Orion
Orion
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- Orion
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Better question: if every killer has NOED, why aren't you breaking the totems?
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1264416#Comment_1264416
I never heard if candyman before. But his name sounds silly and when I saw the picture I was like "this is supposed to be a killer? Looks like a normal guy to me"
Dude has a hook for a hand. Go watch the first movie and tell me that the first time he speaks Helen's name doesn't give you chills.
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1268031#Comment_1268031
Funny. SWF gives Survivors too much info at once, yet I get called out for calling it 'Sweat With Friends' :P
It's almost like only Survivors are allowed to have everything, while Killer's are supposed to have an uphill battle until the Survivors say otherwise.
'Imagine Survivors had a multi-tool'
Umm..Voice chat. You have literally described Sweat With Friends.
I dunno, I rarely sweat. In fact, it becomes very, very easy even with just one other person on my team. Last time I managed to pick him up and we went out the gate against a killer with NOED. I was hesitant, but he was adamant the killer hadn't found him and was, in fact, nowhere around him, so I went in for the rescue. I wouldn't have done that if we hadn't been on voice chat.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1267965#Comment_1267965
Except people can literally disarm trapper’s trap, so, no, it’s not the same. Straw man.
Which is how he can get their location. At least the Doctor has to be in the survivors' general area to get their location. Therefore, the Trapper is actually more broken than the Doctor because disabling his traps still benefits him somewhat.
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Helping toxic people get themselves banned is hilarious. You're doing the Entity's work.
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@SmarulKusia said:
please do change him, his power does too much of a killer’s job at once.
his power can find people for him, it can make vaults/pallets redundant and stagger people by having them snap out before they can do anything like healing themselves. That’s like three perks in one but in a power.
The Trapper's power can find people for him, injure them, hold them in place for him to come get them, protect hex totems, make vaults and pallets useless, and makes players have to free themselves before they can do anything else (if they can get free at all before he comes to collect them).
By your logic, Trapper OP, pls nerf.
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Screenshots of pages/websites that can be edited by anyone are not reliable. The pages/websites themselves, on the other hand, assuming they're monitored for vandalism and provide sources (like, say, Wikipedia), are.
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NVM, I wasn't here for her nerf. That explains a lot about the Nurse players I faced recently. I thought she was just bugged.
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@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/comment/1257962#Comment_1257962
Nurse is trash and unplayable without both of her anti cooldown add-ons. Devs did a terribly ######### jop “reworking” her add-ons. But they’d be fine to fork around with if she wouldn’t be so garbage with the cooldown on top of the cooldown they gave her. Littearly they need to trash the fatigue or the cooldowns...They can’t have both.
About seeing where you blink it really has no reason not to be base kit. Especially according to what I just said above.
Don't make me pick up Nurse again to show you what a real Nurse can do, son.EDIT: NVM, I wasn't here for her nerf. That explains a lot about the Nurse players I faced recently. I thought she was just bugged.
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Candyman. I'll say it as many times as I need to: Candyman, Candyman, Candyman, Candyman, Candyman.
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@oxygen said:
The DCs might have made the hook-rushing survivor sorta just.. give up? Even if they're in a salvageable situation they might just think "screw it" wanting to move on no matter what happens. At least DCers are timed out if they keep doing it. And for disconnectors in general.. sometimes there's really no reason besides a good old irrational ragequit.
And it might have been changed while you were gone, but BBQ's aura range doesn't scale with level anymore. Now the max amount of stacks scale instead, 2/3/4 at each level. So you have the same aura range/radius at all levels.
I'd never actually used BBQ until now (yes, I'm one of those people). I just kinda assumed the dead zone would get smaller with the level.
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People who are rude for no reason and/or hyper-competitive (see every interaction as a win/lose situation, and they need some sort of confirmation that they won, or else it means they lost) are usually deeply insecure. However, they don't realize the root cause of their problems, so they just lash out at everyone else.
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@Ghostwithaface said:
Survivor actions sometimes confuse me. Like i been playing alot of red rank survivor and many actions confuse the heck out of me. This story, just makes me go, what? Why would you throw the game, when the odds are so massively in your favor. It seems like a dumb reason to rage quit. Than again, i seen three survivors all kill themselves on first hook before, more than once. So, i really should not be surprise people will rage quit for the most interesting of reasons.
Thing is, killing yourself/DCing on the first hook is different when your team is not only winning, but completely crushing the killer, which they were. It's like a football team going 10-0 and giving up because the other team scored a goal.
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@whammigobambam said:
I see a killer ignore a near finished gen to chase a guy all the time. Maybe gamers just want to do their thing and winning or losing is subjective.
You think repairing three generators by the time the killer hooks one person for the first time doesn't mean the survivors are winning? I don't know of a single person who'd say that.
