Nayru
Nayru
About
- Username
- Nayru
- Joined
- Visits
- 11
- Last Active
Comments
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2581171#Comment_2581171
No need to insult them it is their choice. And at least normally we have dc penalties.
If they ever complain about their teammates tho, that is hypocritical.
tbh i'm sick of games being ruined by people like that given a huge part of dbd is bringing consumables into a match that you then lose/don't get full value out of, i had someone dc on first down vs nerfed deathslinger yesterday and it wasn't even a fast down, zero consideration for any other player's time or experience and will never have any respect from me
-
@ThiccBudhha said:
Maybe if she is b tier for bad...
remember when traps didn't require a gen to pop to activate so she could hold the endgame hostage
i swear the only killers that're allowed to have an extremely oppressive basekit attribute are nurse and bubba
-
well there's also way more people playing survivor to try out the new things, albeit one of them being disabled, so that's a factor
-
@HawkAyeTheNoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2581150#Comment_2581150
Yes and will continue to do so. I do me.
well, you may certainly go do yourself, as you are evidently apt to do
-
..do you actually want them to start with inactive traps on and just blitz them off before gens? barring certain indoor maps it's turned out to be far, far weaker than people seemed to expect it'd be in practice
-
@HawkAyeTheNoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2581119#Comment_2581119
I always do me. I dont care about tunneling or camping, i just dont go against unfun killers. I have an issue with Pinhead and console buttons set up so i dont face him either. I do me, always.
so you cause your team an autoloss and ruin the game for 4 people because 'unfun' massively nerfed killer
[eep] you, regardless of if i'm playing survivor or killer
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2581125#Comment_2581125
I agree. That is why I don't bm non bm'ers.
But I don't have to let people go if I don't feel like it. Killing is part of the game anyway.
it is, but barring crazy aura setups/swf (which you get a feel for identifying after a while) people are often oblivious to if their teammates are being douchey and would be caught a bit blindsided if they got treated as if they themselves were
but then i've gotten whapped on hook + camped by a wraith that made me take 2.5 minutes on a gen because he kept coming back to it and pushing me off with ruin while eating a nearby pallet, when literally all i did wrong was..... a gen, so ooh well
then again that match was haddonfield which puts me in a bad mood too, but he certainly got ruin value for days 'cause pub life
-
he was a solid killer in an era where survivors were much worse at the game
he's very very dated design and irregardless of the actual top killers (spirit? lol) blight and oni are analogues that do what he does better
but oni got his equivalent of 'instasaw' screwed as well despite all the work to get his power going, so..
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2581111#Comment_2581111
I usually let people go if they weren't toxic and they had a rough time no matter which killer I play. I don't need a favour.
But if I get tilted I go for 4k ruthlessly.
i'm not a [clam] in-game unless someone's relentlessly tunneling me or a friend i'm playing with out of the game
but even then that's more play EXTREMELY hard + stare at them angrily after dunk them with a pallet they just barely missed the lunge on
i don't see the appeal of teabagging killers
but i teabag other survivors relentlessly whenever they miss gen skillchecks/try to 4% in my face or god forbid 2nd stage themselves/etc
so i guess i'll say even if 1-2 people are being [donkey]clowns the other two might not deserve the ire as well
-
@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2580489#Comment_2580489
You'll never see it coming
You'll see that my mind is too fast for eyes
You're done in
By the time it's hit you, your last surprise
do you hatch survivors that give you stalk in the beginning?
(if i'm ever on your team and it turns out it was infinite tier 3 i'm sorry but i'm a myers enabler)
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580906#Comment_2580906
Spirit is still super strong and still one of the strongest killers in the game. Not sure why people complain about her. She needed some counterplay.
as someone recently put it
'survivors knowing where and when the spirit is phasing is the exact opposite of counterplay' (for killers, survivors just dunk pallets on her effortlessly now and are never caught off guard, because for some reason if the killer isn't nurse and they can't be looped for several gens then they don't have counterplay)
-
cuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuute
https://twitter.com/C3_Tooth/status/1447510653732745222 -
i'm not playing a 110% with a 32 meter terror radius unless their power is insane, even before considering how awful m2 feels
i'm not even sure if hag's power would be insane enough to get +8 meters
but for sure deathslinger's power has never been even remotely insane, and he reminds me a lot of how twins came out
'like a killer designed by survivor mains' i think was the meme
he needs a total revert on nerfs and survivor-biased people need to seriously reconsider what killers they nerf brigade because the replacement where he follows you in ads and still zones you out is functionally no different as far as 'fun' is concerned
-
don't they??
