Avatar

Nos37

Nos37

About

Username
Nos37
Joined
Visits
0
Last Active
—

Comments

  • @felipao_brabo said:

    Just stop using boil over, its trash.

    If it's trash then Killers don't need to equip Iron Grasp

  • I hate black licorice. I can't stand Twizzlers. I even like root beer less now that I've found out it's made from licorice root and started tasting the licorice flavor.

  • Right, if the benfits of the perk are only active if the Survivor is on the basement hook then the Killer will want to keep them there.

    Two alternatives:

    • Have the Entity block all the things near the basement for 60 seconds when hooking a survivor in the basement (120 second cooldown).
    • Instead of the Entity blocking all things near the basement while a Survivor is hooked there, the Entity attaches to Survivors who have been hooked in the basement and blocks the first 1/2/3 vault locations for 8 seconds when used by that Survivor (during a chase?).
  • Why can Survivors in Tier 3 Madness still unhook and open Exit Gates?

    Because the Doctor's power would be too strong otherwise; it's too oppressive and restricting.

    For this reason, healing dying Survivors should also be on the list of things Surivors should be allowed to do.

    Maybe the only reason why it's not currently this way is because the game lets Survivors heal other Survivors from dying to injured to healthy non-stop. The game would have to recognize that a Survivor being healed is no longer dying and interrupt the healing.

    OR

    They could balance slugging

  • @Vox_Nocturne said:

    In the words of Peter Venkman: "Now there's something you don't see every day!".

    From what I saw, you struck David; he went into the dying state, but his status at the bottom left only showed him as injured. If you hit him at that sweet spot when EW3 ends, maybe the strike turned to EW2, but was started as EW3. The animation acts in accordance to what you see because - I dunno - latency? But the survivor may have seen the strike as EW2 from their perspective. As a result, the server catches up and a mysterious David appears. This is one of those 1 in a million occurances, but yeah really odd!

    What did the David King player say at the end?

    "What did the David King player say at the end?"

    Nothing; which makes sense if on his end he was only hit with EW2

  • "Psst" for beckon and "Shh" for point. Only Survivors can hear these. Sound effect has a 10 second cooldown.

    I stop healing a Survivor because of Spine Chill. Other Survivor doesn't know why and tries to get my attention, only to bring the killer over to both of us. If only I could have shhsh'd and pointed.

  • *Uses all the crutch meta perks as Survivor*

    *Complains about how easy it is*

  • Simple fix. They should stop releasing new content and they should stop trying to get new players. This way, the exisitng players will have time to get caught up and 100% everything.

  • @Aura_babyy said:

    Hmmm I have mixed feelings here and there.

    Let's start with the name of the killer.

    Grammar nazism prevents me from accepting calling someone "the blind". It just doesn't sound good in a sentence.

    The backstory is a bit generic imo. But it doesn't matter too much and I can see what kind of point is being conveyed.

    Her passive/power.

    Okay. So, this is where it gets a bit offkey for me. She's essentially an m1 killer with a lot of aura reading. She would also probably be a very strong killer considering you kinda always know where to go, meaning the logic behind having a patrol route is pretty much void.

    Also her main counter would probably be Iron Will, which brings us to spirit stridor vibes all over again.

    I was gonna say a thing about having a killer that is unable to see incoming flashlight saves etc but with the power depending on how it's set up could counter to that.

    You mentioned sonar/ echo location?

    Is this a passive here where she pulsates an echo and it bounces back to her? Because, echo location is used by animals like bats and dolphins, and the waves bouncing back draw a sort of image in their heads. (With this she could technically see survivors in front of her who are not exactly moving)

    Perks

    - reverse premonition sounds like a cool idea, but there should be an audio cue that the perk is triggered too imo. (Same way as PM)

    - this hex perk would be similar to third seal. I think it would definitely present a good threat if it's done right. It would definitely be strong on a killer like nurse and spirit. But iirc third seal works on a maximum of 3 survivors. Having it affect all 4 might be a bit too strong.

    The last perk might also be a bit too strong despite only a reveal for 2 seconds. With no range limit it surpasses BBQ. Combine this with Nemesis and you know where you're going all the time as well.

    "Let's start with the name of the killer. Grammar nazism prevents me from accepting calling someone "the blind". It just doesn't sound good in a sentence."

    I'd ask about the name The Bat, but then I'm sure that someone would follow up with "The Submarine, Mr. Wayne... The Submarine."

    The Scorned?

  • Fine. Leave all the ******* toxic playstyles in the game. You guys win. No ****in' empathy for the other side at all.

    I try to help Killers deal with toxic SWF and it gets ######### on.

