Nayru
Nayru
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- Username
- Nayru
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Comments
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@GrayEyes said:
sluzzy I've always wondered after all these posts you think you would've got better at the game no offense
technically if you think about it making posts like that with such consistency precludes you from improving your play in the first place
if the problem's always someone or something else then there's nowhere for you to improve on in a given end result
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2584758#Comment_2584758
I trust the wiki.
Regardless, there really isn't much to lose by prestieging if it's just one survivor.
wiki bad (but especially when it comes to prestige rarity) but fair enough
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@Unicorn_scarecrow said:
Is this a troll? I feel like it's a troll.
Have you tried playing killer!? It's almost always a shitshow.
I'd thank a killer before I thank a survivor but maybe I am just jaded from playing way too many solo matches.
As a killer, the level of stress and bs that is endured during a match - no, I wouldn't thank a survivor and wouldn't expect devs to either.
it is, and a recurring one, but you get pm'd by moderators for pointing it out apparently, i'm sure there's a good reason
at any rate i sometimes wonder about a hypothetical alt universe where it was killers that started out as ungodly powerful but were just too herp to make use out of it and they were the ones that kept getting bapped over and over over the years
probably be pretty goofy, but then the curr scenario is pretty goofy too
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@[Deleted User] said:
https://deadbydaylight.fandom.com/wiki/Levels_%26_Prestige
https://us.v-cdn.net/6030815/uploads/RWSD16TRGY2Z/image.png
If you main nancy, i say yes.
part of the things that the large web tests i saw concluded data-wise was that wiki's insinuation of rarity increases is p much fabricated out of nothing
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@ion_eyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2584717#Comment_2584717
I don't personally run Ruin most of the time anymore. I run Pop and/or Jolt. But Ruin is still an undeniably strong perk. If it weren't a Hex but maintained the same properties, *every* killer would use it.
I agree, it isn't *as* strong since survivors are running boon totem builds, and also now that Thrill of the Hunt no longer gives a notification that someone is cleansing or blessing a totem (which has basically killed the main draw toward using that perk altogether, in my opinion).
.......well yeah
what do you think would happen if i got a special variant of devour coded onto my user id that was hexless
i'm not sure what places that sentiment is meant to go to
and who was using thrill with ruin?? particularly given pre-nerf undying was a thing some time ago, often times the two hexes will spawn ages away from eachother and you can't be two places at once so coinflip if they get it or not, rather use haunted for that to turn it into a 1/3 initially with an admittedly not that impressive effect for punishment but better than some slowdown
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we should go back to 2-window shacks with infinite 500ms vault-from-standing and instant bnps ye
i wonder why things kept getting nerfed
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all the mass web data on prestige differences that've ever been gathered only ever showed such tiny increases that it'd be believable that the boosts are not something that's actually coded and in effect from what i've seen
but supposedly at some point prestige might auto grant you all your unlocked perks of that rank so there's that maybe as a cap on the perk grind
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@ion_eyes said:
https://forum.deadbydaylight.com/en/discussion/289419/getting-a-whole-lot-of-ghostface-with-ruin
Ruin is one of the strongest meta perks right now. You'll find it on every killer.
And why is it a particular problem with Ghostface? Just run Small Game or Detective's Hunch and tickle those bones.
................is it? it's been a meme as a thing that either isn't a factor since you get the type of survs that hold m1 unless you physically force them off a gen (and then go back to holding m1 on it if you don't commit) or your ruin's gone within 60 sec of the match
what about blue totem apocalypse makes it any more likely to stay up given there's extra players looking for a place to plunk shadowstep, which is usually in painful locations, which is usually the places where a hex would be a pain if it spawned (i.e. not sniped in first 20 sec of the match)
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2584625#Comment_2584625
It takes them an eternity to deal with anything frustrating on both sides.
