NoShinyPony
NoShinyPony
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- NoShinyPony
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/614520#Comment_614520
Idk how on the forums but Iām TreemanXD on the PS4.
I don't think we can send private/direct messages on the forums. I mean, I have an inbox but it has been empty since the beginning. Sending pm's is probably disabled.
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@CronaWins said:
You don't depip if someone leaves on the loading screen.
You also don't lose offerings, items, addons etc
Sadly, you lose offerings. It's been bugged for ages.
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Happy Birthday! š
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/614734#Comment_614734
My nurse can destroy on console.š
Now you got me curious. I have to play against your Nurse! I know a handful of amazing Nurse players on PS4, but these guys are from Europe (since I usually get matched with EU players).
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Besides the increased lunge (which I don't like), it looks like a list of perk effects, but not like an individual killer ability.
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Implementation of the Emblem System
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Here exists a subforum for fan creations. If the suggestions are good enough, I'm sure they are considered for implementation without there having to be a contest.
When it comes to a contest for perks and especially a killer power, I see a major problem: What if there is no idea fitting enough for being implemented?
You don't have that problem with a cosmetics design contest.
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@[Deleted User] said:
Iād always thought that how frequently you damage the gens is a factor in the gatekeeper emblem too.
I never heard that. I'm pretty sure the current Gatekeeper's sole focus is on how long each gen stays unrepaired.
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I'm not a fan of the Emblem system in general. That being said, I prefer your version of Gatekeeper over the version we currently have.
As you already wrote, with your version of Gatekeeper killers could bring more variety to their builds. That's one of several advantages.
I'm afraid the devs are going to keep the Emblem system for the foreseeable future, so I hope they read and like your suggestion. I'd like to see it in the game.
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Bond when playing SWF. Shadowborn for killer.
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If we get a higher reward, then yes.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/609413#Comment_609413
Dude, he literally killed 2 survivors already. The third survivor was hiding and didn't do any gen, while Kate was the only one he find and I think she was his last BBQ stack. The killer should never leave a chase just because the suvivor succeed to reach a certain building. This loop needs fixes, like many others.
That's the point. Any killer should not have to abandon a chase because the survivor ran to a certain building/safe spot on any of the maps.
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Repairing gens is not exciting, true. I'd like to see a 2nd objective getting implemented. Maybe with a 2nd objective, the gen time could even get reduced a bit.
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Threads with this suggestion are made on a regular basis.
Bottom line: If the survivors would get unique abilities, that would lead to less variety because players would tend to choose the survivor with the most powerful abililty.
When it comes to voices: Just my personal opinion, I wouldn't like it. I prefer the survs to be silent.
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If all your 4 Emblems were black, that must have been a bug. For Gatekeeper alone, you should have gotten at least gold.
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I like to play against stealth killers for the jumpscares, so Miss Piggy & Michael <3. I don't like Ghostface that much because the Revealing doesn't always work as it should.
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@[Deleted User] said:
Most of these pallets are not safe and can be used for midngames and free hits. OhTofu commended the new map design, pallet distribution and showed how easily it is to play these pallets as killer to get hits. The problem before was that some maps had massive dead zones with no pallets whatsoever - some maps still do. I hope they will rework old maps and make them just like Badham.
However, the 8m-pallet-distance kills the Enduring + Spirit Fury combo. I'll try my luck with Bamboozle for now.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/608127#Comment_608127
True... but there are other ways to find out. Just bring a flashlight and blind the husk. That's the quickest way to break the spirit from haunting.
You need at least 3 people with flashlights to have a chance to pull that off as a counter-strategy. And I still doubt that this will work as good as it sounds in theory. I've never seen it work against Prayer-Beads-Spirit.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/606852#Comment_606852
Blah blah blah.
Skill always matters.
Maybe the game is more survivor-sided at the very top with SWF and everything. MAYBE. That is debatable.
But the opinion many killers have that they can only win if the Survivors screw up, is true at all ranks, and not just at the top. These are basically just sorry gamers who refuse to take responsibility and believe that they are already godly players, but because the game is "Survivor-sided" they can't win even if they play perfectly (and they always play perfectly every game!) unless the survivors make mistakes.