    I try to help Survivors deal with toxic slugging and it gets ######### on.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283338#Comment_1283338

    Survivors bleed out in 4 minutes, which will end the game. Let's not pretend the killer is holding the game hostage.

    The slug snowball is too powerful

  • @Entity_Hugs said:

    I'm sorry but no. No Survivor should be able to just get up, regardless of time involved, and regardless of perks. Getting up should not be basekit just because people don't like getting slugged. You're basically giving giving Survivors 2 or 3 perks for free to 'combat' a valid playstyle.

    By that reasoning, getting off the hook should be 100% doable because people don't like being hooked. Just make it so Survivors are always Broken if they get off on their own.

    And self-care should be basekit because people don't like being injured.

    The devs have said that camping and slugging are valid tactics. Please stop looking for ways to punish Killers or reward Survivors with free perks just because you don't like it.

    Watching Survivors crawl around helplessly with no possible way of continuing (or ending) the game is not a "playstyle." That would infer playing and the Killer is not playing.

    It's not like the Entity stops progressing while the Survivor is on the hook, leaving them to endlessly hang on the hook.

  • It may just be easier to make a new health state, Crippled, that exists between Dying and Injured / Deep Wound.

    • If a dying Survivor is fully recovered with the help of another Survivor they go from dying to injured.
    • If a dying Survivor fully recovers on their own they go from dying to crippled.
    • If a crippled Survivor is healed for ~1 second by another Survivor then they go from crippled to injured.
    • If a crippled Survivor fully recovers on their own they go from crippled to deep wound.
    • Crippled Survivors can recover and crawl at the same time.
    • Recovering from crippled takes ~60 seconds of recovery.
    • Crippled Survivors can still bleed out.
    • Survivors in the crippled state can hold the Run button to crawl faster.
    • Survivors in the crippled state will have their auras revealed to the Killer within 36m.
  • I would be fine with this if not for the fact that others may see me using No Mither and dodge the lobby;

    or they may see me using Plunderer's instinct and go out of their way to hoard any chest they see before I can get to it (though the opposite would be handy, where others see my Plunderer's and leave more chests untouched);

    or they see my Left Behind, Wake Up, Spine Chill, and Urban Evasion and decide to leave me on my first hook to die because they know I'm planning to play immersed and would do the same to them if given the chance.

  • All 4 Survivors know where my hex totem is after only 1 had spotted it? Must be SWF...

    All 3 Survivors know where the dying Survivor is despite my Knockout perk? Must be SWF...

    All 3 Survivors stay on gens while I chase the 4th even though I'm using an Ultra-Rare add-on as Legion to put my terror radius on everyone? Must be SWF...

  • @xenofon13 said:

    Imagine trying to punish friends for playing together a game. And i play solo 99% btw.

    Imagine being punished as the Killer because freinds want to play together and exchange information through voice chat that is not shared amongst solo survivors to give themselves an unfair advantage over you... Oh wait, you don't have to imagine; you just have to queue up for more than the 3 Killer matches it takes to knock out your Daily Rituals for Killer.

  • So is this why I don't see many Deathslingers?

    I keep hearing people here talk about how he's so good. "Everyone plays shooters today, so aiming does not take skill." "The only way to counter him is to drop the pallet early."

    Either's he's really good and DbD players are simply broke and can't afford him, or he's just not that good.

  • @wojtech said:

    PS5 Unreal Engine 5 demo looks nice

    https://www.youtube.com/watch?v=d8B1LNrBpqc

    Lumen? Triangles? I feel like this confirms something...

    ----

    I hope that playing DbD on next gen means no more freezing when status effects are applied.

  • Because the perk isn't called Brokenated...

    Wish it did work while injured. I'd throw it on my Bill that I RP with. He has No Mither so that he's constantly coughing from the cigarette.

  • It would be nice if Blindness was buffed to stop perks like Spine Chill, Premonition, and Object of Obsession from lighting up / activating.

    It would be nice if Hex: The Third Seal was buffed to blind the Survivor who cleanses it until the next time they are hooked.

  • First, the devs would have to implement a grievance system. For example:

    • If a Survivor unhooks you in front of the Killer, you gain grievances against that player.
      • If the Killer downs you soon after (unsafe unhook) then you gain more grievances.
      • If they did not have Borrowed Time equipped then you gain even more.
    • If the Killer camps your hook, you build grievances against that player.
      • If there are 1 or 0 remaining gens then you gain fewer grievances.
      • If there are other Survivors near the hook you gain fewer grievances.
    • If the Killer slugs you, and if you are within 16m of a valid hook (not broken), and if there are idle crows above you for at least 60 seconds, gain grievances against that player.

