Avatar

Orion

Orion

About

Username
Orion
Joined
Visits
124
Last Active

Comments

  • @sulaiman said:

    What is the the killers role supposed to be then?

    Party clown, point piñata, abuse dump... Take your pick.

  • Pretty much. I also don't pay attention to survivors who chase me around wielding a flashlight (typically streamers). Why should I? I already know they're not working on generators and I know exactly where they are. It's like a 3v1.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325732#Comment_1325732

    I don't understand what you mean, or I didn't word it correctly.

    Making normal skill-checks to show up even when leaving the generator would solve the issue of phantom skill-checks that the OP is lamenting, without any exploit that could simply cancel skill-checks altogether.

    In exchange, overcharge should be buffed to instantly explode the generator if the survivor leaves it at any point before completing the special skill-check. The survivor would have to stay in the generator instead of a quick tap.

    Overcharge's skill check can be completed without actually being on the generator because it "travels" with you. That's the main reason why you don't see it that often, because it works the way you're saying regular skill checks should work.

    IMO, as annoying as this is, I like to think of it as something to add tension to the game and make skill checks more than a "tap space bar" interaction.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325747#Comment_1325747

    With you on the second chance perks, although I understand why you don't want to be left in a vulnerable position.

    I don't bring in items either. I like to pretend I'm Solid Snake or Naked Snake - stealth and whatever I can find only. Plus my SWF teammate and the randoms.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325729#Comment_1325729

    Different playstyles I guess. I rarely ask for heals and only get healed if I find a med kit or if another survivor wants to heal me.

    I ask for heals whenever possible. If a survivor won't do it and wants to finish a gen first, I go elsewhere. I don't use second-chance perks like Adrenaline, so I'm more vulnerable if the killer comes around.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325695#Comment_1325695

    Maybe make normal skill-checks work like overcharge i.e. runaway skill-checks and buff overcharge to insta explode the generator when it's only tapped.

    That's the main reason why Overcharge isn't used, though.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325722#Comment_1325722

    Unless the gate is right beside us, that would be a very poor move from the killer which I wouldn't have planned for.

    That's why I'd demand healing first or go heal myself elsewhere. I think ahead.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325711#Comment_1325711

    Help me finish the gen, then I'll be happy to heal you.

    When the killer gets a big "We're here!" sign and you're basically safe because I'm the easier target. How very altruistic of you.

  • Yes, in the same way killers should get a guaranteed pip if they get 4 kills.

  • @Cheers said:

    When that one survivor decides they really need healing even though there's 20 seconds left on the gen and it'd be faster to help me.

    What if they don't have Adrenaline, though?

  • Again, I can't play with a boner. Stop suggesting shirtless characters.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325517#Comment_1325517

    Good luck dodging latency powered hatchets that hit you from metres away. You can’t dodge something that isn’t actually where it appears to be on your screen.

    Latency is a different issue that needs to be taken care of separately. It has no bearing on balance any more than a bug or exploit would.

  • @Jasonisanicefella said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325679#Comment_1325679

    That's a good tactic, unfortunately sometimes you need to let go as the killer is approaching and the phantom skill check is simply unfair.

    @Almo @Peanits @not_Queen folks can any of you do something about this?

    It is very unfair that a gen explodes when you have already released M1, there is literally nothing you can do about it.

    In F13 when you release the button the skill check stops completely

    That would allow you to avoid skill checks altogether, rendering all skill check-related perks useless.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325606#Comment_1325606

    For the 0,1% of times this happens, yeah, this could be bad.

    And what's your advice for those cases?

  • @PigMainClaudette said:

    There are 3 types of Pig players:

    - Those who trap-tunnel. Thanks for boosting the stats so we can't get the buffs we need and ruining our reputations, you idiots.

    - Memers. BoOp Da SnOoT! Seriously, you're the most torture-based killer in the game and you don't act in it.

    - True Jigsaw Disciples. If you have versed a good Pig, then you know. Once that first trap is placed, it's all downhill from there. One by one you will all cycle hooks until you're all dead. Frantically rushing to remove the trap or debating if you should complete the generator to give others time. Live or die, make your choice.

    What if you're a Pig who runs every insta-down perk ever (MYC, NOED, HG, Rancor) to put the fear of the Entity into the survivors?