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@zkelvln said:
https://forum.deadbydaylight.com/en/discussion/comment/1267335#Comment_1267335
Id say its mostly new killers that are considered toxic because they prioritize killing over generators (leading to facecamp/tunneling because they think thats how this game works) while versing also new survivors who have no idea what to do in these situations. When both parties are experienced the toxicity is more survivor sided because they understand how survivor sided this game can be so they exploit good maps, loops, killer’s weaknesses, gen rushing, etc.. while killers have no time to be toxic because they know experienced survivors will just genrush if they tunneling/camping and bring DS, unbreakable, BT. This is where the number of killers decrease (Aka 10min survivor queues) as they realize they cant use the same tactics in high ranks or else they wont rank. It takes a whole lot more skills to become a good killer than a survivor and this is where they get turned off.
So why are survivor queues much, much longer than killer queues? Because it sure as ######### ain't due to a lack of survivors.
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@zkelvln said:
https://forum.deadbydaylight.com/en/discussion/comment/1267310#Comment_1267310
That would just make the dbd player ase smaller than what it already is. There are more toxic survivors than there are killers and that comes from the satisfaction of winning/outplaying. Toxicity is also subjective so dbd would have to add rules(which most arent gonna follow). And i dont think there is any mechanic that would completely end since there are so many ways to be annoying
It's small precisely because new players are turned away by the toxicity, leaving only those who can ignore it and those who cause it. If the latter were to go away, DbD's base could actually grow.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1266892#Comment_1266892
I wouldn't blame anyone who waited in queue, especially those who waited more than usual, just to get destroyed in a matter of minutes. 😕
[shrug]
I guess I'm just weird like that.
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Thanks to @SenzuDuck I was able to get both Oni and Deathslinger. If the next killer is the Candyman, I'm definitely getting that as well.
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@Seanzu said:
I'll gift you Deathslinger if you buy oni ;)
@SenzuDuck For real?
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1267169#Comment_1267169
ADS means “Aim Down Sights” which is basically how fast he can pull up his gun and aim. It’s almost instant as the survivors have very little indication of when he is pulling up his gun when he quick scopes so that’s why they’ll bob and weave constantly and lose distance trying to dodge his shots.
Thanks. I think I've collected enough information, now I just need to decide which killer to buy...
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Welcome to DbD. "Glad" to see it hasn't changed since I stopped playing it last year. When you play survivor and wonder why queues take so long, well, this is your answer.
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I'm hoping you also reported this person.
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@MegMain98 said:
All of them of pretty enjoyable to play.
Oni is probably the most enjoyable with the best results. Flying about the map in Blood Fury is so fun.
Demogorgon is also very enjoyable.
Deathslinger is about as difficult as Huntress is but you have to be much more precise. He has instant ADS so if you can quick scope well then he shouldn’t be an issue. He has VERY low sensitivity when moving his gun so quick scoping is the best option.
ADS?
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1267047#Comment_1267047
Depends on the quality of survivor. I find it easy, easier than oni's strike.
@Dwinchester I meant, did the devs implement artificial limitations like a moving reticle or something?
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1267103#Comment_1267103
Because things change.
He thought the last Killer would be The Gunslinger because that was it's WIP name up until shortly before the chapter's release.
In other words, his supposed insider information isn't reliable.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1267059#Comment_1267059
It doesn't go away on breaking pallets. Survivors usually just lose LOS long enough to break the chase. If someone sat there and watched you break the pallet you'd keep BL
Yes it does.
"You lose all Bloodlust when performing the following interactions:
- Hitting a Survivor.
- Breaking a Pallet.
- Being stunned by a Pallet."
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1267094#Comment_1267094
But unlike some random player, Scott has insider information.
So why'd he literally say not to take his word as gospel truth, if he has insider information?
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1267088#Comment_1267088
Very sadly, if Scott is right with what he says, then the Xenomorph has also been deconfirmed. ;_;
On the other hand, if another random player is right, it could be the Candyman or the Xenomorph.
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Candyman.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/151531/recommend-me-a-killer
deathslinger is the most fun out of those. Oni is decent too.
@Dwinchester How hard is it to aim his gun, though?
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Why would I tryhard against a billboard?
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Thank god, I thought it was just me being bad.
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Some people are into it, so it can't be that painful...
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@PumpkinKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1266701#Comment_1266701
Yes! The queue time and getting Mori'd right away is the worst.
And so you'd rather make the queues worse (by driving away more killers)?
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1266878#Comment_1266878
By the same logic, why are perks teachable? What's the difference?
The difference is that powers aren't skins.
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I like Deathslinger as a survivor, but how hard is it to aim with his gun?
