Avatar

OhMyWords

OhMyWords

About

Username
OhMyWords
Joined
Visits
0
Last Active
—

Comments

  • @Mekochi said:

    I wanna understand the killer side more, is there anyway I can get some tips for certain killers, I only have the default killers, Legion, and enough iridescent shards to buy another killer (unsure of who to pick). I don't wanna be toxic and I wanna try to avoid tunneling/camping unless it's a killer I have to do it with. So any tips/suggestions, or even a YouTuber I can watch that explains?

    YouTubers I know about:

    •PainReliever

    •Ussylis

    •Bricky

    •No0b3

    You dont need tips. Just dont care and have fun. That's how killer works. The trick is to have passion and fun. That's how you play this game. Otherwise it's a angry competetive game. But if you have passion, you will understand survivor is more fun than killer sometimes. And sometimes killer is more fun than survivor. It depends on your mood. You dont need tips unless you want to play with purple rank tryhards.

  • No worries Man! You Gave me the answers i needed! Perfect. I Am going to ge back to work now! Good day to you.

  • @FichteHiro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249480#Comment_1249480

    It's a little complicated, you basically have to find their voice lines in the game files and replace them with empty sound files. I'm not that experienced with DBD's game files, and I also don't necessarily recommend editing them since it might get you EAC banned.

    Oh BRO! That's really bad! I will not play this game ev er again i guess! Thanks for the help nevertheless, i wish i could honor you or give kudos but all i can do is upvotes. GLHF and stay safe bro.

  • @FichteHiro said:

    @OhMyWords

    There is no way to do it in-game, you'd have to open your game files, change the models on Unreal Engine and put the blank models back into the files, which I don't recommend since it is possible to get EAC banned for that.

    As for muting Survivors' voices, that also is not possible unless you edit your game files.

    Hey man Glad you answered Quickly! How do i mute survivor voices in the game files, can you provide me a text line i need to adjust or something of that sort? Please

  • Spirit is the best killer in the game, so that bug needs to be fixed asap. This bug lowers her skill ceiling. Now imagine if they had a bug that lowered nurse's skill ceiling. Just because this bug happened to spirit only doesn't mean it shouldn't get fixed. It's a bug that changes how the killer works.

  • @DocFabron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214036#Comment_1214036

    Just wait till you face a Martin, Jan, Tyrone, and Val grenade death squad.

    Im a Tyrone main and all I do is spam grenades and kicks. EZ wins every time.

    I have figured out a new deck for daniel. It's about maximizing buffs on one tough zombie, and controlling it. The puppeteer ability allows you to be safe to knockbacks, so i can just claw and dodge tyrone, since each claw stuns for a second. Then, if it's an equal trade, just pull out machine gun, camera protection, and farm time. At this point they will have 1 or 2 keys for area 1. Should be around 2 minutes. What i do is reinforce the last key as much as i can, and do the step for tough zombie again. However, the tough zombie gets put in the back behind a wall, and the bulk of zombies take most of the damage. While the bulk of the zombies are there, i control one of them to repeatedly close doors on the survivors, wasting their time and granting me potentional bioenergy for camera protection.

  • Why are you so worried about their fun? What will you do when the time comes you won't be having fun and they won't care? Make it miserable for them, and you will feel better than trying to feel good about being fair. Remember you paid for the game so you can play however you want.

  • Zero ######### given, i paid for the dlc as i saw the trailer. I'm not gonna play this scam legion, and he will always remain bad. Old legion and new legion, F tier killers. I want old legion and defeating survivors in feral frenzy. I want my agile, limitless, and lethal legion back. I don't care what survivors feel when they play against my old legion. Nobody should care what the enemy thinks of their tactics, because this is a pvp game.