And honestly I cant blame them, when you have such a whiny community who have some of the worst takes on balance. Its really hard to tell what's actually unbalanced and whats fine especially if they look at data and everything is seemingly fine
all the more reason to get input from more aware people, but given what happened with deathslinger.. well, even if it's hard, it's not that hard
i know that much from personal experience with more convoluted pvp games (mechanically speaking) than this
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2584370#Comment_2584370
Yeah thats why they changed hatch right?
to be honest i'm not sure if that's a good example given it took them an eternity to finally deal with that
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@IrishRedCap said:
yep permanent passive. could work even with new iri addon, it would just leave the generator trapped and require it to be reset like any other trap. If it gets completed welp then Trapper just out of luck. Keeps a nice balance in being oppressive but not over powered.
i guess, kind of weird though to fit a bear trap into a big engine and then also have that go off on survivors that don't stick their hands in its internals
trapper in general is pretty big on losing gens setting up places so similarly a little odd there, do you immediately get injured touching the gen and that's that?
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@IrishRedCap said:
https://forum.deadbydaylight.com/en/discussion/comment/2584480#Comment_2584480
Thought up a different power curious of your opinion.
Trapper: Years in the trials have made the Trapper even more cunning and sinister. Allows the Trapper to place 1 trap (at a time) into a unrepaired generator. When a survivor interacts with the trapped generator they let out a scream revealing their location and are presented with a difficult skill check (like DS). If the survivor succeeds the skill check they are free to leave the gen, if they fail they must struggle as if they were trapped normally or have another survivor assist them out of the trap. Once the trap has been activated or the generator is completed the trap spawns on the ground next to the generator for Trapper to retrieve.
is that a permanent passive option? what about that dumb new addon that has you unable to pick up traps
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much lol
well, a fun feedback thread nonetheless and at least the game will stop spinning you now
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@KingFrost said:
Coup De Grace has a limit because of Myers and probably Nurse. Let's be honest. 90% of killer perks are limited because of Nurse.
myers also isn't a good killer apparently from what i hear so what would it matter, oho
but having all of killer design revolve around the one that bypasses most game mechanics when it comes to whapping survivors has got to stop someday
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the only thing i complain about when playing survivor is other survivors and their potato-ry
and i routinely get facecamped/tunneled for being a huge cutie
and running the killer for 2 minutes with only one pallet -
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2584537#Comment_2584537
It is currently impossible to skip exit gate/gens with >1 survivor...?
yeah, and i'm not going to bother arguing against it anymore given how hard the entitlement swings one direction, voir l'amour
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2584417#Comment_2584417
I honestly wish it were like that for killers in general. With the condition that all their base kits are made solid if they arent of course
it'd probably be significantly less fun if killer addons were all like freddy pallets for example and their base power was less addon reliant, and also a big hit to the variability in the threats a killer can present
spirit's just a weird case in that except for the screwiness with duration being better cooldown than cooldown she had one of the most overall solid and impactful addon sets ever designed and they did a complete 180 and ruined what they actually did right
and then they still left m-d/yakuyoke intact if fixing the former's issue finally
i'll never understand, but often times the devs remind me of another set that also always took some very questionable design routes in a pvp game
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2584513#Comment_2584513
Killing after 1 hook = skipping a hook phase, therefore requiring 8 hooks instead of 12 for the total wipe. It's like having an offering that would automatically repair two gens at the start of the trial.
Making 4 escape with the hatch = skipping 20 seconds of door opening animation.
You are comparing uncomparable.
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2584513#Comment_2584513
They were completely different and you known it. Moris removed a player at the start of the trial and meant the game was essentially a 3v1, aka a loss for the survivors.
A 4e through the hatch meant the game was basically over and the only real reason for it was the extra 2k points and the achievement...
to me i think there was a way better solution to the hatch/key interaction that wouldn't basically relegate it to being equivalent to mori nerf
but i also thought that about moris
you two are honestly making me second-guess my thoughts on it and maybe it should be impossible to skip exit gate/gens with >1 survivor
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2584493#Comment_2584493
SBMM certainly did ruin a lot of things. The only advice I could give is to use headphones, as if makes Killer in general easier. That's of course up to you.
