mind which route they take.
Your idea looks very interesting though and would be neat if it actually worked, but I doubt they'll do something like this with how boring gens actually are. Just goes to show there's multiple ways and multiple ideas to tackle the problem really.
-
@Junylar said:
It's still a wonder why it's not affected by Unnerving Presence and Enduring. Enduring reduces your stun duration is reduced, but not for DS, nope: DS is an exception! Unnerving Presence even says plainly: "Triggered Skill Checks' success zones are reduced by 40/50/60 %." Well, for every skillcheck in the game EXCEPT DS, because DS is an exception again! They basically nerfed the only perks that could counter it so that they don't counter it anymore, as if DS was too weak of a perk and nobody wanted to use it.
I get the frustration but I wouldn't want to see Enduring become something like a "free tunnel perk" because you get a reduced stun. However I do believe DS should be reworked, but I don't think this is the way to do it. Tunnellers should always be punished imo.
-
I'm addicted to Detectives Hunch, Q&Q, Head On and Iron Will. I like to switch my builds up though but those are the ones that frequently come back.
I don't like going against perks like Noed or Spirit Fury+Enduring, but as survivor there aren't really perks I just hate. Honestly I don't really run a lot into these perks anyways so that's probably why. It's moreso the killers themselves like Deathslinger or Spirit that make me wanna die.
As killer there really only are few perks I run on all of them or are at least frequently seen in my builds and those are Pop, Corrupt and Enduring. When I first started playing a while ago I remember Tofu saying he liked Enduring a lot and my inexperienced brain was like "oh hell yeah this perk must be borderline broken if this guy likes it so much" and now I can't play without it so yeah... Thanks a lot for my Enduring addiction OhTofu.
Again the only real perk I hate running into with a passion is OoO. It's just stupid broken. Other controversial perks like DS are a bit meh. I don't hate them and understand they're in a way necessary but it's the invincibility mentality some survivors have that puts me on edge really. Also the fact you could still be punished, even if you didn't tunnel people is quite annoying.
-
@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1851259#Comment_1851259
Imagine complaining about survivors using self care, this is a new entitlement level lol, if anything that benefits killers.
I didn't complain about Selfcare though. Neither am I a killer main, so you'll have to look for your petty arguments elsewhere. I merely made fun of the idea that people would complain about not being able 99 themselves anymore so they would still get the benefit of the small boost Resilience offers as well as being fully healed when the killer gets close by. I don't see why there being a bigger risk to using the Resilience+Selfcare combination would be such a terrible idea so yes I made a joke about it. If you're offended, then my bad.
-
@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1851259#Comment_1851259
As if Resilience builds are meta and a problem. They aren't. The perk doesn't need a nerf, and Sloppy Butcher is everywhere as it is.
https://forum.deadbydaylight.com/en/discussion/comment/1851293#Comment_1851293
Let's get real. Killers would be rejoicing if survivors everywhere were self-caring instead of doing gens. Especially if the killer has Mangled. Self care wastes so much time that it's basically a 3v1 when a survivor slinks off somewhere to selfcare.
No you're not wrong there. Unless you dedicate your entire build around gen rushing, Resilience really isn't a problem at all. The only people that will be affected however are mostly the ones that do have builds dedicated to gen rush. For those that just run Resilience for its overall useful effects, this wouldn't affect them much. You still get the boosts on gens, in chase and healing someone or yourself while injured. You just won't be able to 99 yourself anymore, but I don't see how that's a big problem. It just gives you a choice whether or not that small percentage boost is worth being injured for if you are able to be healed.
-
@Shirokinukatsukami said:
No thanks, I like my Resilient builds.
We already have to suffer through Mangled, don't add a Ruin Hemorrhage on top of it.
As killer I also like Hemmorhage for tracking purposes.
"Wait. I can't mindlessly 99 myself, still get the benefit of Resilience and pop a selfcare when the killer is getting close anymore? There would be an actual risk to it?!"
I like the idea. It gives a useless status effect an actual purpose, even though my guess is that the effect is going to be very minor unless you successfully disturb people healing on different occasions. At least hemorrhage does something now lmao. It would also make Resilience a lot riskier while still not rendering the perk useless. You still get the benefits during a chase and if you're injured and working on a gen you still get a boost. You just can't selfcare yourself anymore whenever the killer gets near.
I do believe that similar to Ruin, the people that will be affected the most are the people in soloqueue though. I still don't think it's going to be oppressive though.
-
@Phasmamain said:
Much preferred corrupt pop as it wasn’t luck based whether the killer won or not
How is Ruin+Undying luck based though? The effect may be too strong, but it only works if the killer is pressuring gens.
-
I think the perk itself is balanced. I just don't think, like most of the already existing 2nd chance perks, it's a healthy perk for the game and should be reworked either way.
-
I cry inside whenever hear a Spirit phasing or a Deathslinger shooting in the distance. Makes me wish those half baked meme ideas of survivors instantly teleporting on a hook when the match starts were real so I can just die already.