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325418#Comment_1325418

    Ok, how about full slugging then? Or the rampant instant-downs? Why should someone be rewarded with a double-pip for doing only half the work? Why should campers be rewarded with a double-pip because nobody in the whole solo game was running Kindred or comms?

    There are easy ways around this supposed "skill" factor and THAT is my issue with this idea. I also gave my solution, which is playing the game, not the end screen.

    Good survivors know how to work around slugging and insta-downs. There are perks for the former and strategies for the latter.

    Killing survivors is the end-goal. Everything else - chases, damaging generators, using your power - is all for one singular purpose: to kill. That's why they're called "killers" and not "chasers" or "generator demolition men/women".

    There is no way around skill. Either you have it or you don't. A mediocre killer with every single insta-down in the game will never be able to crush top-tier survivors the same way they would complete noobs.

    Your solution is literally the same as "play worse". If a killer can end a chase in 30 seconds because the survivor is new, why should they be punished for it?

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325407#Comment_1325407

    Ok, so here's how it relates to the point: killing quickly should not be incentivised, and there are too many ways around having a good, long game as a killer.

    Also, the Ebony Mori is already a huge issue and THIS idea will only make it worse, as they'll now be the optimal way to rank up.

    You can't kill quickly if the survivors are as good as you are. That's the whole point.

    Ebony Mori is fine and is rarely used. However, if it were to become an issue with this change, I'm sure the devs would address it.

  • @PigMainClaudette said:

    There are a multitude of ways that you can just slaughter a team before anything gets done. It also prioritises what I believe to be the most important part of the killer's game: SUFFERING. Your job is literally to make the survivors suffer and go through hell. Killing them should be a reward, not a right.

    As it stands, the emblem system rewards you for playing ALL FACETS of the game in question, which is why survivors can rank up very easily. Killers, yes, have to juggle a little bit more, but the survivors are punished by the gen-rush too, even to the point where I have de-ranked within a 4-Man escape. I tend to do well with the current ranking system because it both aligns with my personal playstyle AND I understand what it wants from me.

    Use less instant-downs, occasionally slug when there's 3-4 survivors still alive tactically, don't let them die easily, ensure regression of generators even if it means NOT taking a chase.

    Start playing the GAME rather than the "main objective" and you might start getting more consistent Ruthless/Merciless. And that goes for all killers who read this!

    You're missing the point. If you completely destroy the survivors as a killer, that means either your rank is too low, or your opponents' was too high. Therefore, you should rank up and the survivors should rank down, so you can both get closer to facing opponents of equal skill.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325233#Comment_1325233

    Yeah, it's like a 45 second Spine Chill only if the killer is around.

    Increasing interaction speeds should be fine, but not anything that has to do with movement, given the game's delicate balance. Your idea is also very prone to abuse by simply triggering Premonition on purpose.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325250#Comment_1325250

    I am rather awarded for playing good instead of being awarded for having bad players as my opponents. But this is probably the common understanding of gaming - just have it as easy as possible to get maximum rewards.

    I think if someone wins by a landslide, it is fine to not rank up that much. For both sides. Because they clearly did not face opponents which are good enough to justify a big reward.

    So you'd have them stay at their current rank longer, where they'll keep facing opponents who're well below their skill level? Interesting design philosophy.

  • @yourfavcampingbubba said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325260#Comment_1325260

    There isn't any proof about that but k.

    Mine has way more credibility, just post a inner strenght nerf thread and you will see the lot of people with inner strenght will be there.

    Just like there isn't any proof for your statements. You don't know what people play, so stop pretending you do. Either address the arguments or don't.

  • @yourfavcampingbubba said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325247#Comment_1325247

    Do you really think he's going to do that?

    Then I use nurse avatar to support nurse's during this pandemic.

    That makes NO SENSE.

    Do you think a nurse will be playing this game rn?

    Do you think that a burned victim would believe that they would pay tribute to a pedophile murderer who was burned?

    I have as much evidence for my statement as you do for yours. I use a Nurse profile picture, but I'm a survivor main who hasn't touched Nurse in a year or so.

  • @Aven_Fallen said:

    Expecting Rewards when winning against Potatoes? Nah.