-
sad
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2580915#Comment_2580915
I am True Talent tier of whining about survivor privilege. But I am still not insane! Well, as far as I am aware...
probably, go look at the distressing thread though, i think you missed a post of interest
-
happy halloween
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580905#Comment_2580905
Its a game design flaw for sure there is no reason to have 3 anit pallet perks equipped and pallets still be super effective because gens can go by so fast. It just sucks that gen perks have to take up half your build for your average killer.
well now you have figured out just how massively advantaged survivors are in pallet interactions and why looping is even a thing
you will probably go a bit insane if you continue down this path and figure out how much of the game is like that, buuuut.... heyo
-
@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2580899#Comment_2580899
So, you are saying that those are people who purposely deranked themselves?
could be, all that influences mmr is if you escape or not and you can get like 27000 points and let killer gank you in the end to lower mmr
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580818#Comment_2580818
Why is that not a problem should I just go back to ruin/undying or corrupt/pop because I'm kind of bored of that.
why's it not a problem how many addons/perks in the game are basically never-use tier?
devs seem to be okay with chaff existing one way or another, but to be honest 'pallet builds' were never that good and even if you had infinite spirit fury if you didn't have enduring to go with it you could still get run around for 5 gens on some maps like gideon/abattoir if the tile rng really hates you
deadzones don't matter if the game's basically over, and worse still there are deadzone-proof tiles out there
maybe you can make some magic happen with mass instadowners like bubba if they inefficiently throw every good pallet on a map like hawkins but ye, you don't need an anti-pallet build for that lol
-
@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2580796#Comment_2580796
A lunge lasts 0.3 seconds. You have 1 second of mega speed after uncloaking, so you can megaspeed the entire lunge 3 times over. Not sure what math you're doing.
the math where if you lunge at the usual time after the duration nerf you don't get nearly as much distance out of your lunge?
even if you immediately lunge out of cloak (which doesn't work vs a running survivor's speed, always needed to wait a bit) it seems you don't get as much distance as you did before, hence something feels quite off about it
maybe it's the change they did to wraith's lunge in the first place that wasn't working properly, but if so i'd like to have bug lunge back even if he is going to only have the 1s speedup duration
-
@C3Tooth said:
This gives me an idea of Medkit should have 15 charges and guarantee spawn a skill at the beginning. You have to success a single great skill check to make it work.
eeegh, just make the kit self-heal time 20 seconds instead of 16 rather than gank brown/green medkits
bonus points if you make charge consumption halved on other people and increased their altruistic heal speed across the board
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2580547#Comment_2580547
Careful, saying anything bad about SWF will have fire and pitchforks coming after you with the obligatory "why do you want to punnish us for playing with friends?" and "don't you have friends" strawman arguments. Along with "not every SWF plays like this" to try justify and ignore the many that do.
i wouldn't care if i ran into more that weren't [clam]s, but most are, think voip/stretched aren't effectively cheating and seem to get off on being awful to killers, buuuut such is the way of it
i ran into one that i think map offering'd rpd when i was playing m-d/yakuyoke spirit before she was about to be ganked and the extra speed was hell on earth to control around those tight corridors and often killed my momentum by bouncing off of things/losing people around all the tight intersections
tried everything i possibly could to come back from that as gens flew on all 'four' floors sans outright tunneling since ds would've destroyed me, didn't work out and i couldn't stop the 4e
they didn't care i was spirit with the crazy addon set + playing as hard as i possibly could given the circumstances and had some sympathy for almost being screwed by my own addons on a map like that or drop god pallets and teabag or anything like that, everyone played hard and hung around in the post-game and several added me on steam
imagine if that was a normal occurrence
-
gee, who could've seen that coming
there's a reason nobody has run stuff like that seriously in literal years
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580791#Comment_2580791
I am fine with that, without it whole contamination mechanic would be useless, because you would not get any distance for it and there would be no reason to use vaccines.
I really enjoy playing Nemesis, only thing that I really hate is that survivors can just crouch, so I can't hit them over windows and loops, that is just stupid.