  • motivation:

    fair games

    discouragement:

    hostile community, very easy or impossible games, very dull gameplay, no sense of rewards after a match, boring perks and addons, the fake ranking, SOOOO SLOOOOOOOOOW updates, horrible or unnecessary changes in 100% of the updates, stupid windows and loops, amateur survivors, genrushing, keys, moris, killer shack, sprint burst, lithe, lack of immersion, stress, unnecessary camping, taking points off for camping with gates open, 99% gates, pointing survivors, waving survivors, claudette, meg, dwight, feng min, dedicated servers, hit corrector aka hit dodger, jukes, bad optimization, anti aliasing, lack of advanced settings, 60% of the game is locked behind dlcs that take time or real money, games that are shorter than queue times, games that are uninteresting, losing points because 3 gens done before i could see a survivor, the legion's 2.7.0 changes, bad maps, large maps, freddy's rework, nurse's nerf, spirit's nerf, preparing time for trapper, preparing time for hag, deep wounds nerfs, repetitiveness, end game timer duration, end game timer slowing down, hatch rng, disconnects, suicides, bodyblocking, sabotage, decisive strike, people who complain about noed,people defending every choice of devs, people who don't listen to your point, people who assume others just want easy games, people who call killer perks training wheels, low ranks, rank reset, BUT MOST IMPORTANTLY, the miss penalty in legion's power.

  • I really don't see the problem here. They will revert it back. Just need a few killer players returning so you can play games that are longer than the queue times. Plus, this is ######### horrible. I don't mean the changes, i mean the effort. They have done significant changes to multiple maps in a mid chapter. We haven't seen this before.

    Holy ######### #########, pondering about this update makes it even funnier. I thought they abolished crunch time lmao

  • That's extremely smart. Nerf the length of chases, so people resort to only gen rushing. Hmm, it makes me think, couldn't they do the same thing anyways? This is an indirect buff to spirit.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199541#Comment_1199541

    If you've only won 5 out of 10 mastermind games I don't know what to say to you other than git gud. As you said yourself, some survivors have extremely strong skills, so what is the easy answer to winning? Take out the strongest first, focus on the people who will cause you the most trouble. Literally all you have to do to win as mastermind is protect the objectives that survivors need LATER rather than the ones they need in the moment. Main example being the security guard, don't bother protecting him, find one of the security devices and spawn as many zombies and traps in that room as you possibly can and you've basically won.

    "Git gud" Let's see the advice you gave me. "What is the easy answer to winning? take out the strongest first." Good lucking taking out a january while she's hacking you every few seconds with 3 herbs and a tyrone kicking everything down with his short cooldown. Just control a zombie? Tyrone or Martin. You wanna shoot her? Good luck doing that when she has extra herbs and you have a slow ass movement speed with the camera.

    "Literally all you have to do to win as mastermind is protect the objectives need later rather than the ones they need in the moment. Main example being the security guard, don't bother protecting him, find one of the security devices and spawn as many zombies and traps in that room as you possibly can and you've basically won." Alright kiddo, so tell me why annette is garbage. Oh that's right, it's because zombies are nothing but time increasers.

    Have you ever witnessed your whole swarm being wiped out by a single nade? There's a reason why Alex Wesker and Oswell Spencer are the best masterminds. They don't trade time with zombies, they take time with their poison and annoying but useful abilities, WHEN you are able to change your deck.

    I'll give you data from the same site i said is lying. Even REnet knows, Alex Wesker has won 74k of her 114k games, while Annette has ran 400k experiments, but only won 242k. Yes, there is a huge difference in the amount of total games, but the rate of winning with alex wesker is superior. I wonder how, because annette's passive reduces the cost of cards so that you can spam them. I guess you played only a handful of games against newbie survivors who only buy ammo and herbs.

    You speak as if you're so good, but i find it extremely hard to believe you.

  • @indieeden7 said:

    As much as I like resistance I think it could be a bit more balanced ,if I remember correctly, the weakest mastermind actually has a 65% win rate whereas the highest survivor win rate is something like 29%. Obviously these stats could change with time but tactics such as continuously just spawning zombies in one room before the survivors have even managed to reach it tips the balance so much that the survivors practically don't have a chance.

    Where did you get the data. RENet is absolutely lying. 150K Participants worlwide? Have you ever seen the bots profiles on that website? They can play oswell spencer and daniel fabron, without even touching annette. Have you even played yourself. I can say if i have played about 10 mastermind games and 20 survivor games, out of about 15 of the survivor games i've won, and mastermind games only about 5. Of course, i'm still low leveled, but if you can abuse January's unstoppable hacks, Becca's unlimited ammo even on a rocket launcher or minigun, Martin's flash baton, and Samuel's insane healing at higher levels, you'll understand. But then again, we have alex wesker and her full poison build which is hard to deal with. Or daniel fabron's unstunnable zombie control, his doubled grab damage, vampire effect, etc. There's still so much to go through that a 65% wr like that is BS.