It's just overly-prideful people with gigantic egos trying to convince themselves so the castle of cards they built up doesn't collapse.
The opposite is true. I'm a survivor main and if my team wins, I often know that we didn't win because we were better than the killer. It's just because we had a default advantage and we didn't make too many severe mistakes.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/608099#Comment_608099
Eh, but you can hear her footsteps with prayer beads.
You can't hear her footsteps when you are working on a gen. The sounds from the gen are too loud. And the biggest problem with Prayer Beads are the gen grabs.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/608099#Comment_608099
another one know something huh, i glad to see you
but i never saw less than green, also i using more than green
because this killer can earn tons of bp per game and more addons usable than most killers, even best to use addons
too many sets you can usable in game
charge set, duration and speed set , recovery set, beads and jewel pocket??
knife socket?? set and unblockable father glass with mother ring set
default spirit is not fast and low efficiency of skill meter
but who play spirit default?
I'm sure you can see some Spirits with brown/yellow add-ons, especially in the mid-ranks. But yes, I understand what you are saying. The add-ons influence the Spirit's viability a lot.
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Depends on the add-ons. I'm not excluding a "normal" Spirit from the statement. Prayer Beads is another story.
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@ThanksgivingTitty said:
So, basically a 5% regress.. then it is broken for 4 seconds? As in unable to be repaired? Wonder why it doesn't say that. Then again I shouldn't really be surprised lol.
That hasn't to do with Ruin, it's a base mechanic. If you repair a gen without Ruin and you don't hit the skillcheck at all, you'll also have smoke coming out of the gen and can't continue to repair it for a couple of seconds.
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If you exclude Nurse, the statement is true. DbD is not balanced and survivors have a huge advantage. If the survivors play well, the killer can't compensate his default disadvantage and loses.
The survivors have to make some big mistakes for the killer to be able to win.
I'm saying this as a survivor main.
(That doesn't mean that the killer's skill doesn't matter. If the survivors play bad and the killer plays bad, then the survivors will win. But as a killer, you depend on the survivors making mistakes. When I get a 3k or 4k, I know in which situation they messed up and gifted me the win.)
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That's working as intended. If you don't hit the great skillcheck = 5% regress.
Also, if you don't hit the great skillcheck, there comes smoke out of the generator (like when you miss a skillcheck). As long as smoke comes out of the generator (which is a couple of seconds), there won't be progress added to the gen.
So basically, as long as smoke comes out of the gen, stop repairing.
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There already are a lot of players who don't want to rank up. This would motivate players even more to stay on the low-/mid-ranks.
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You realize that people of different ranks play a match with each other? How is that going to work if everybody is supposed to have their own pallet spawn value?
And that's only one issue.
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I feel like pallets often spawn to close to each other. Even if I get the effect from Spirit Fury, the survivor still can make it safely to the next pallet 8 meters away. Bamboozle on the other hand blocks some annoying loops.
When I was playing M1 killers in general, I played a lot with Enduring + Spirit Fury but I'm not really happy anymore. I'll try Bamboozle now for a while.
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The gameplay looks boring. Maybe it's interesting for people who are asking for a stealth-only DbD without looping.
Also the graphics don't look good.
Also it's pretty obvious that the OP is being sarcastic.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/604355#Comment_604355
You basically get to see how long you, and everyone else is exposed for. Sorry to say, but it will affect Myers because it will show everyone how long they are exposed for. Through, he could get some buffs to compensate?
For Myers' exposed status, it doesn't have to be timer. Just keep a full red circle, like you would probably do with NOED, Rancor and Devour Hope, because these don't have timers either.
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My favourite surv perks are currently Bond, Plunderer's, WGLF, WoO, BT. It depends on my mood which of them I'm taking. (Also WoO is so underrated. I often take WoO and Bond even if I'm playing SWF. The additional benefit is immense. Information is usually worth more than a Dead Hard.)
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I also find this new effect annoying. It fits Ghostface, but I'd prefer to have it removed for the other perks/abilities that give exposed status.
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@ARealBIGCHUNGUS said:
Or you guys could...i don't know...give an actual penalty to killers for camping instead of taking away a pip...i kid you not, i was camped by a freddy post-rework, all 5 gens were done and everyone left as he was circling around
Are you serious? You are on the hook, all gens are done - where is the killer supposed to go? Should he go in a corner and check if there are any holes in the wall?
