Phasmamain
Phasmamain
About
- Username
- Phasmamain
- Joined
- Visits
- 8,395
- Last Active
Comments
-
Sabotaging scourge hooks is a great dynamic imo. It’s a counter to these strong perks that’s rarely available or viable
-
@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2789477#Comment_2789477
This as well, freddy being added is what got me into the game so long ago, and I loved his kit. I have been dying for another aura reading info and slowdown killer to be added. Pinhead was close-ish but still lacks that info and control.
Yeah I never had a chance to play him (played against him 2 times though) but he looks super fun with a mad skill ceiling. But nah we get anti loop killer number 46 instead
-
I want a killer who focuses on Information and slowing the game down like old Freddy
-
Doctor would teach psychology no?
-
Jeff and Adam currently have much less when compared to even yui despite coming out earlier. They need them more
-
Playing on 600 ping is a challenge in of itself
-
If at low wall loop: Die
If at high wall loop: Loop and take the inevitable 2 knives per rotation until you either drop the pallet or die
-
@Header said:
dont let go of the gen
And get hit? Nice
-
- Gearhead was my main tracking perk before the nerf
- Autodidact is my go to healing perk (######### COH)
- I have not played half the killers I have bought. Not even 1 match (PH, Artist, Legion etc)
-
If they nerfed twins because they are “monsters” at high MMR nurse and blight should get the same treatment
-
Revert it back to ranks and improve the emblem system
-
@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2785265#Comment_2785265
You can’t hook them. And they’re gonna be up in a matter of seconds with an anti slug build. I don’t see boil over as holding the game hostage but I fail to see how it’s use on RPD could be the intended use of it.
I doubt it’s intended but it also doesn’t impact kill rates significantly which is all the devs care about
-
@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2785254#Comment_2785254
It’s not broken in terms of the perk doing exactly what it says it is going to do. But it is broken in terms of the perk creating impossible situations.
How is it impossible? They will still die either way
-
But nothing is mechanically broken
-
Nah bloodlust gamer time
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2784665#Comment_2784665
Nurse is actually popular so one player can't really skew much.
I guess but they specifically talk about “high MMR” with twins. I don’t think there is any debate how good nurse is once learned which most at high MMR with her have
-
@ThiccBudhha said:
Twins players are just built different. They had giga chad winrates at the highest level.
Bhvr after seeing high MMR nurses 110% win rate
“I’m gonna pretend I didn’t see that”
-
Because stats
-
@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2784592#Comment_2784592
It needs Killswitch, absolutely. A map offering, boon: exponential and a perk shouldn't stop you from playing the game
Doesn’t stop you from playing the game anymore than a camping bubba will.
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2784583#Comment_2784583
Why we have to care about matchmaking when game is clearly giving incentive to have more hooks by rewarding higher grade and using emblem system for it?
MMR is what we should not care because they are completely hidden (not intended to be known at all), emblem IS what is actually important.
Because MMR is the only thing bhvr tracks when it comes to balancing. To them they probably see the kill rate on RPD is the same (or even more possibly) so they don’t bat an eye to it
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2784554#Comment_2784554
Here's the actual quote from the Dev Update.
"Last but not least, let’s talk about a game health feature: The Item & Character Kill Switch. With over 50 playable characters and their cosmetics, nearly 200 perks and hundreds more add-ons and offerings in the game, sometimes things do break. Rarely, things will break in a way that makes them exploitable, and that can make the next week or two before a fix really rough.
Enter the Kill Switch. (It’s actually a lot nicer than it sounds!)
The Kill Switch allows us to disable anything that’s causing an issue without needing an update. When something breaks and becomes exploitable, we switch it off until it is fixed. This is something we’ve been able to do with maps for a while now to great effect. Disabled items & characters will be clearly marked and cannot be selected.
What this means to you: When that one thing breaks and people start to abuse it, you won’t have to play against it for a week or two until there’s a fix."
I would say that not being able to hook someone (a staple of normal gameplay) due to a perk having unforeseen (or willfully ignored) interactions would justify the term 'exploitable' which would make the Killswitch an excellent choice since this is exactly what it's supposed to do.
Well sadly the devs don’t seem to see it as an issue as it hasn’t been disabled after about a week after release.
-
@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2784548#Comment_2784548
"Map is terrible but all licensed ones are" https://strangerthings.fandom.com/wiki/Hawkins_National_Laboratory#:~:text=The%20Hawkins%20National%20Laboratory%2C%20connected,complex%20located%20in%20Hawkins%2C%20Indiana.&text=It%20controlled%20several%20subsidiaries%2C%20including,of%20November%201983%2C%20whereafter%20Dr.
Hawkins was awful too. Glad it’s gone
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2784560#Comment_2784560
Emblem tracks hooks and not kills though, according to their system unhookable game is clearly not fine.
Is the emblem system used for matchmaking and stats anymore?