Poor Billy can't even go to space anymore as far as I know.
i'm actually extremely sound sensitive as is and people probably think i do use headphones
it's just as far as triangulating -exactly- where someone is purely off sound while blind is like, few thousand hours experience tier, i just take too long in phase to know where to instalunge
but ye aside from not being able to tolerate the (even slight) pressure on my skull i just wish some of the latest changes were more thought out
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mutually liking spirit is one of the truer forms of kinship this game has to offer i feel
yui is fine too cough -
@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2584475#Comment_2584475
What's the point of making 4 escapes through the hatch with a key? Back then hatch could only spawn when the number of gens done was 1 higher than the number of alive survivors. So making 4 escapes was only possible after all 5 gens were done, when the gates were available. What would be the point then? The killer had already lost by that moment, 4e with the hatch was never a game changer.
i don't know, what was the point of ganking someone out of the game on 2nd down
both keys and moris screwed people out of part of the game, i guess you've never run stuff like blood warden/no way out that did absolutely nothing to people that skipped exit gate entirely?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2583894#Comment_2583894
Hatch and key offering, wait it out. That’s what I use every solo match on DbD Mobile (hatch and key nerfs aren’t live yet on mobile).
90% of matches are people going down in roughly 10 seconds from healthy, hiding, doing anything but gens. It apparently prioritizes just matching people as fast as possible with no rank involvement.
your mmr doesn't change via hatch so all you're doing is stonewalling yourself
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2584475#Comment_2584475
You can't really be that annoyed by a 4e through the hatch. All gens are done at that stage and they have to be VERY coordinated to pull it off.
It's the 3man escape that was BS for me...
it's not meant to be an utterly accurate comment on the scenario of how the game was for all that time
it was a very elaborate way of saying 'hatch/key did not get nerfed quickly after mass whining, it got nerfed after like half a decade of mass whining'
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2584457#Comment_2584457
That's fair. I'm also extremely bitter towards the game, but for different reasons. I think the Spirit changes were warranted, but they gave Slinger the Billy treatment, and I doubt they'll even consider the feedback. They didn't with Billy. SBMM has always been a bad idea.
I doubt they'd change anything about the self-heal mechanic itself, Circle of Healing would he the target (if they're getting changes at all.) Honestly, I can't say too much about either of the Boons as I've stopped playing the game, and I haven't gone against them.
And oh, thanks :) I legitimately don't think I've ever gotten that before.
well i don't have much interest in many killers anymore due to that + sbmm, i don't play with headphones and don't have thousands of hours of experience so actually whapping people instantly out of phase actually felt like a triumph for me (or just vsing absurdly predictable survivors in which case not so triumph) - spirit's why i even picked up the game and now i'm the one being oppressed by headphone users that know exactly where i am and clap me if i dare go through a pallet, it's rough
even long before i started playing i always looked at billy as the lowest-end of the top killers and it seemed like that panned out pretty well, only just getting nerf after nerf while still keeping the completely archaic design, at least billy mains can go to space and other goofy things
at any rate i guess it's just more potatosquad for me and wondering if balance really is revolving around my gen-allergic teammates
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@IrishRedCap said:
https://forum.deadbydaylight.com/en/discussion/comment/2584429#Comment_2584429
Well just some ideas would definitely need adjusting per killer. Didnt want to come out with anything super OP that survivor mains wouldn't even consider. I just feel adding a choosable 5th perk would receive a lot of pushback. A secondary power boost perk would make each killer feel a bit more unique.
Hag in particular, being one of the slower killers, having to not only find a totem but alert survivors of where she did it would be a neat mechanic.
everything ever has pushback
particularly on this forumpeople even find ways to talk down bp increases, the literal one thing everyone has a vested personal interest in
ultimately there's a right thing to do in a given circumstance, and no amount of complaining makes it the wrong thing
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2584435#Comment_2584435
Mr. Hatch wants to have a word with you. But it will be hard to find him though, since he is invisible now.
