Nayru
Nayru
About
- Username
- Nayru
- Joined
- Visits
- 11
- Last Active
Comments
-
or just let the killer with that many checkboxes to go through just to get a health state + deep wounds pull the world's slowest non-aura scratched mirror myers attack on people, huntress gives less warning than a standard terror radius to her actual approach and can down someone in seconds with hardly a chance if they're on point and survivor doesn't instantly react and run where the followup isn't guaranteed
but then, i suppose along a similar vein, her instadown addon is actually quite usable, and also..... instant
-
@Mistakesweremade said:
https://forum.deadbydaylight.com/en/discussion/comment/2524752#Comment_2524752
Yeah that was the problem, it did basically nothing against good survivors and was way too good against baby survivors with no real output from the killer. Current ruin feels very rewarding if played correctly, although I know it's not good with every single killer unlike old ruin.
unfortunately the gist of what i was saying is in most cases (power-through-ers were the exception) it 'fixed the game' by not having gens fly in a few minutes while it was up, and that in that sense made matches more eventful than the m1 hold for a few minutes people seem to not prefer
but then i also don't understand seeing 3-4 'all players' +100% bp offerings get thrown and sticking with mentality of blitzing gens hard as hell and then teabagging the killer with their 5000 objective/survival and maybe 1500 boldness from one pre-drop heavy chase
-
the only bit i'd do for ghostface aside from cut base power cooldown a bit is make incapacitated survivors unable to reveal him (downed/hooked) and nix the whole 'successfully stalking --> exposing --> downing someone = lose nightshroud' aspect
basekit mind, not addon, he never should've had this much power lethargy in such a fast-paced game and relegating that to addons would be tragic
-
@Mistakesweremade said:
https://forum.deadbydaylight.com/en/discussion/comment/2524635#Comment_2524635
Old Ruin was boring as hell. I still think it was one of the best changes in the games history despite the outcry.
what old ruin did was make gens such a pain in the donkey that people ran around doing bones and other stupid stuff and actually ran into the killer more than hammering gens as fast as possible to escape with 10k bp in 4 minutes
there were still people who would just power through it without much slowdown but the norm (assuming no insta-cleanse) was a longer, bp fatter and more eventful match 'cause people were far less motivated to sit on gens
the flipside is new ruin loses you entire matches if someone's caught close to their nearly done gen and gives the killer a fat proxy camp
-
lullaby is impossible to suppress if i recall which is why you basically never see things like tinkerer on huntress/trickster
-
@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2524656#Comment_2524656
Every killer in the roster gets punished for making mistakes as they should. Slinger shouldn’t be any different.
a decent trickster would gank you out in the open 10 times faster than deathslinger could ever hope to, not factoring the obvious huntress as another 110% real ranged because trickster can make all those mistakes and still have the staying power to down you
it's just that unlike those two deathslinger can actually get the drop on someone, but unless you're already injured that whole shtick is a slow reel-in, one health state, a big fat speed boost well outside of his shot range for you and unless you deadzoned yourself a reload + yet further slowdown for him
-
@ignaeon said:
https://forum.deadbydaylight.com/en/discussion/comment/2524622#Comment_2524622
Spine chill is awfull, just approach every gen while walking diagonally. Keep the gen out of the middle 3/4 of your screen and you're fine.
good luck landing a shot on anyone doing that even if you have a 16m terror radius, particularly with the forced ads time
-
@Deadeye said:
"The other ranged killers" ...
How exactly is everyone thinking that Trickster has a lullaby?
because there's an active file called Lullaby_Comet.ogg for a reason
-
according to devs not having a speedup on an infective whip hit was 'unbearable' or something akin to that
it's being forced into legion syndrome of hitting someone already deep wounded and giving them a speed boost + yourself a ministun that's unbearable
-
i concur, bring back the previous ruin mechanics
you WILL get better at hitting those greats, and you WILL power through it and give cold sweats to the killer in the process
eventually anyway, but regardless, old ruin didn't make gens impossible and this ruin doesn't do anything if allowed to be a hold m1 gamer
-
so much fretting over schrodinger's terror radius when a god perk like spine chill exists and works beyond a standard tr
deathslinger needs to get way closer than the two true ranged killers and the two pseudo-ranged he's competing with are 115%ers, and has a missed shot penalty closer to iri head huntress moreso than any of the others
it's a bit surreal how protracted the whole one shot --> assume we hit --> rrrrrrrrrrrrrreeeeeeeeeeeeeeeeeeeeeeeeeellllllllllllllllllllllllllllllllll hit + speed boost but if they get away deep wound i guess --> reeeeeeloaaaad slooooowwwwdooooownnnn --> 110% with 18m attack (but good luck hitting it beyond 14m or so) takes ages to catch up, especially with your new 32m tr and your first shot usually announcing map-wide that you're completely dunked by pre-emptive W holds
if this is really how it's going to go the chain needs the harpoon needs to travel like an actual gunpowder-projected metal stick and not like some of the early extremely slow ATGMs that barely even propelled themselves, and max range as well, having an attack that's (if super good) the range of half your terror radius and that's it with all the current drawbacks is just untenable on top of 110% speed
-
@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2522170#Comment_2522170
I'll check it out when I can link it for me? In a PM?