    Yes, so he can rank up faster and get to the rank he actually belongs to and face the opponents he should be facing.

  • @yourfavcampingbubba said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324683#Comment_1324683

    What can we expect from someone that has a freddy avatar (pretty much biased)

    It's been a while since I saw someone accuse someone else of being biased by mentioning their profile picture. How do you know he's not simply showing support for burn victims?

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324678#Comment_1324678

    Do you think it's better as it is now. or should the killers have had a smaller hitbox?

    Looping hasn't changed, just the map design philosophy to work around it. Hitboxes are finnicky, you can't just give killers a small hitbox and be done with it, their models are enormous.

    What I would do is simply have killers reach their top speed at the same time that survivors do. Killers and survivors accelerate at the same rate, but because killers have a higher top speed, they take longer to reach it. This is why survivors can turn on a dime without losing much speed, whereas killers are noticeably slowed down. That should result in some interesting changes regarding loops.

  • Programming isn't as simple as you seem to believe. Even putting that aside, you can't do weekly balance changes because one week isn't enough to see how the game changes (if at all) due to the changes you made last week.

    Have you considered the fact that people complaining about something doesn't mean it's actually broken? People have been complaining about NOED since the game was launched and it's been nerfed twice since then. Even still, the complaints continue.

    PS: They used to update quite regularly. Back then, people were complaining about having too many updates.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325003#Comment_1325003

    We have matchmaking queues for that kinda stuff.

    If that's your idea of engaging gameplay then cookie clicker is a game you will love

    I disagree that it shouldn't be in the game. Obviously it's not engaging or interactive in the slightest, but players are gonna have to learn to suck it up when they get outplayed.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324678#Comment_1324678

    Or the old face camping needed a better and more explicit name, like unhook blocking. People still call it face camping if the killer is in the survivor's face or really close because it's a fitting name. It makes it much harder to save that survivor, especially with certain killers, add ons and perks. It's just an easy, quick way to distinguish between a killer who camps but stands back several feet or patrols the immediate area around the hook and a killer that gets in your face.

    I'm not really sure what calling multiple things face camping did to delay a fix. You're telling me the devs were unaware the prompt didn't show simply because some people used the word more liberally? I find that hard to believe.

    Also most words have quite a few definitions and they evolve over time.

    Also, also, that was like 3 years ago so who are you calling kids?? Lol

    "New" face camping already had a term: hard camping. There was a distinction. Sure, we could change the name "retroactively", but it's much easier to go with what we had than to completely change the vocabulary.

    It's like spamming M1 while on the hook: it means that the killer is camping, so you shouldn't save. Sure, maybe it sounds a little backwards, but we understood each other. However, with the influx of newbies who use it the wrong way, we now have what could be a very useful action that effectively means nothing, because you have no idea what the player means.

    Using "face camping" to mean hard camping delayed a fix because people were reporting "face camping" as a bug without further explanation (or with insults, in typical salty gamer fashion). What does face camping mean nowadays? That the killer is close to the hook, which isn't a bug by any stretch of the imagination. Are the devs supposed to read the player's minds and know who's using the term correctly and who isn't?

    It's an expression.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325149#Comment_1325149

    But unless they’re the obsession, it’s not always easy to tell if somebody is being chased. Also with Spine Chill, it’s the fact it completely counters stealth killers. Ghostface and Wraith etc will never be able to gen grab you because you’ll know exactly when they’re heading towards you. Unless they moonwalk, which very few killers do.

    I suppose it’s each to their own. I just personally don’t think Premonition has anything useful going for it. Which is why so many lobbies are now full of players using Spine Chill. It’s the fact it has no cool down that makes it so viable as you constantly know if the killer is still coming after you during a chase. As you can sometimes still hear the terror radius but you don’t realise they’ve actually gone off into a different direction.

    Also to add, all the terror radius does is let you know the killer is in your area. That means nothing. Whereas Spine Chill will also let you know if the killer is looking at you and if it stays continuously lit up, it’s obvious they’re coming at you. It’s honestly just a God tier perk. I hate not using it now.

    It depends on the perks you're using. My build lets me know where the killer is most of the time.

    As Spine Chill becomes more prevalent, you'll see an increase in moonwalking.

    To each their own, yes. I don't use either perk, just for the record, but they have different uses for different playstyles.