'kaaaaay.......
but i need you to roll with me on this one
how long has it been possible to 4e through the hatch with one key at killer's expense before last patch
aaaaand how long do you think that was viewed as a problem comparitively speaking
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was pretty uncalled for ye, usually get a warning before stuff is deleted
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to be honest all stupid [sheesh] tends to work on me and basically anything out of the ordinary at worst gives me pause or 'at best' tends to turn the entire round into a meme
it's just that the kind of survivors i run into with my mmr now usually are only interested in hammering gens and then berating me in postgame for i guess not proxying people to death and easily winning off that (i'm really not sure what some survivors want lol)
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think pinhead is the only killer to have a screwed up lunge in ages but that was more its hitbox than its range
it's certainly possible that ghostface has a messed up lunge range or hitbox though good luck getting a good testing metric to compare it
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2584435#Comment_2584435
It does though, sometimes. We can't forget MoM was nerfed heavily, a somewhat short time after it's release.
Sometimes the changes take years, but short changes have happened.
ye i know i've just become superbly bitter lately over spirit/deathslinger/sbmm end results, reading the latest survivorposting takes has gotten to become a bit grating as of late
wonder if a hit to self-heal mechanic itself is more likely than a hit to circle, but i think people are correct in asserting that shadowstep is the real destroyer at higher skill levels since if really know what you're doing that can make a chase (i.e. even getting damaged) hell on earth
by the way your name is cute
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you're in the mmr my friends constantly drag me down into (and get me killed in wew) only you don't have friends that are rapidly getting better at the game? good luck, and yes one person getting hooked 30 sec into the match --> nobody's on gens --> game over, i know exactly what you're referring to lol
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@Junylar said:
Don't fear, they will nerf boons to the point of complete uselessness because of all the cries soon.
it doesn't really work that way with survivor mechanics, even before factoring that new dlc = significant delays before any major nerf
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just revert and go back to the drawing board on reworking instead of gutting deathslinger
32m tr on a 110% with a power like that is utterly inexcusable to exist in-game and it blows my mind it made it into live, that's saying something
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@R1ch4rd_N1x0n said:
Wait til you see Oppression.
well, it lives up to its name
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@IrishRedCap said:
I would honestly rather see a 5th permanent perk for each killer depending on their lore/power. Examples like so below.
Hag: Being well versed in ancient spells and evils the Hag can curse a dull totem with a hex that has been removed from the game (cursing takes 3 seconds and alerts survivors to its general location)
Pig: Knowledge of mechanics changes a generators aura from red to yellow when the generator reaches 90% completion. (so pig players know when to put a trap on a down without being a free tinkerer)
Demogorgon: Driven by its instincts to hunt and feed the Demogorgon enters bloodlust tier 1, 1 second faster than other killers while in chase.
etc etc.
i appreciate the enthusiasm
however
'-1 sec bloodlust tier 1' is not a perk, not even remotely a perk
a bloodlust perk would cut 5 seconds off every single tier of bloodlust
there is also an utter galaxy of difference between '-1 second off tier 1 bloodlust' and 'bring ruin/devour back into the game', it defies explanation
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permanent lunge extension would be far nicer and massively more viable (deja vu....) but killers can only have very specific nice things
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sometimes it feels like people would be happier if all her addons were meme-y and caused aneurysms trying to get to work
of the reworked bunch that's pretty much the only solid one and somehow there's a problem with the fact spirit can actually still find and hit people
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2583449#Comment_2583449
So, blame the victim mentality?