it exists finally and i'm not sure this forum even has a pm option https://forum.deadbydaylight.com/en/discussion/282766/random-noed-thought
-
hoarder doesn't guarantee you can disrupt opening the box, particularly if they have a wall nearby
and really nobody should be going for box early if they even remotely suspect the pinhead has hoarder or franklin's
best case scenario is immediately start chain hunt due to someone going for the box early for zero reason (starts a chain hunt on themselves when otherwise there would be no chain hunt) + nicking the box off of them, but it won't stay out of play forever and a few actual chain hunts per game won't make or break it unless the pinhead is insanely on point
-
@R2k said:
To be fair, survivors don't know what killer u pick, and on other side if u see a lot of Jills or full flashlight lobby mb it's not best idea to pick Wraith? Because there are mb 1-2 possible flashlight in chests and it's not a disaster if they find them.
i think they removed swapping killer in lobby a while back
-
@jajay119 said:
When BHVR can tell the difference between a network drop and a disconnect I'll agree but until then no.
I don't see why killers complain about this. It counts as a kill for you and It's more annoying as survivor because you now have to do everything with only three of you when it wasn't needed.
Also, the recent influx of killers DCing as soon as the match starts is getting rediculous too. But it's just the way it is.
barbecue/no way out/iri sacrifice + dc after down says what?
-
@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2522170#Comment_2522170
I'll check it out when I can link it for me? In a PM?
it'll pop up eventually, first one disappeared for some reason + second's yet to be approved i guess
@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/282719/spirit-nerf
These were good changes. She's not nearly as high-skill as Nurse, and she's just as strong. I'm worried about the directional phasing sound but the dust could be good
you need a ton of experience of what survivors are going to do with either of them, that's hardly fair to spirit, being able to teleport right next to people if you predict their general area is wwwwwway more oppressive than a prolonged speed boost that's trumped by walls/pallets/windows/different floors/let's just say 'the environment itself'
..even before factoring that blinks are a constant threat in the sense that if you ds a nurse guess who's right back on your donkey
-
if the spirit stands still at a pallet do you play the 50/50 and eventually take a hit or do you force her to use her power and gain distance on her either way
do you think your odds are better there? do you think if she doesn't nail you on the way out that she's anything but screwed? and do you think it's hard to start screwing with your scratch marks given you know for a fact when running off a loop the spirit has stood still at she is or will imminently be phasing towards you?
that's the entire shtick with 'stand still to win', it mostly screws a survivor at a barely safe or isolated loop, and that's what i was referring to responding to them since you seem a bit clueless
-
a rare web every X levels after 50 where you get a massive selection of green+ rarity items and perks would be nice in general
imagine finally getting barbecue to show up on that only it's not just rank 1 barbecue, it's rank 1/rank 2/rank 3 in an entire node chain
if you're basically perk maxed on the killer could have a chance of getting special access to a perk you haven't unlocked in general
-
if camaraderie was a support perk rather than a personal survival perk (i.e. getting close to someone on hook pauses their timer for a while rather than if someone gets close to you on hook) it would probably see a lot more use and severely discourage this kind of play
but the main bit is discouraging said kind of play, run kindred, try to get people to hammer 3 gens and then mass hookbomb for the save on 2nd stage, show them the kind of points/results they can expect from just trying to camp someone out right off the bat
-
be the change you want to see, play some surv with goals like my loot
wh-- friend jill with plunderer/ace in hole/appraisal/iron will and fawn over your fine additions to your collection, insist on going for hatch in 4e games if not protecting a valuable item to always give killers a shot at a 1k, finish gens in a killer's face alone long past the point everyone ran away and nod when they stare at you like 'really?', and above all, just confuse the killer with your dumb, disturbingly effective anticsbut there's only one of me out there unfortunately, be nice if there was more like me
-
i have a thread for a noed change whenever that gets approved, would make it a fair bit more interesting
probably
-
rpd kills my soul because i often get it on killers that need some open space to work well and survs that want the game to end asap so stick on gens like glue
-
dc before hook can also take a barbecue stack away from you, it's pretty sad and probably something that should be looked at (just run it through points/perk stack wise as if they were hooked to death, would probably be quite an incentive to not feed the killer like that)
-
well there's like a selection of anti-spirit 'activists' i guess you could call them that flood this forum + others with negative sentiments about the killer, i don't think it matters which one it was if enough people kept being cacophonously cringe for enough time something would probably get done
if it goes through, the best one can hope for is that the reverts or significant buffs happen much sooner than how long it took to come up with.. this
-
unfortunately i don't think it goes by hook stages, you need to literally hook an individual 9 times (i.e. dcs/people being left to die on hook/etc screw you out of this i think)