-
@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2784539#Comment_2784539
If you have to bleed all 4 out to win a game, that surely warrants the killswitch.
Maybe but I doubt the devs see it as an issue. If they did then MMR wouldn’t be solely based on kills
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2784539#Comment_2784539
Did you know hooking survivors are biggest objective in this game.
Yes but not the only way to kill them. Remember MMR only tracks kills so hooks are irrelevant. According to their systems these games are easy wins
-
Best would be Saw probably. Came with a cool survivor it’s 3 good perks and a popular albeit weak killer with 2 good perks. Plus the license holders have been very lenient. Map is terrible but all licensed ones are
Worst has to be RE. Non functional at launch and a terrible map. 2 okay survivors and an uninspired killer. Perks Areopagus but nothing mind blowing. Not to mention the linked cosmetic fiasco
-
Because nothing is mechanicallly broken. You can still win the match by bleeding all 4 out
-
“But you had boil over so you totally deserved it”. On a serious note people are just really petty in this game
-
Billy, Oni, Demo, huntress and twins are my favourites
-
Here’s my ideas for how to make clown feel better to play
THE AFTERPIECE ANTIDOTE
The Afterpiece antidote and tonic now use 2 separate ammo pools. You have 4 tonics and 1 antidote available without add ons. You still have to reload the tonic as normal but the antidote now recharges every 10 seconds. Additionally the antidote’s speed boost now lasts for 6 seconds (from 5)
”Many clown players refuse to use the antidote since it cuts into the amount of tonics they can use. This change allows more free use of the antidote without making clown have to reload more often”
ADD ONS
Fingerless parade gloves: Shows the arc of the a bottle being throw, allows for the clown to charge his bottle for twice as long. This changes the arc to similar of a huntress when fully charged
Robin feather: Decreases antidote recharge time by 2 seconds
Sticky soda bottle: Increases both tonic and antidote capacity by 1
Starling feather: Decreases antidote recharge time by 3 seconds
Kerosene can: survivors intoxicated by the afterpiece tonic are afflicted with the oblivious status effect
Spirit of hawtshorn: Increases haste status from the antidote (from 10% to 15%) and reduces the afterpiece antidote’s duration (from 6 to 5)
Bottle of chloroform: Now also increases the duration of the afterpiece tonic’s duration (This makes it essentially the old garish makeup kit)
Cigar box: Clown can now detonate his tonic bottles mid throw at any time by pressing the switch bottle button. Can no longer use the antidote
Cheap gin bottle: Increases both tonic and antidote capacity by 2
Tatoo’s middle finger: After hooking a survivor all of your bottles are automatically reloaded
Redhead’s pinky finger: Survivors who cure their intoxication with an antidote become exposed for 15 seconds
I think these changes would help make clown feel more fluid as well as making his add ons more worthwhile to equip
-
Honestly that’s a great idea. Would give it more lethality without feeling overbearing
-
Try a different killer. Plague can force heals in a similar way which is not affected by healing perks and benefits you with red puke
-
Both obviously
-
Honestly I have to credit bhvr with the balance changes they gave her she’s actually decently fun to fight now
-
Afaik she actually got a face update albeit a minor one
-
We have no clue. If I had to guess it will be cooldown/detection changes
-
Thx for ruining the game cheater smh my head
-
If someone is camping they probably don’t care about points anyway so that wouldn’t do anything
-
Busted on artist fine on everyone else
-
How about we nerf the strong perks?
-
I can agree with all of these. IW definitely needs some changes imo
-
Home the perk has such niche effects that a rework is probably all that will save it
-
Here’s to 73 more!
-
Clown has always been S tier. People just read tier lists the wrong way
-
@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2780952#Comment_2780952
That was the point. He got so many complaints since he was one of the most common killers to face (due to his ease of use) that the devs took action. They were lazy with their action tho.
The thing is Freddy was strong mostly because of his perk synergy and ease of use. His actual power was decent but nothing special.
Too bad the devs couldn’t see that. Freddy has seemingly been a design nightmare since day 1
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2780930#Comment_2780930
I wouldn't mind having the background when playing as survivor.
Loved the Deathslinger and RE background + song. Or that rock based version of the theme, we had a couple of years ago.
Yeah I loved deathslinger’s background + theme so I’d love to see it again. Silent hill’s was also great
-
Not only does his power kinda suck now add ons can’t even save him. No wonder his play rate tanked
-
It’s unlock condition is too limiting to make it a strong pick.
-
@Tsulan said:
I don't get why they are against personalized lobbies but give us different lobby songs based on the killer/skin being used.
Just allow us to choose the lobby + song from past chapters/events and give us a 1 minute preview of a new chapter, so we can choose if we want to continue with the previous one or change to the current one.
Or even if they want to keep it “thematic” just change the background based on which killer you play as
-
It’s more a horror themed game imo. But any game you play multiple times will get less scary