    After enough grievances have accumulated (they have grieved you across multiple matches), you may choose to avoid that player. This prevents players from blocking good players who constantly win against them.

  • What if Irridescent Head did not reduce the hatchet carrying capacity, prevented the Huntress' humming from stopping while in a chase or attacking, and revealed the aura of all Survivors within the Huntress' humming radius for t seconds after hitting a Survivor with a hatchet?

  • I can't stand playing Nurse anymore because she NEEDS to blink to go ANYWEHRE, yet she has a power cooldown.

    I get it, the power cooldown is to give Survivors a chance to escape a chase. Just have the cooldown apply during chases (or within 5 seconds of a chase ending), so that the Nurse can still actually go places outside of chases.

  • @bubba_is_bubba said:

    https://forum.deadbydaylight.com/en/discussion/153113/new-elo-or-equivalent-matchmaking-should-give-killers-handicap-vs-swf

    The Killer is allowed to equip 4 additional perks . So i'm using 4 perks + 4 perks. ^..^ ######### ???? 😀

    Are you serious or it is a prank ? It's a software. To run 8 perks it means you must add complexity to your software and there are a ton of new variables. Do you know there are perks that do the opposite of something else or perks that do the opposite and .... ecc. ecc.. ?

    I follow your idea, not bad if the killer has 1 additional perks if he is vs a SWF. But 4 additional perks ???? ^..^ Do you hate SWF so much ? 😂

    If the devs set the disparity thresholds high enough then the only time the Killer would have all 8 perks would be in the rare circumstance that Seal Team Six is somehow matched against a Killer with only 20 hours.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280359#Comment_1280359

    Why only swf specifically? Why perk slots? Everything here seems to be dripping in bias and I don't want to touch it anymore. It's clear to me that your idea is meant to be a straight up swf nerf, so I won't bother responding any more because that just isn't a possibility nor would it fix any issues people have with the game.

    I've edited the original post to remove the SWF conditions. It would apply to all matchmaking.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280343#Comment_1280343

    So your idea is that mmr is a set score that increases and decreases based on the outcome of trials? So skilled players whose mmr would naturally average higher would be punished for playing in an swf whether or not the killer is as good as or even better than them?

    Let's say that a team is doing so good that they cannot be matched against any killer because the killers that have the same skill as them are not online or don't exist. THEN they will have to be matched against a weaker killer, and depending on how much weaker the killer is, the more perks the killer will get.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280334#Comment_1280334

    I think at most killers should receive slightly less penalty to their mmr if they lose against swf, and perhaps slightly more bonus. Borked matchmaking could also be handled similarly, players who face players with higher mmr could get considerably less penalty and more bonus. Using mmr to change game mechanics like perk slots just doesn't make that much sense to me.

    Because it's not about ranking or score or winning or losing. It's about fun. It's not fun for the killer when survivors use voice chat to shut down the killer in ways that normal solo players cannot. This is about giving fun back to the killer. If the team they are facing is stupid good and is likely to make the match very unfun, let the killer have fun with more perks.

    The score/rating is only used to determine how much better the members, on average, are compared to the killer.

  • @Terra92 said:

    8 perks is an insane concept to propose. I'd say 5 max, so one extra if there's an imbalance, but even then I'm hesitant. Killers are supposed to be OP. That's their gimmick. Survivor comms are just a side effect of being an online game. If voice comms didn't exist we'd be calling each other or using Xbox Live just to talk.

    If you feel that Killers are already OP when playing in SWF then that means you likely won't face any extra perks, as this is not meant for your team's performance. The extra perks are meant for the Seal Team Six who find the killer to be a joke and just play to bully or be toxic.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280319#Comment_1280319

    So would your idea punish people who don't like playing solo?

    It depends. If you don't like playing solo then you're free to party up. If your team wins and loses then nothing changes. If your team is wrecking then the killer obviously needs the help.

  • For this to work, I think that the Survivors would need two score rating categories: their solo rating and their SWF rating. The devs need only balance the game between solo Survivors and the Killer. They can use solo player performance as their baseline. Survivors who constantly win while in a SWF will have their SWF rating go up and will pass the score/rating thresholds mentioned in the original post.

    Killers could have a rating for each of their killers as well, so that if they perform well with Hillbilly they aren't outmatched when switching to a killer they have less experience with. Though, this could cause longer queues (initially) for skilled Survivors when new killers are released as there will be a lack of skilled killers.

  • I fear Killers with brain cells.

    I fear Survivors without (if I'm playing Survivor and they're on my team).