  • @DocFabron said:

    Mastermind is INCREDIBLY weak. Any optimal team literally just runs past your zombies and pretends they aren't even there. I was gonna play both equally until i realized Mastermind is a bigger clown than the weakest DBD killers. 100% gonna be a survivor main all the way in that game.

    We cant know yet. In the beta mastermind won 99% of the time. That was probably because the deck was maximized and loaded etc. now we have terrible default decks with spencer and anette. I remember a game with alex wesker as the mastermind, i got rolled by her poisoning, and she was around level 15 too. Its too ######### early to say much with real value.

  • Nevermind most of us got shortchanged. We survive till march 27th in this covid 19 times, but they can't even handle the beta servers for pc and ps4? No updates either despite saying 'we'll keep you updated'?

    Jokes aside. I hope they're fixing the servers. This is what a beta is for anyways.

  • I think you need to calm down. We still have a year to go. I don't know about you, but that's so much time. They surely will do something. Feedback counts, so keep giving them feedback.

    Also big question here: why can't a headshot instadown the survivor because back in my day a headshot was a instakill.

  • @TheRockstarKnight said:

    I never preorder anything; but I am waiting eagerly for REmake 3 to come out.

    Mostly because I loved REmake 2, but also because the multiplayer seems like it'll be fun.

    it seems really fun compared to the existing asymmetricals

    not only is there no bastard limitations on mastermind but the subjects also keep the remake gameplay which naturally makes subjects fun to play as

    .

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095445#Comment_1095445

    Nope just recently p3 lvl 50d him with all perks. I didnt start this game till shortly after ash came to the game so which rework we talking about here? I started playing him alot more last month tho but played him off and on as my bp farmer. Obligatory yes in red ranks statement here.

    I do like his most recent changes to vault speed and frenzy speed tho. Just wish normal m1s didnt take away half his power without reason like a status effect of some kind.

    2.7.0 is the patch of legion's devastation. Since you didn't main legion before the rework, I can't give you my utmost respect. Legion before used to be free, now he's a power-limited, survivor-adjusted, and degenerated killer compared to what he was before. The best part of the old legion was: Legion could activate power at 10%, and didn't get stunned for missing once. https://forum.deadbydaylight.com/en/discussion/61785/patch-notes-2-7-0-mid-chapter#latest

    ash was released in april 2019 and 2.7.0 was released in may 2019.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095422#Comment_1095422

    Then you shall respect me as I main myers and legion *muahaha evil laugh!

    I personally respect Legion, huntress, console nurses, clowns, oh and demo bois.

    https://forum.deadbydaylight.com/en/discussion/comment/1095428#Comment_1095428

    This here too.

    Well it really depends. Mind me asking, Dıd you main legion before the rework?

  • before freddy krueger

    now nurse but it is obligatory to add legion since the "rework"

  • @killde said:

    I see all this talk about how killers are mistreated and considering they have a financial reason to support the group that is 4 times the number and thus the potential money that is survivors I start feeling like it

    I get looped hard and sometimes it's ridiculous, in big maps it's impossible for me to catch up to the survivors if they're good. Do you high rank killers feel this way? Will it get better as I rank up or even worse? Because good survivors make me regret starting a match.

    in this community, you play the 2 sides and you take one side. just take the survivor side so you don't have to feel bad about buying this game. plus if youre paying full money for a game, might as well play everything with it. also don't pay for any dlc killers unless they're licensed. the killers are subject to heavy "tweaks" that usually negatively affects the killer. save up your iridescent shards so you'll get more playtime out of the game.

  • go back in time go back to the first day legion was released and never "balance" or "rework" or "slightly tweak" or call him "overperforming" or that he has no "counterplay" and he is "so boring to play against" or "delete" him or "adjust" him to be easier for new players or call him "fundamentally broken" because "he effectively can effectively vault pallets and windows effectively very fast which effectively makes playing against him effectively so boring and because effectively he has no counterplay"

    this way we can #fixlegion

  • @Reinami said:

    Quick background on me feel free to skip if you don't care, but some people might. 