Otz's tech about moving with A/D while using tenticle helped so much.
the reason to use vaccines is to have a buffer health state vs an attack that can hit you in numerous situations his m1 can't
you still start with said buffer health state but with the speed boost as if you are hit you can literally tactically run by a zombie in chase to gain massive distance on nemesis if he m1'd you first and indulge in the shift w meta to a filthy degree, beyond just speeding away to a completely separate area with all new loops to go through in regular circumstances
even if you don't gain a speedboost you still completely ignore the first whip hit to your healthstate and make it somewhere else unless you cornered yourself, in which case you still have the regular speed boost from being injured to get somewhere else
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580788#Comment_2580788
I don't know about you, but I would be really pissed as that second surivor and last second switch keys would be done, because of your teammates leaving lobby, not the killer.
Even with two players left, it is possible to finish gens when one of the survivors is good at looping, because killers are usually forced to over-commit at that point, survivor with key would just give up and started looking for hatch, so he could ditch me.
So I am really happy about this change from both sides.
Killer: don't have to deal with free Key escapes.
Survivor: I still have good chance to get hatch randomly, because killer can't find it (unless really lucky with animation bug) in advance and camp it before last survivor die.
as i noted i didn't support moris getting punted to what they are now and thus i don't support key-hatch interaction being turned into mori either
i understand why people would want both and like both, but it is what it is and i feel there was better solutions with more options (in key's case of just relegating it to guaranteeing escape if follow the killer around with third person view out of sight until they find hatch and eventually leave)
-
@Impose said:
Can't believe a bunch of DBD players cant read this sentence. Lets all go to english class today kids
Yellow Medkit. Subject. Yellow medkit has 24 charges. It takes 16 charges to heal a full health state.
with 8 charge addon. 8 charge addon is the yellow addon that adds 8 charges. Bringing the total to 32. Two full health states
99s a second heal. The second heal is 99'd, as in 99ing an exit door.
Done 3 times now. I did it 3 times.
any great skillchecks involved? i got myself to ~60% heal on the second self-heal off an addonless yellow medkit with two great skillchecks which is about what i'd expect
-
@ScottJund said:
He lost 0.25 seconds on his post cloak speed boost. It still leaves you with half a second of adjusting into half a second of omegalunge. He's completely fine. Even All-Seeing was barely touched and still does the same thing in loops.
seems like it lost a lot more distance than math says it should've so i'm not sure i'd classify it as an omegalunge anymore
at any rate it lost a lot of its moderate antiloop potential so that's pretty sad
-
suppose
if anything i'd support whip not giving you the 2-sec sprint burst as if you were damaged if it doesn't actually damage you
so that's how much of a nemesis nerfer i am (devs said they initially had it that way and it was 'too gamebreaking' but they're potatoes so i don't buy it)
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580635#Comment_2580635
I thought about this version too, it has one problem.
It would still allow 2-man escape.
You open hatch with key, hatch closes -> game finds out there is only one player left -> hatch opens.
And I really wouldn't want to play with randoms using key that I know they will just ditch me, instead of doing gens, while I am looping killer.
https://forum.deadbydaylight.com/en/discussion/comment/2580221#Comment_2580221
Thing is, that their change actually improved even basic game without key imo, because it's less rare to have killer / survivor just camping hatch waiting for last survivor to die, which was just boring. Right now you almost always have contest who will find hatch first, which can result in some funny situations, unless someone find that hatch with animation bug.
https://forum.deadbydaylight.com/en/discussion/288955/why-would-you-remove-the-hatch
"killers because they cry and wine"
Said surivor that is crying on forum...
"ruining the game and fun for friends to play together"
If you could have fun only with key as SWF, you really must suck as a survivor, no wonder you are upset about this change, but I am sure you didn't mind Mori nerf. Killers wanted to have fun too...
"Killers have multiple options to prevent them from leaving with that hatch and key"
Oh that will be fun, what options?
Camp the hatch? They could open it instantly.
Use Frenklyn's? They could drop the key till hatch spawns.