It's okay because YOU can understand why the killer does it?
sure, if that's where your gymnastics brings you, in the thread about figuring out why survivors bm and pointing out to a slight derailment that there's a bigger cause and effect relation with killer bm than survivor bm
i never said i liked it, that it was okay or that anyone was at fault so please avoid strawmanning me, much obliged
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/2584030#Comment_2584030
You have a point, but I don't use keys because it puts a tunnel target on my back from the get-go and that's not likely to change lol
shouldn't anymore (ish) + that was never counterplay vs keys anyway since someone else that's aware of it will just grab it if it drops
that being said, last second key switches will probably still get one tunneled for years to come
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/2583913#Comment_2583913
I mean you could well have spotted the problem. We've been asking for some sort of bloodpoint increase for a few years now or at least some way to trade in the ton of USELESS items/offerings we're forced to collect in order to get what we really want from the web, for more BP. But perhaps it's in BHVR's best interest to keep it as it is to get survivor players to switch up to some killer playtime.
The grind is....tedious. Especially when you can play your heart out and still hit under 50k even with WGLF, then you have to waste 7k or more because a pink bulb or key I'm never gonna use, is in the way. Of all the things that have been changed lately, I'm both surprised and not surprised that the blood web is still the same.
If they don't want to change BP gain then at least do something about the mountain of useless items and addons we have to trudge through so we aren't wasting what little we get, just to get to what we actually need.
with the hatch-key interaction pretty much destroyed save being the last one left now's the time to increase your respect for aura red keys
particularly with 99/66/33% built to last heyo
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shadowstep is probably the most powerful perk in the game vs like the bottom 40% of killers, can burn up so much of their time
if have iron will in or around its radius it's just like welp, add some los breaking tiles and that's that
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@Toastyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2584012#Comment_2584012
Pyramid head does feel a bit clunky but I don’t feel as much as the other two. I hope they give him some love down the road. Spirit I’m not having too much trouble with right now still doing well with her.
my killer mmr is too high for fun, and pyramid's mostly with the wonky m2 but also going off the massive delay between dragging/m1 they put in
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@Akuuseru said:
I used to play autodidact and solidarity but autodidact is inefficient most of the time. They need to buff so you like a 20% more chance to get a skillcheck while healing
still rng, but if you cut some of the rng it's an obscene perk strangely
picture one that insta-skillchecked you every time you healed someone, resetting the next time they took a hit
so you're guaranteed at least one skillcheck per heal but usually more
even if this effect didn't exist at 5 stacks it would majorly amp its consistency of gaining them
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pyramid too sadly
and spirit, because yes it does feel bad to play when you flop about blind and then jumpscared by a pallet because they know where you are
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2583986#Comment_2583986
I would love a toggle option some tips are so cute then you just see the backpack like whyyy :(
do not want
they're not even nice looking, they're like the equivalent of whatever that pineapple set for nea is, just ???????????
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@ThiccBudhha said:
He doesn't technically need it, but it never hurts really. I feel like a lot of the people advising against Bamboozle are just elitist. The perk is really good.
it is
but this is literally the one killer that's just like NAH in regards to losing distance or being denied m2 by a window
and getting the timing, prediction and aiming of shock denials down is both key to and galaxy-opening for doctor
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2583500#Comment_2583500
In all fairness I just use Iron Will so I can walk around corners and confuse Killers, if they changed it so it only works when not running I would still use it lol
ye but it's pretty much the most meta thing right after the exhaustion perk trinity and holy trinity of ds/bt/ub so unless your 4th perk was something screwy your off-meta would be 3/4 meta
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save the best for last
devour hope (technically can win you the game with a few chases!)
i don't know gen perks
but bamboozle makes little sense to me because you're playing a killer that can deny the ability to vault with a timed shock
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ohhhhhhh sweet, sweet child
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@Super_J said:
I just think Survivors need a better perk for bonus bloodpoints other than "We're Gonna Live Forever". Killers have "Barbeque & Chili" which is infinitely a better perk overall for farming bloodpoints. Other than that everything else you said is severely debatable. I honestly have longer ques for survivor than killer currently.
someone suggested having the killer scoring bp things work like barbecue as a post-game, i suggested putting +sacrifice on monstrous shrine
there could be a perks that had +% for the categories that don't have it + all be post-game so they don't pseudolie to people