    I'm a killer main that consistently gets to red ranks and usually bounce in and out of rank 1/rank 2. As a survivor, i generally hover around the purple ranks. I'm not quite as good at survivor but i do generally play it. I almost exclusively play survivor solo, although sometimes i play with some friends who aren't too good to mess around and have fun together. I have been playing DBD since about 2018 for most of the year, then i took a break for most of 2019 and came back near the later part of the year, and am back now. I have around 300 hours of playtime. I created this account on the forums specifically to post this.

    The Ruin nerf is coming, whether we like it or not. Killer mains everywhere are complaining how fast gens are and how this will "ruin" the game. At high ranks, and especially against SWF i agree with them. However, i recognize what the devs are trying to do. As a survivor, ruin is hell. It is really hard to play against when you aren't that good at the game. I generally have a hard time against it, and most of my survivor games are basically a race to the ruin. If we can find the ruin before the first couple of hooks, we tend to have a good time, if not we lose. It is too binary. On top of that, it makes the game really hard to balance. Ruin is pretty balanced at high ranks, but at low ranks it is extremely overpowered. This creates some problems in balancing that are nearly impossible to deal with for the devs without getting rid of ruin.

    Because of these things, i AGREE that ruin, in it's current state, NEEDS TO GO.

    With it gone though, we now have a problem with gen speeds going by too quickly at high ranks, and probably still a bit too quick in lower ranks. However, the solution should not just be to increase gen times passively. Holding down mouse 1 for longer periods of time isn't going to help. It will just make the game more boring and not promote chases and killer/survivor interaction, which is the part of the game that is fun.

    Additionally, one of the other major balancing problems is the RNG aspect of the game, especially as it relates to Hex totems. In games with current ruin, i can have games where the survivors find the hex less than 30 seconds after the game has begun. And others where they never find it. The difference is extremely obvious and makes the totems either too weak, or too powerful.

    Without further ado, there are 2 major changes that should be made to the game to solve the RNG aspect, and deal with gen speed, without making the game more boring.

    The Major Changes:

    1. Show survivors and killers the remaining number of dull totems on the map as an indicator on the HUD.
    2. For each dull totem remaining on the map, slow gen progression by 5%. (Could be tweaked)
    3. Increase the cleansing time of dull totems from 14 to 15 seconds (I like "even" numbers)
    4. Remove Hex totems from the game. All Hex perks now use dull totems to gauge how powerful they are, when all totems are removed, the Hex perk is also removed.

    Hex Perk Changes:

    1. Devour Hope: Every time a survivor is rescued from a hook at least 24 meters away, devour hope receives a token.
      1. At 2 tokens gain 3/4/5% haste status effect 10 seconds after hooking a survivor, for a duration of 10 seconds
      2. At 3 tokens, survivors suffer from the exposed status effect
      3. At 3 tokens, grants the ability to kill survivors by your own hand. The number of tokens required for this is increased by 1 every time a dull totem is removed. If this effect is active and a dull totem is removed, making it so you no longer meet the token requirement, remove the effect until the requirement is met again.
    2. Haunted Ground: Once all dull totems are completed, all survivors become exposed for 40/50/60 seconds and have their locations revealed for 3 seconds.
    3. Huntress Lullaby: Survivors receive a 2/4/6% regression penalty when missing any skill check
      1. Time between the skill check warning sound and the skill check becomes shorter for each dull totem remaining.
      2. When 5 dull totems are up, there is no skill check warning.
    4. No One Escapes Death: Maintains current functionality, survivors are immediately notified once the gens are done that NOED is in effect. Also makes the totem glow/behave like current hex perks.
    5. Ruin: Gens automatically regress when not worked on. Regression speed is increased by 40% for each remaining dull totem.
    6. The Third Seal: 
      1. While there is at least 1 dull totem remaining, survivors hit are affected by Hemorrhage.
      2. While there is at least 3 dull totems remaining, survivors hit are affected by Blindness.
      3. While there is at least 5 dull totems remaining, survivors hit are affected by Broken.
      4. This works for the last 2/3/4 survivors hit.
    7. Thrill of the Hunt:
      1. For every dull totem remaining on the map, gain 10% more bloodpoints in the hunter category
      2. Cleansing speed is reduced by 4/5/6% for each remaining dull totem on the map
      3. When a dull totem is completed, reveal that survivors location and aura are revealed for 3 seconds
      4. Increases the number of dull totems that spawn on the map by 1

    These changes would do several things. It would naturally slow down gen progression through the dull totems being up. Survivors can look for these to increase gen speed, or ignore them and leave it at 100 seconds per gen. This gives the killer enough time to patrol gens faster if the survivors don't remove the totems, making it riskier to gen rush. If the survivors to opt to do the totems, it will make the gens go faster.