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@thesuicidefox said:
I know people that dashboard when they see secret offerings (which is almost always a mori).
Thing is, there are players that specifically target and hunt down other players. They bring mori's every game they see them (sometimes even scumming lobbies to get them in their game), then mori spam them until they bleed out or DC. So I honestly don't blame some people for doing it.
What you describe are rare and extreme cases that can be reported.
Survivors don't know who their killer is. If they dc every time when there's a secret offering in the loading screen, it's not because they are worried about getting targeted. It's simply because they don't want to play a game where the killer has a mori. Punishments for dc's can't come fast enough.
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@Laakeri said:
https://forum.deadbydaylight.com/en/discussion/comment/602340#Comment_602340
Every survivor these days have DS for a reason, considering how toxic he was in post game chat it seems to me that he is one of those ex tunnelers, but he has been hit with DS too many times so he has learned his lesson.
I never saw any tbags on that game so I cant comment on that.
@Visionmaker 13k point survivor is my friend, he got chased most of the game.
The killer didn't tunnel and he got teabagged (there is no reason to believe the killer made that up, I'm also sure otherwise your friends would have denied teabagging in the chat). And you justify that because of the after-game chat? Are your friends time travellers who knew this killer would react badly in the chat and therefore they started teabagging early?
You are totally ignoring my point: You had a killer who played nicely against your team and yet your friends saw the "need" to bm this guy. Do you think your team's behaviour will not influence the killer's playstyle for his future matches?
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@kamisen Even if a killer intentionally tunnels, it's in most cases not from ill intent. It's just for tactical reasons and not to bully survivors.
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@kamisen Glad you see it that way. But then what's the point of this thread? Survivors should not harass the killer, no matter if the killer camps, tunnels or plays generously.
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@Laakeri You wrote that not a single DS got used. So the killer played nice and didn't tunnel. And as a "thank you for not tunneling" the killer got teabagged.
Seriously, if you come across a nice killer, treat him/her better. What does the killer learn from this match? "I get bm'ed for not tunneling." To which conclusion do you guys think this killer will come?
Why do some players have to disrespect other players for no reason? Does it give them a good feeling?
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To be clear: If a killer indeed does tunnel, camp etc., then from your point of view it would be justified that the survivors would harass the killer?
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Or you could buff the weak killers so that they become viable and implement a 2nd objective. Increasing gen time is not exciting.
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Don't force yourself to play killer. If you don't enjoy the killer role, play survivor. Nothing wrong with that.
If playing killer brings you negative stress + pressure, and on the other hand playing survivor brings you fun and positive emotions, it's clear which role you should play.
Some people are tough cookies who don't care if they lose, get trolled, bullied, bm'ed etc. and don't get stressed easily. And some people get stressed more easily. Again, nothing wrong with that.
It's just a video game. Play what brings you fun.
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...when I lose because of performance lags or bugs.
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The EGC got introduced to remove hostage situations. The hatch grabs got removed so there won't be stand-offs anymore.
I absolutely understand that you as killer feel that you can't do anything against a survivor finding a key in a chest, then playing stealthy and escaping through the hatch. But I prefer that scenario over hostage situations and stand-offs.
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"So i can come up with ways to fix problems without nerfing something"
You should know from your experience as a player what is balanced and what isn't. A kill/survive ratio does not have to be related to something being balanced. For example: Spirit's Prayer Beads are the poster child of imbalance. If 2 survivors die and 2 live, that doesn't make this add-on suddenly balanced.
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It's not a new idea. The devs aren't going to implement it for several reasons, trolling being one of them.
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@killerman said:
all of them addon perks killer pick survivors pick
Again, what precisely do you want to know?
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So you want the PTB to be available for more than a week? That wouldn't change anything.
Players only play the PTB for a few days, afterwards they switch back to the normal game anyway. Personally, I don't know anybody who plays the PTB for the full 7 days.
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So which stats exactly do you want to know? The devs share some stats with us.
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The devs will surely tell us as soon as they know something.
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I still see dc's.