the ranks are based off scoring and to get top score the game has to last a fair bit, while bubba can easily dunk a potato team (i've gotten dcs/moris in 90 seconds from the start of the match with pre-nerf ebony) you get pretty cack score for it just due to how it's set up
on a similar note, camping actively detracts from hunter emblem and generally if you're camping you're not chasing people/getting more hooks/getting hits/bothering gens unless people are being super altruistic or set themselves up for a major proxycamp with a gen nearly done + hook nearby
-
honestly i'd settle with them just leaving her addons alone, it's probably too much to ask that we don't get ptb spirit yet more
wakizashi saya was really good for non-headphone spirits and a fun addon, clearly not one of the 'underpowered' ones they ganked and nobody is going to double back near a husk after they see you do this, and far less in general once the addon is live
-
could just have the 'earlygame collapse' that'd allegedly exist at some point not allow access to hooks/gens for a while
games go too fast so having the two sides spawn somewhat near eachother + start off in 'oh ######### pinball time' chase time, eat up some of the ungodly quantity of pallets in existence (starting off the game with a hook state is your incentive not to), get more score going, not feel like being a chest fiend is directly and wholly hazardous to your team, late-spawning hexes would make them far harder to get rid of immediately, people get time to scout out tiles and gens, etc
could be neat, who knows
-
@Afius said:
Must have missed the Trapper buff. What a knee jerk response you haven't even played with the changes yet they buffed some perks as well and there's more to come. There's issues for sure to make killers better because at high levels it's survivor sided. But for God's sake stop acting like nerfing Spirit is the end. I'll be happy to eat my words when it goes live and it's horrible but until then hold your horses.
it's pretty bad for dc waifu but if i had to guess it's mostly what it symbolizes, since for a while there's been the holy trinity of killers that can carry their weight in the high-end, and really, if you think about it, is there aaaaaactually 'counterplay' for getting ganked around a corner in a second or through multiple walls/an entire floor by blight/nurse, the latter doesn't need to seeeee you, she just has to heeeeeear you or gueeeess..
i don't know, i've been dunked hard with spirit's red/purple mega combo by survs that figured out i had it, it doesn't matter if you can zip across the map if most of your survs have iron will, stick to gens super aggressively (they get a warning you're coming anyway, sanic or not), utilize their tiles well vs your 110% and play around the fact that mother-daughter+amulet makes you completely blind
it was a swamp map and those are always eh.. fun.. but that permanently dispelled the counterplay myth for me, spirit dunks hard on low-end survivors sure but who doesn't, the other two high-end killers crush them even harder and humble bubba can end games in 2m
-
is this post supposed to be serious?
for merciless you need pretty much iridescent rank in the four different categories
brutality: lot of hits and breaks (won't get if the game's over in minutes)
hunter: lots of chases, particularly quick ones (won't get if the game's over in minutes)
devious: well maybe something like hag or doctor can get iri devious pretty quick, don't think bubba has it that easy though
sacrifice: LOT of hooks, wasn't it like 9+ or something? (won't get if everyone's just 1-hooked)
-
@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2521215#Comment_2521215
Its almost like she had counterplay or something. 🤔
if enough people say something persistently then it's true obv, ya goof
@Lochnload_exe said:
Oh no, I can no longer stand still and win the chase.
bolting towards the next pallet but preferably window tile tends to trump going for a 50/50, it's not like a 110% can catch up quickly
-
^ it depends heavily on how productive survivors are
been running into a lot of killers facecamping right off the bat, while perhaps a way to secure 1-2 kills it's miserable to play as and against, and this is mostly in low ranks with new players, where there is no ds/hardly any bt and people are super inefficient on gens (before factoring fengs knocking them multiple times)
you don't really know if it's going to be a '2-3 gens pop' type game or if they'll even keep that momentum beyond all spawning all over the place on different gens, playing that way is bad for everyone involved and makes the game a bp-barren slog
-
while generally okay with a lot of the list, there's one particular bit that needs extra consideration i feel
- Cleansing time is increased to 20 seconds.
if i proxy camp a 4-stack devour with someone on hook nearby, currently odds are you lose, if it takes 20 sec to nix it without a stacked counterforce there is no 'odds are', you just lose
the stacking hexes that destroy people like devour hope/huntress lullaby would be completely devastating if not got rid of early if they're in a remotely defensible position with a 20 sec cleanse timer (but also i like my 1000 point dulls in 10 sec thanks)
-
it'd be laughably easy to null result all validation of bp/shard/cell spending assuming the game's econ isn't coded like a [b]complete[/b] potato, there's always a reason that online games don't though on test servers, and it's basically never a good one logically speaking
-
grabs should just be incorporated into tombstone instakills in general
locker shouldn't be an escape
being injured and grabbed out of a non-fastvault shouldn't be an escape
and dead harding the grab into killer and taking a m1 and being downed shouldn't be an escape (kill on ground)
then redesign the addons or him around the fact that he can straight-up kill you sans all the 'gamey' nonsense