  • Didn't the devs mention they had considered removing perk tiers to help reduce the grind? (All perks are Tier 3 instead of requiring Tiers 1 & 2.)

  • Quentin's appearance in DBD is not based on the actor's likeness. That would require getting in touch with the actor's people to work out an agreement. The name's licensed though.

  • "Appearance:

    • Smaller and thinner than the other male survivors, in his 20s
    • reddish-brown hair, undercut, pale skin tone with some freckles
    • skinny jeans and high top sneaker"

    ----

    So... Quentin?

  • This is the one reason why I hate using Camradrie

  • As a Killer, when I see this happen, I don't know if it's SWF playing aggressive or if it's simply a point-farmer/troll.

    Generally, if I see the unhooked Survivor just standing there, defeated, then I let them go.

  • @Chrona said:

    Reading through this, here are my thoughts. Now, not saying this to boast or say "I'm the best at the game," but just to show that, hey, I've been playing a while too. (before reset) I was a rank 1 survivor, and I have more time than I would care to admit in this game. I play killer fairly often too, but not as good there.

    In my experience playing against and as deathslinger, he's grossly overpowered. There is a SINGLE counterplay against him (dropping pallets early), which notably, doesn't even work if you can't take cover behind a wall, since he can shoot you, and allow you to break the chain, thus deeply wounding you. Yeah, you're stunned for a tiny bit, but now they have to mend and heal, and they wasted one of the pallets on the map. Vaulting windows is useless, as he can shoot you from 15 meters away, and drag you close enough to stab you through the window.

    If your shot out in the open (which there is SO much open space now), there's nothing you can do. You can't even try to get to the other side of some of the set pieces, since you'll just slide off them. And even if he can't drag you close enough to hit you, he can shoot, drag you close, then just m1 to release you: no punishment for him, he failed using his power, but now you're far closer, with no speed boost for you, and no stun for him. Sure he has to reload, but that's... very minor. His reload time is negligible.

    His ability to quickscope, that's the biggest problem. You have to constantly watch him while running to be able to try and dodge his split-second shot. Huntress at least has a large windup that has enough time to give you a chance to react, and also a very audible warning. Yes, he has his tiny little "alarm" sound.. but honestly, me and my friends didn't notice until we took him into KYFs a week after he came out and I noticed the sound. No one in our group had ever noticed beforehand. And again, since he can quickscope, that benefit doesn't exist if the deathslinger is any good.

    All in all, I like the deathslinger conceptually. But like legion when they first came out, he needs to be reworked. Again, like old legion, there is almost no counterplays. I think with a few tweaks to his power (removing his ability to release the survivor from the chain, making his ability to suck survivors in, or increasing their ability to remains stuck on the scenery) would make him fair and balanced, personally. Plus the fact that breaking the chain deeply wounds you, and gives such a short stun on the death slinger means he can break the chain an annoying loop, forcing you to run wounded (if you stay, he can just kick the pallet) he can go through the stun, reload, and still hit and down you if you haven't made it to a second loop or some scenery that you can't drag you out of. And even if it's the second, he can still shoot you and hold you there as he approaches, then let go when you're about to break the chain.

    "In my experience playing against and as deathslinger, he's grossly overpowered."

    Then why is nobody playing him? I thought everyone plays shooters and it doesn't take skill to aim...

  • @OBX said:

    the Devs are WAY too scared to touch swf. As a killer, just accept the imbalance. Equip ebony Mori and play normal. Dispatch players if you fall behind. Dwelling on swf will only make the game more frustrating. Mori is the equaling factor.

    If I'm no longer spending Bloodpoints on a killer because that killer's already maxed out, I'll eventually run out of mori's.

    They should just give the killer a free mori when facing SWF.

    • Yellow mori when facing 2 members (can only be used on the SWF members)
    • Green mori when facing 3 members or 2 groups of 2 (can only be used on Survivors in a SWF)
    • Red mori when facing 4 members

    They also need to show which Survivors are in SWF groups so that you can avoid wasting your own mori (unless you want to mori the non-SWF Survivors).

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1277177#Comment_1277177

    If they swarm the hook, you have an easy hook trade, if not even a hook and a slug, free hits, etc. Believe it or not, they're doing you a favor.

    And it's simply a horror-themed game. Nobody with more than 100h is going to be frightened. They're not playing with their real lives and you're not a real big bad guy wielding a sharp weapon.

    #1 was hooked. #2 runs in and I hit them. #2 runs off and #3 unhooks #1 while I'm stuck cleaning my weapon. #4 wedges in between me and #1 so that both #1 and 2 are safe behind #3 and 4. They all made it out the gate.