Tunnel someone? Yeah, hatch just spawned sooner.
no, in my system as i stated if you key out and there's only one survivor left in the trial, not only does it not open but it triggers egc as if it was closed
i get that keys can be very irritating with screwing people over randomly but this game's always had an element of that and sometimes you might actually have better chances playing exit gate vs the killer than anything else depending on the map and how they spawn
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580712#Comment_2580712
I love your post just because it shows how many people don't read post and they just brainlessly comment based on title :D
i mean i was kind of asking for it with the title but [eep] me for having a sense of humour i guess
-
you also lose a ton of survival when some potato solo teammate insta-unhooks you without bt before you can even use deliverance and gets you farmed
but then even more when instead of getting ds off you get mori'd instead right then and there because you were on death hook
just low mmr things, my friends drag me down to it and it is hell down here
-
-
@RenRen said:
Yeah it's loud. Shouldn't be hard for the devs to fix. right?
put the .ogg in an audio program, reduce its audio by 40-60% or so (it's so distinct that it could be that severe) and then deploy that in a patch
easiest laziest solution
-
it's a decent set of changes but i feel the need to point out that legion's primary problem of 'once people are injured, then what' isn't addressed at all with any of them, and in general with the 40 --> 32m KI adjustment the base info gathering of frenzy takes a major hit, even if it can then work with other things
it's possible that the return of the multi-stab downs would be the thing in question but devs probably won't do it + survivors would hate it more than spirit
-
brutal strength should make you break pallets/walls with m1 like a bunch of killers can do with their m2's
rank influences attack recovery (but also remove perk ranks)
it could be numbered out so that it's hardly any better than current brutal strength, but it'd be much more scary to watch + fun to play with
could also make it insta-regress generators by like 5% but that should just be basekit
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/288955/why-would-you-remove-the-hatch
From what you are saying, I guess you are quite new (I hope you are not a troll).
Do you know how frustrating it is to see 2 or 3 people disappearing right in front of you and you can do nothing against it? I had multiple matches, where I turned the tables of a match with just one gen left. And then... all gone. Can you imagine? All the effort just to see them tbag and vanish though a black hole in the ground. Because they switched characters last second for a key so you had zero chance to counter it with Franklin's or stronger addons (or even the offering so you know where hatch will spawn).
Keys are not useless and have never been (except for the green key without addons), they are Bond/Object packed into an item. It is just not as insanely strong as medkits or toolboxes, but still quite useful. I never used them for that purpose, because having a Key got you tunneled, camped and/or mori'd. Especially if the kilelr noticed that you were in a SWF.
Do you know how much pain and stressful killer matches are? If you don't think killer is stressful, then pls play killer, raise your MMR a good chunk and then ask yourself again. Or watch a content creator with thousands of hours struggle on stream. This game was insanely survivor sided and still is, although it is a LOT better than before. Of course it's survivor things which get mainly nerfed. Although... here are some big nerfs on killer side from the past year or two: Ruin, Undying, Freddy, Nurse, Spirit, Billy, Iri Huntress... only to name a few.
Killers don't get points for camping. They actually lose in Emblem points, which means they have it more difficult to get a pip. And if you are really a new player, then Killers usually camp because they don't know better and because it works on low MMR. Just do gens if someone camps (= never leaving Kindred range for more than 5s).
And Survivors don't have enough chances to escape? Just all the 2nd chance perks (DS, UB, DH, Adre, BT etc) alone are more powerful than anything the killer has.
hello
my suggestion for the hatch/key issue was always that hatch = 4-5 sec action that resets if you get interrupted, hatch opens, you go through, hatch closes, if this leaves only one survivor in the trial, egc is triggered
so one key, one escape, no escape in chase unless you massively outplay the killer, no mass swf escape unless you massively outplay the killer + all have keys, in which case fair enough
but then i also think death hook mori was a bad cave and it could've been worked out a lot better than effectively just turning into 'ds ignorer on death hook like pyramid head', so take that as you will
i mostly play(ed) killer (lolsbmm) and that was my idea for such, would that have been a more acceptable system
-
@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2575507#Comment_2575507
I love survivor mains crying sorry ๐
why are you calling one of the more killer-sided posters on the forum a survivor main
are you actually that clueless? hello??
-
@[Deleted User] said:
How sure are your friends that they didn't log in since the 13th?