  • @hagling said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325117#Comment_1325117

    you may not mind being camped and tunneled, but can I ask if that's how you'd like the round to go? because I can speak for myself and I think a lot of other people in saying I'd definitely rather play the round than sit on a hook / lay on the ground / die in 2 minutes 'cause I didn't bring the meta. I don't really mind a bad one-off round either, I'm happy to be the martyr so my allies can finish the rest of the gens and escape; at least in death I was useful to them. but it's not how I'd like the round to go by any means.

    I'd like a challenge that tests my skill, not to feel totally helpless. that goes for when I play killer too.

    I don't think it's a stretch to say most people want something similar, do you?

    Like I said, my enjoyment hinges on the other survivors having half a brain between them and taking advantage of the killer camping and/or tunneling. If they do, I thoroughly enjoy it. If they don't, I don't. It's that simple.

    I also like a challenge that tests my skills. Sometimes my skills come up short and I lose. That's how you know it's a real challenge and not simply the illusion of a challenge.

    EDIT: I do think it's a stretch to say most people want something similar. IMO, they want the illusion of a challenge. They want to feel like they're in danger without actually being in danger. You see this everywhere, with constant demand for nerfs for whatever made them lose last time they played the game. Some are justified (DS stun needs to be shorter and more conditional, BT should have a different effect to prevent hook farming, stuff like that), but the vast majority are not (NOED nerf, killing all the survivors if they don't repair a generator every X minutes, and so on).

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325139#Comment_1325139

    But you could be looking at them whilst they’re walking away from you. When Premonition lights up, all it tells you is the direction the killer is in. Not whether you should think about leaving or not. Spine Chill let’s you know for certain that they’re heading straight towards your direction.

    If the killer isn't actively chasing someone and they're approaching you it's a pretty safe bet they're coming for you. Spine Chill is useless in that regard because, as mentioned, it can easily be countered and doesn't provide any useful information other than "Killer is nearby". Terror Radius does that too.

  • Personally, I find it more useful to know where the killer is coming from so I can leave in the other direction (assuming there are tall LOS blockers around me) than to know if the killer is looking in my general direction (which could just be the result of a chase and is easily avoidable) while also triggering more skill checks (thereby making it more dangerous to leave a generator).

  • I agree. That's why the Entity Blocker was added, to prevent bad players from just vaulting 100% safe windows endlessly.

  • @hagling said:

    https://forum.deadbydaylight.com/en/discussion/comment/1325062#Comment_1325062

    there's the perception on both sides that there are too many 'rules' to follow to make the other team happy, but it all comes down to just treating people how you'd like to be treated. imo that's why it's so important to play killer and survivor so you know how it feels to be teabagged at exit gates or second-chanced to hell or tunneled off hook or facecamped or any of the very unfun things either side can do to the other that really aren't warranted. but if people are discussing how unfair just playing as claudette is? I can't get behind that.

    as for cosmetics, I personally love wearing obnoxiously bright outfits with jumpy colors and zebra pants (can you tell I play nea?), but I know by doing so I'm forfeiting stealth. since I'm competent enough at looping I can get away with it, but if I felt like I couldn't run a killer around I'd definitely opt for a more stealthy playstyle and throw on some darker clothes. neither option is better than the other, it's a choice every survivor gets to make. similar to how killers can don a hallowed blight costume if they wanna glow like a beacon or throw on something much less conspicuous to retain the element of surprise; it's a deliberate choice that affects how you play the game based on what works for you, and it should remain a choice.

    Here's the problem with that idea: I don't mind being camped and/or tunneled as a survivor, as long as my teammates are competent and know to work on those gens. If they're not, I don't blame the killer for taking advantage of their incompetence, I blame the survivors for not grasping that if the killer is somewhere, you ought to be somewhere else (preferably working on gens).

    "Treating people how you'd like to be treated" only works if everyone would like to be treated in the same way, which is not the case.

  • Never trust a Meg, she will lead the killer to you if she ######### up by being too cocky.

    Claudette doesn't do anything useful. If the killer is camping, she'll stay crouched somewhere around the hook. If the killer isn't camping, she'll stay crouched somewhere else.