-
@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1849288#Comment_1849288
That's the worst offering u could do if they got keys, u can close it before they open it... Only good when 1 left with no key but it's not that good of an offering
Soo when 3 survivors are remaining and they only need to do one more gen (meaning the hatch alr has spawned) you're going to go to the hatch with the idea of shutting it in their faces? You do realize that if these survivors are even remotely smart, they will just finish the last gen while you are wasting time somewhere else right?
This offering is definetely strong with the current state of keys. Lucky us, keys are being reworked. All the other offerings hardly give an advantage to either survivors or the killer, as they should imo.
-
I've had keyless days, I've had days where I feel like the survivors made a bloodbond to ruin my day and brought up to 3 keys in a match lmao. I didn't really notice an increase in people bringing keys compared to before the announced key rework though.
-
@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1844471#Comment_1844471
No facecamping does not. You really think baby survs know how to rush gens
I mean... You're not wrong but who's to blame at this point? The baby survivors or the killer?
I agree btw that facecamping is one of those unhealthy mechanics of the game that shouldn't be plasterfixed with perks but should be changed another way. I just don't think it's all black and white when it comes to how effective face camping is. Most of the time, it doesn't work out for the killer because survivors know what they're doing and usually when it does work, it's because one of the survivors made a mistake.
You can beat face campers so I suppose if something has counterplay, it's balanced. It doesn't change the fact that it's just not fun gameplay and really just ruins the game for the survivors though, hence why I believe it should be changed (unless it's endgame camping I guess).
-
Gen speed should remain the same, unless they somehow make doing gens more entertaining than just holding m1. They should look into making a 2nd more fun objective.
-
Felix, Claudette, Jake, Ace and Steve. I was working on Dweet before Felix was released but I just had to invest all my points into that gorgeous man. I've got cosmetics for most of the killers (except the licensed ones) so I don't think I'll prestige them until they add another incentive to do so.
-
I feel like Thompsons House in its current state is more bearable than it was before. I hope that either the Coldwind maps or the Asylum maps are up next for a rework though because Rotten Fields, Asylum and Fractured Cowshed really are poorly designed imo.
-
It's getting there. Slowly but surely they're taking out broken mechanics which is great. Moris are gone, keys are up next, instant heals have been adjusted, god loops acknowledged, broken add ons like insta saw and prayer beads changed, some nice killer changes both in favor for survivors and killers, ...
The problem is that they keep introducing new killers, new add ons, new mechanics (like breakable walls), ... which means more things to balance. So far I don't think they have done a really poor job. Some changes weren't necessary (like Billys overheating mechanic imo) but it's not like these changes affect the game too much I think.
I'm just hoping that one of these patches they change a massive amount of perks like DS, OoO, Noed, (maybe Undying?), ... and rework them.
-
@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/215856/the-forgotten-killer
that's why they gave out a free sweater skin for legion?
I don't think they're referring to cosmetics when they call the Legion the forgotten killer
-
They should make a shop. Instead of the randomness that the bloodwebs provide, now you get to choose what you want to buy.
It would even out the killers grind and the survivors grind as well because survivors have more add ons due to the multiple items they have.
I think it would also give the devs better info on which add ons are useless and which aren't because they just wouldn't be bought at all, while with the system we have now occasionally you're forced to use the worthless add ons because you ran out of the better ones, which influences the statistics.
This would only solve the BP grind though. The grind with the rift is just as stupid. People that play the game but have to work as well just can't complete it...
Perk tiers should be removed either way in my opinion.
-
Yeaahhh the grind really is just insane. I'm actually surprised that they didn't do something about it earlier because of how it affects newer players that wanna try out the game the most. I have 2k hours in the game and just got done getting all my perks on the killers (didn't even prestige them) and the survivors I like.
I took the short cut as well and bought most of these perks with their dlc. I didn't wait for the shrine...
Imagine being told as a new player that you would need to spend over 2k hours to get everything you want lmao.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1816377#Comment_1816377
So the Killer has to play well? Shocking.
True but the main point to take from this is that the survivors objective is much easier and faster to complete than the killers objective.
That is if you consider getting all 12 hooks without slugging, tunneling and camping the killers objective. Basically, if you play in a fun and healthy way.
I'd argue there's some killer sided stuff as well in the game. So far the devs have been doing an overall good job to make the odds more even for both sides I think, aside from some weird and questionable choices.
-
200% is a lot. I agree that base regression could maybe be looked into without causing too much trouble but if you make every regression perk 200% then it's going to be really nutty and painful for survivors.
-
Those were just 2 cosmetics made by players in a previous rift. They always said they would come to the shop eventually. I wouldn't think too much of it.
-
With perks like Ruin in the game, I don't think Oppression without a cooldown is actually going to be a big problem balancing wise. The affected gens only regress at the normal speed and the killer still has to get out of their way to kick gens which most of the time isn't worth it anyways (unless you're running pop of course).
I actually haven't had someone use the perk against me so I don't know how hard the skillcheck is but I'm assuming it's like DS and Overcharge, in which case I don't think it's going to be really problematic, but you could always just remove the seemingly useless skillcheck part of the perk if it does turn out to be too strong or annoying.