    This also makes hex perks more consistent. With all dull totems up they become extremely powerful. When a few are done they generally maintain current power level, and when they are all done they are removed. This means that hex perks tend to start out really strong, but get worse, as the game goes on. They are also now tied to dull totems, making it so that they are directly tied to the game objective.

    This means that they will be less likely to be "accidentally found", more likely to stick around longer, but also be tied directly to the game objective so they don't slow the game down further (unless the perk specifically does that). This also will buff several of the hex totems that  aren't very good, like TOTH, Third Seal, and Lullaby. 

    Let me know what you think! Thanks for reading.

    The ruin part is not extremely hard to deal with. Like you said, the newer ranks are extremely difficult at beating against ruin, while in higher ranks it is balanced, perhaps requires even more buffs to totem spawns.

    But that just seems like a skill issue, not a balance issue.

    Remember, they reworked ruin because it is hard to deal with for newer players. So, it is impossible for the devs to rework hex perks and totems to work the way you listed.

  • I like your idea with changing the killers to have more mobility and chase power, rather than smaller maps. This man gave good justification where he messaged it. Instead of band-aid fixes with perks, fundamentally change the killer's to fit the idea of larger maps, which would in turn pay off with more fun for the player. That makes sense to me.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008740#Comment_1008740

    Considering 90% of the threads are killers complaining about the ruin nerf, can you really blame me? I need a TL;DR for that wall of text.

    Balancing around new players makes more money. The hardcore vets are a very small percentage of the player base. That's the reason for these changes.

    Author's writing is not illegible or improper for most. Thus it's not a wall of text, and it is a maximum 5 minute read.

    You provide no substance for your text. He said this will affect long term. What you say is new players make more money. When i read that carefully, i understand you did not read what you typed, nor what he typed.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007338#Comment_1007338

    I think your idea would be great for an alternate mode with 8 gens needed and 5 hooks to kill a survivor. Right now the game is fast paced though.

    Yes, that is good thinking. An alternate mode for newcomers, perhaps. But this alternate mode is made for everybody. When game has 40k active players, devs could afford splitting the population in half.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007306#Comment_1007306

    Chases will have to be longer to compensate for longer gen times. Therefore maps will need more god loops. Therefore gen times do not determine match time.

    The maps already have enough god loops that shouldn't be there. I think you did not understand what i meant. My idea is to increase the amount of fun that can be gained in one match, for both gamers. Survivor gets to be chased more and therefore more interaction with teammates and killer; killer chases the survivor and uses power more. Survivor has 5 hooks instead of 3, because of the longer match time.

    If you look at it like survivor can not win because longer gen times, yet they have more hooks, and more interaction between teammates and killer, you will never be content. The main idea will not affect the veteran players. Of course, this doesn't matter because matchmaking is not working as it should.

    Game will depend on skill once loops are perfect and balanced. Therefore chase time depends on the player.

  • Champ, generator speed are the problem along with essentially everything else you said. Your average killer is going to want to play more than 5 minutes. Too many killers need time to play the match out.

    Maps designed for degenerates. Survivor utilizes it better than a degenerate. Survivor is almost impossible to hit. Killer goes for another survivor but four survivors. Therefore, this is pressuring with a killer not spirit, hillbilly.

    Trapper wants to set up traps, not chase degenerates around until he has. Legion wants to hit as many times as he can, not run around with ". Wraith wants to scare, clown wants to outsmart, huntress wants to snipe, and more.

    As far as i've experienced and seen, working on a generator or totem %70 of the time is not interactive with the killer. BHVR reworks killers to be more AI difficulty (limited powers) and allow the survivor to interact and get chased without dying. But this is their perspective. They are the same " designing the maps.

    SUMMARY: Increase match time in general. Allow more time to chase and get chased. Casuals and tryhards are content.

    CHANGE IDEAS: Remove unnecessary killer limitations to fit the idea of longer matches. Remove memento mori; it is only for last hook, and innate decorative ability. Remove keys but hatch not my concern for now. Increase hook sequences: Three to 5; Increase generators or add a time limit: Seven generators or 10 minute limit.

1 2 3 4 ›