And are they just as pleasant as you?
probably, people like that tend to congregate lol
but that's probably what it is and if so i find it rather amusing
-
@pyramidheadmain6233 said:
https://forum.deadbydaylight.com/en/discussion/comment/2575745#Comment_2575745
Ahh, I remember my first games as killer, back when I thought hook camping was a good idea.
After three entire gens popped I started having second thoughts.
that requires the survivors to have half a clue on how to play the game
which 90% don't apparently judging by my recent experiences, people with even an idea of how to play optimally are literally the top 10%
-
@Sonzaishinai said:
While i agree that the notification removal was unneeded people are underselling the buff it got quiet a bit.
28 uninterrupted seconds to cleanse a single totem is a lot of time. Especially vs killers like doctor or perks like infectious fright that can interrupt the cleansing action without being there
28 is twice the standard 14s cleanse/bless time where are you getting that from
-
well the 13th of the month was a week ago
-
because they've yet to run into bt/ds much as from what i can tell playing with new friends i'm the only one in the lobby with either 95% of the time
they proxy camp the hell out of first hook, everyone but me stops doing gens and swarms around the hook and then you have two people on death hook at 4 gens and if they really want someone dead since as mentioned, no bt/ds, and even if they had bt/ds, they're newish survivors so they can't last 5 seconds past a god pallet anyway
-
maybe if hitting them with a non-injuring tentacle strike didn't give them the same 2 sec sprint burst of being hit
but it does, because 'we tested without it and it was utterly gamebreaking trust us, we're good at the game'
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2575548#Comment_2575548
Well I just found out. Screw that console Mikaela who did not commit to that 99 gen with Ruin up as I took aggro.
brutal, i swear like 80% of low-end survivors don't even know what ruin does or identify it from the gen sparking after letting go
anyone remotely aware of how to play the game has a switch flip in their head that says 'let go of gen if killer is imminently up your [donkey] or every potato on team is either hooked or downed'
-
supposedly yes
one way to find out
-
@Fnatic47 said:
No Nerf needed actually, some addons of Nemesis needs buff ๐
wraith has found you and knows you didn't read the thread post at all
you will now receive the bongs of shame
bOng
bOng
bOng
bOng
bOng
-
this thread is the dumbest thing holy [eep] lol
i don't even know what to say about anything i just read here, i'll just put a thread i made a while back that only got like one view
@Nayru said:
everyone's always heard like 'wowe noed should be like, not' or 'otz said only one noed hit per unique hook' or whatever, who cares, i came up with something that'd probably solve the issue of the bone zone
probably
when all generators are completed (re: not exit gates powered, this is an endgame perk, let's make it official):
hex: noed comes into play, taking over every single dull totem remaining on the map (3-5 if need rank scale)
for each hex: noed totem existing, gain +1% movement speed and a 'stack'
when a healthy survivor is hit with a basic attack, they are 1-shot and a hex: noed totem is extinguished
there's a bit of here and there with the design like perhaps it doesn't need the 'stealth' component of requiring a hit to show everyone they're exposed or if a used totem goes back to dull or is destroyed shortly afterwards (with the usual thunder-y sound to let people know the power is decreasing), or perhaps for some a failsafe where even if no dull totem exists, a mini haunted ground effect happens once and that's it (expiring on a successful insta?)
the important bits are the following
every totem in the map matters: anti-synergy with other hexes in the mix, cleansing a few totems here and there beforehand takes a chunk out of killer's +speed and potential instadowns
less all or nothing, noed can't just be ganked right after it comes into play by disastrous luck despite no bones being done
probably people feel less egh about noed in general: it -is- a valid side objective, every cleanse matters, and its 1-shot power is not something that lasts forever given each true instadown/cleanse eats away at it
either way, just a thought
-
UNH
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2575477#Comment_2575477
Yeah, but after DS, you just tunnel the ######### out of them..
Depends on killer tho, sometimes you just don't have time to eat DS.
But with Spirit? I don't care about your DS, you are getting down under 10 seconds anyway :D
yes
but the bt still got you to wait 10+ seconds (or worse, mistime it and still send them flying off for free)
even if you were on someone else and someone hooked a ways away from you sprints burst over to completely and utterly wall you in to a haddonfield house or rpd corridor and force you to eat their anti-tunnel perks
so in that sense there really isn't much counterplay, or perhaps there's only survivor-approved counterplay
which is that the killer gets [eep]ed and deserves it going by some posts here