    Dwight is either a god or a noob. There is no middle ground.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324924#Comment_1324924

    20 seconds then

    Waiting multiple minutes for someone to die to EGC is just uninteractive gameplay that really shouldn't be in the game

    Would solve a lot of sandbagging and grieving moments too.

    I disagree. It's a great time to go make yourself a sandwich, get a drink (preferably non-alcoholic), take a bathroom break, stretch your legs, etc.. You don't have to sit at your computer and do nothing. Take a short break.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324986#Comment_1324986

    I don't actually mind the discussion when it is in threads about camping or tunneling but I don't see any reason to bring it up here. Thread was about Claudette and why people hate her. And I don't see why I am not allowed to hate her blending in the maps just because camping and tunneling is a thing.

    My point was more that anyone who defends camping (or any killer strategy, in fact) is accused of being a "killer main", even if nothing could be further from the truth. You're right, however. This isn't about that.

    I think the issue is less about Claudette and more the overall theme that some cosmetics provide tangible in-game benefits. That's not supposed to happen.

  • Disconnecting isn't dodging.

    If you can't accept losing to some strategies, you could try countering them instead. I don't play optimally and I still pip more often than not, even when I die.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324973#Comment_1324973

    And survivor mains are so quick always bringing up killers defending camping and tunneling in every thread.

    I'm a survivor main (rank 6 survivor, rank 10-ish killer, haven't touched killer in quite a while) who defends camping and tunneling and I still get accused of being a killer main. It's quite interesting.

    EDIT: Fixed the survivor rank, I think I'm actually rank 6 and not 5.

  • @Dr_Loomis said:

    How about this: None.

    I dislike watching 'YouTubers' play DBD or any game for that matter.

    I have never got my head around the attraction of watching some annoying berk play a game, whilst squealing, making silly baby voices, with interspersed animated meme gifs popping up on the screen.

    It could be argued that players learn tactics from these individuals, but I think I would slip in to a coma if I had to sit through a 3 hour live stream whilst a seasoned Pop vinyl collector shouts, screams and says "Y'all!" every 5 minutes.

    They get right up my ruddy nose.

    I agree, but let people enjoy things.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324900#Comment_1324900

    That's why the 10 second delay

    I don't think anybody reasonable will complain about bodyblocking to get stalk or to chainsaw somebody.

    Bodyblocking to let someone die to the egc in 4 minutes is just bad gameplay

    10 seconds should be more then enough to do what you want to do with your bodyblocked victim

    You can't bodyblock while stalking, FYI.

    Maybe what you want is to get them killed via the EGC. If nobody's hooked or in the dying state, it only takes 2 minutes, not 4. It's annoying, but it's also a consequence of screwing up.

    10 seconds isn't even enough to wait out BT.

  • @Sonzaishinai said:

    They should make that if you push against a character for 10 seconds collision gets lost for a couple of seconds

    Will prevent things like this and will never come up in actual gameplay

    This is intended, though. Bodyblocking can be used as a strategy.

  • @Dead_by_Gadfly said:

    Supernatural would be cool, who do you think for killer? Yellow eyed demon?

    You think his friends just called him "Yellow-Eyes"? He had a name.

  • Not at all. I can play perkless survivor and it basically changes nothing. Killer, on the other hand...

  • @Gomolazoli said:

    No it’s not. The god-tier killer leaves him and pressures the potatoes on gens. Than when he gets outpositioned later with no pallets, he get chainsawed and one hooked in the end.

    Didn't read the OP, did you?

  • @PumpkinKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323652#Comment_1323652

    He took the game hostage. Sorry it is a little confusing. I assume you know which room I speak of in the building, hole in the ceiling with a locker in it and the only way out of that room is a single doorway. I ran upstairs and they were working on that gen so I left via hole in ground to go find another Gen and was trapped in that room for a bit before they finished it. When another survivor jumped down and was trapped with me. One of the others ran and got a door opened and he blocked that room the entire time. I can some what barely understand them doing this during egc but if they are going to body block and take people hostage then why play? Again this is a rare circumstance but one that is very frustrating when done.

    He didn't, though. The game could still end since other survivors were free to repair generators. In fact, it did end that way. It's a dick move, but not holding the game hostage in the least.

  • I would burn that corn to the ground.

1 … 136 137 138 139 140 … 343