    Only 1 had Head On, but that's all it took for them to coordinate with voice chat. Any time I chased anyone I got stunned and they got away. By the time I could even hook the Head On survivor twice all the gens were done.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1277178#Comment_1277178

    But you chose to disconnect, and that's the difference. You can play out the match like usual, give a gg and move on, but instead you chose to dc and give them that satisfaction.

    Sure, just like they chose to be toxic. They could have played the game as intended, but instead they chose to bully me the whole game for their own satisfaction.

  • @GoodBoyKaru said:

    So you already dced to get a 15 min penalty instead of a 5 min default one? Yowch.

    Honestly, I see your issues here. Badham is actually really fun imo to play on when you're dealing with solo survivors, since once one god loop (house of pain/preschool) is gone they don't know and keep running there giving you free hits. It's when you're facing a swf that the map becomes problematic).

    Imo this will keep going though, until solo survivors finally get stronger so the devs can superbuff killers accordingly.

    I disconnected 23 hours prior. I don't get to choose when I get steamrolled by SWF. Otherwise I would have waited an hour for my first penalty to reset.

  • @Deadeye said:

    Yeah, great attitude. Why not decide to facecamp the first guy you get instead to show them "I assume u r SWF and ruin your game too"

    Yeah, tried that. All 3 of them swarmed the hook and had perks to get out of jail free. This is a horror game, but only for the killers who have to deal with voice chat.

  • The problem is the insane combos they can string together with their 16 perks. It's disgusting.

    I still think that each SWF member should have their perks locked during the match (they stay equipped; they are just locked), and as their team is sacrificed off their locked perks unlock.

    • 4 SWF get 1 perk (each) to start and gain 1 perk after each member they lose.
    • 3 SWF get 2 and gain 1 after each member lost. The solo survivor is unaffected.
    • 2 SWF get 3 perks and only gain their last 1 if their buddy dies.


  • My most unpopular opinion is that voice chat ruins this game.

    It only ruins the game for 1/5 of its player base, while bringing joy to the other 4/5, so it stays. -_-

  • How many times would you have to rage quit to get a month-long disconnect penalty? (Asking out of curiosity, not implying the OP had ever raged-quit.)

  • Simple.

    Have an elephant lunge 1 meter forward in 1 second. It barely moves.

    Have an ant lunge 1 meter forward in 1 second. It really has to move.


    They both have the same lunge range and speed, so why would you accuse the ant of cheating?

  • @Heinz_Ketchup_Packet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274745#Comment_1274745

    I've also noticed that Deathslinger is very scary and good with 8 stacks of STBFL, even against good survivors.

    Maybe that could be another buff idea, Deathslinger could have a built in STBFL in some way that's one reason how Huntress is so great in chase. That and she can get a confirmed down at any dropped pallet of course.

    Not sure what Save the Best for Last has to do with dragging Survivors over pallets or breaking pallets. Save the Best for Last only reduces cooldown of successful basic attacks. It should not affect the animation speed of breaking a pallet.

  • @IamDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274745#Comment_1274745

    Oh god no. There really is no skill behind aiming, considering all the world's top games are shooters .... Anyone can do it. This would make him unbearable to go against.

    It's not about skill though.

    His 110% move speed was justified in a recent stream because of his "effective range." However, his effective range is nullified (barring edge cases on certain tile layouts) as soon as the pallet is dropped before the shot. As mentioned, other 110% killers have advantages or work-arounds for pallet play: Hag can mark, Spirit can phasewalk, Huntress can throw. The Deathslinger only wastes time by using his power at the pallet and putting a mend state onto a survivor by shooting them.

    This leaves him two alternate paths that lead to the same outcome:

    • Waste time breaking the pallet
    • Waste time running around the pallet until he has no choice but to break it

    The pallet has to be broken.

    This is more painful for a 110% killer who has to spend more time catching up. Brutal Strength and/or Fired Up only help slightly while Spirit Fury and Enduring are useless against early drops. Even with the effective range restored after the pallet break, the survivor has gained enough distance for that effective range to mean little; especially if they make it to the next pallet. Even if all the pallets were broken and the survivor gets caught in a dead zone they can still juke. Even if they get hit, they still have to be reeled in for the damage state, unlike the Huntress' ranged attack. This all takes time and time is the killer's enemy.

    I don't see how stopping a survivor from getting far from a pallet while also breaking it can be overbearing; especially if the killer still has to recover from a break animation and still has to catch up at 110%.

  • Is it just a matchmaking issue?

    This whole time (since the death of Hex: Ruin) I thought that killer mains just up and quit because of how fast gens were being done, leaving a void to be filled by inexperienced killers.

1 … 47 48 49 50 51 … 61