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1266721#Comment_1266721
Yeah, thanks for the tip. 🙄
Seriously, though. Unless the lighting and perspective is just weird, it looks like the entire upper left of the picture is just blank space. You can see the "wall" behind it.
There are enough other elements that make the think it's definitely meant to evoke thoughts of a skull, but I'm not sure that's really what it is.
That's not a wall, it's the skull. I think that's called the temporal bone.
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@BadMrFrosty said:
I mean.. what would they move on to if they decided to stop supporting Dead by Daylight? Deathgarden? : )
I wish they had, I loved the high mobility gameplay. Too bad it didn't work out.
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@Science_Guy said:
Remember that English isn't his first language. Latest, or 'last' as in most recent, is definitely what he meant.
That's all it is, yes. In French, the word for "latest" and "last" is the same, like in most romance languages.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1266735#Comment_1266735
Did you watch the video? Also, here's what Slash n Cast said under the video "legally, it's technically a possibility. But there are a few reasons it doesn't make sense for them to do it. That's when things get complicated though lol." So basically, yeah, it CAN happen but you'd have to jump through 50 different rings to get it.
So not "impossible", just "stupid". Do you think the devs would just throw themselves into a potential legal battle for the sake of one DLC?
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Fun fact: The Candyman has an exposed skeleton under his trench coat.
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@Bovinity said:
I know the filename says skull, but does that look like a skull to anyone?
Especially the upper left area, it's just a giant hole. And the top part is just a long, massive flat thing.
Yes, it looks 100% like a human skull. Google it.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1266697#Comment_1266697
There's a difference between 'taking a loss' and 'taking a brutal beating because one teammate can't loop for the life of them and gets tunneled off the hook as soon as hes rescued, then mori'd and the game becomes 3v1 which it wasn't designed for'. It'd be like if Survivors had BNP's that could finish gens in 10 seconds as long as they've finished one generator. But had a cool animation attached to it.
A loss is always at least a little bit your own fault. Learn from them and enjoy the cool animations. Maybe bring Left Behind so you can find the hatch more easily, assuming you're the best player on your team.
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Not enough killers.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1266686#Comment_1266686
Moris should be fun, rather than give an extreme advantage. And keys already basically require you to get all 5 gens done, unless there's only 2 or 3 survivors left. It'd be one more gen for 3 survivors, two more gens for 2 survivors.
They are fun, if you can learn to appreciate the brutal kill animations and take a loss. I was literally saying "Holy #########!" when a friend of mine showed me the Demogorgon's mori animation. Very entertaining, very cool.
Keys are usable quite often, unless you're saying most games end with all survivors alive by the time all the generators are repaired, which would prove there's a severe balance problem.
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@KingFrost said:
Mori's should just require all gens to be done to use them.
Keys should just require all gens to be done to use them, too.
Cypress should be base kit, and let you Mori the last survivor regardless of how many gens are done. You down the last survivor, he's yours to kill.
That would just make both worthless and completely ignores their purpose.
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@SMitchell8 said:
If the killer is face camping, all 3 other survivors can gen rush and get out, providing the camped survivor isn't a spoil sport. Survivors make a rod for the own back when it comes to goading a camping killer.
Only suggestion I have would be the entity progress stalls after x amount of time and remains stalled until the killer moves x amount of distance away. Rinse and repeat.
Something similar was already tried and abused by survivors. Trying to punish camping via a new mechanic will never work because it's rife for abuse. Better tell survivors to get on those gens.
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Survivor main here (BTW, "main" means you play a side/character more; you can't be a "50/50 main", that's nonsense). I love most of the Mori animations. Some could be improved (looking at you, Trapper), but they're always a treat.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1266506#Comment_1266506
Game Balance is a lot more complex than what is and isn't allowed. Keep in mind that the Devs have also said that Camping and Tunneling aren't good strategies. They aren't meant to be good strategies, and they're definitely better than they should be. Therefore making it easier to punish camping and tunneling would be completely in line with camping and tunneling still being strategies. They're not meant to be viable. And they're a large part of the reason gen times are what they are. Anyone who understands game balance, would understand that.
What does that have to do with what I said? To reiterate, what I said is that game balance doesn't depend on the opinion of the developers, but the rules are literally their opinion on how the game should be played. This was a counter to you trying to draw a parallel between the developers saying that X is/isn't allowed and X is/isn't balanced.
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@KingFrost said:
Killer Mains: Devs say face camping is a legit strategy, so its settled!
Also Killer Mains: Devs are WRONG that gen times are fine! THEY NEED TO BE FIXED
Weird how that works.
One is their opinion of what is and isn't allowed (i.e.: the rules), the other is their opinion on what is or isn't balanced. Balance is independent of their opinions, the rules are literally predicated upon them.