Avatar

Pink_Ronin

Pink_Ronin

About

Username
Pink_Ronin
Joined
Visits
0
Last Active
—

Comments

  • @Nazzzak said:

    Just need to make Hope and MFT not stack. Simple.

    I hope they go this route because there's a number of perks that need to be not stackable on killer side. Or some perks unusable by certain killers.

  • Sabo is basically pointless since hooks spawn right on top of eachother. Just another remnant of a better time where there was diversity in style of play. It has no purpose in the current state of the game might as well get rid of sabo nobody would care.

  • @Barbarossa2020 said:

    So like boons?

    No, not like boons. If you want to complain about something at least pick something that hasn't already been nerfed into the ground

  • Yeah I've been having this happen way more often.

    Extremely noticeable with Wesker grabs

  • Getting his teleport spammed on you repeatedly in chase feels extremely hopeless and oppressive. Unless you happen to have a series of windows around you to loop quickly there's nothing that can be done except waste resources and take hits. EMP is basically useless unless you have a whole team coordinating the use of them.

  • @GentlemanFridge said:

    I’ve had success with him without 3-genning at all. I’m a really aggressive chaser with him.

    They can only get rid of the slipstream once or twice per chase, tops, so the moment you start reliably spitting balls in your chases, I found EMP’s only really hamper his map-traversal. He’s surprisingly spammable in chase, honestly.

    This is pretty much how every game of mine goes as survivor. Idk how people think he's bad he's incredibly strong in chase.

  • They already increased the bloodlust speed for killers awhile back. You got enough of a speed boost, and there are other movement speed perks already for killer

  • @Jylppy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458916#Comment_3458916

    Thanks for giving tip. You are awesome. But like other people already said, this is way harder to do against competent group of survivors. These perks are making already hard things way worse to do in game and of course these people are the ones who gen rush the gens at the pace that feels like they are cheating...

    I have heard so many times that this perk is good counter to bloodlust. But I always ask them when bloodlust ever became a problem? It's a mechanic for killer to catch up the survivor and it is given in situations where the chase has already been too long. And at some places you have to bloodlust maybe pallet out or to get hit...

    Bloodlust became a problem when they changed the speed. It completely changed the pace of chases and how greedy you could be with tiles as survivor.

  • @Remedicist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451245#Comment_3451245

    Yeah, I don't think increased FoV is op on any killer. I personally believe FoV is an accessibility option and not a gameplay advantage. I agree that Monitor and Abuse is much better on Deathslinger than Shadowborn in terms of gameplay because Slinger will be much closer to his max shooting range before alerting the survivor. I imagine anyone that uses Shadowborn uses it simply because it either feels better (like me) or due to problems such as migraines from a low FoV.

    You would be wrong, it's a gameplay advantage. The fixed FOV is what makes FOV techs as survivor possible. Without it we would be again handicapping one of the few techniques at survivors disposal to survive in chase.

  • If the klllers perks and add-ons were revealed to players at the start of the match, and they made the aura of any survivor being chased visible to all survivors. That would fill in the gap of shared info between SWF and solo quite a bit.

  • The future is here. DbD was close to perfect in 2019, however there is this trend to continue adding content without any concern for balance.

    There's just so many changes that are baffling to me and it's almost like BHVR doesn't understand their own game. Like do any devs enjoy playing Solo Q survivor, or even play it at all?

  • Goes to show there's a lot of a bad killers with loud voices who will always find something to complain about.

  • @burt0r said:

    Aka make one aspect of it feel broken again so it will be used again.

    1) "Let me get ist value AND use it in combination with another exhaustion perk please."

    2) "I don't want to have to time my on demand invincibility perk after i fulfilled it's activation requirements."

    3)"The requirements are unfair, one free use again please"

    4) We all know why this BS aspect without downside or risk was nerfed first.

    1) How would you use it in combination? Plz make sense of how you use 2 exhaustion perks simultaneously.

    2) Time? Timing a 0.5 second window with latency involved is 99% luck.

    3) Yes. Allowing an opportunity before unhook would still be a nerf, and would remove the annoying and unnecessary requirement. A killer main should not mind this because a good killer should only fall for one DH max. Why couldn't that one DH you fall for be before hook? I don't understand why that would even matter

    4) Killers are stronger in current DBD than they used to be. Old DH I don't think would be as much of an issue now. It certainly seemed to be less triggering than the hit-negation aspect it has now.

  • The fact that killers can hijack the game by slugging and not picking up is reason enough to give basekit unbreakable after 2 minutes. It's by far the most toxic behavior in the game and it's baffling that it hasn't been addressed, it's not even uncommon. If you go the other way and give survivors the option to kill themselves faster it's just going to encourage the same behavior because it benefits killer.

  • There's only been 2 big perks I can think of that killers cry about. Those WERE decisive strike and dead hard, and those perks have been dismantled. Survivors don't have the luxury of making toxic builds unless you're in SWF and running synergistic builds. Killers have powers that when paired with the right perks and addons, can be used to the utmost of toxic levels and make survival likelihood 0%

  • Basekit kindred. If Killer stays in the radius the sacrifice meter slows down, and unhook speed increases.

  • Wraith is A-tier right now. They should have never removed the lightburn mechanic, you basically need to be right on top of a really good tile when you're spotted or you're taking a hit.

  • Don't forget about the good chunk of survivors trying to sabotage their teammates

  • @Beatricks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404799#Comment_3404799

    Information is great and in the right hands can easily win a game, but having teammates that don't realize the Killer is pretending to leave the hook so somebody rescues and then the first survivor is tunneled out from the match in under two minutes will lead to a loss even if you gave all SoloQ players every single information perk currently in the game. Something has to be done about matchmaking, there's no other way to fix what's going on right now.

    Basekit Kindred + Kinship might be a good start.

  • You get to see what items survivors are bringing before the match starts and you should consider yourself lucky. I think that advantage should be removed. Anyone going for a flashlight save against a competent killer is going to take a hit or be downed.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390925#Comment_3390925

    You do know the DH for distance is the reason why it was nerfed in the first place.

    If we're comparing old DH to new DH the new one is actually worse for killers because it gives more distance.

    Add on to that the hit negation which is clearly very triggering for killers because they feel that they're getting robbed of a hit on top of losing distance.

    The only drawback with new DH is the timing is probably something like a 15% chance against a competent killer (unless you're on a pallet), whereas old DH if played right always had value unless you're in a dead zone.

    I think bringing it back would be better for both sides.

    Old DH was 100x more fun for survivors because there are so many ways to implement it for mind games outside of the intended use of dodging a hit. IMO it was less frustrating to deal with as killer too because you didn't have to deal with extra health states

  • Dead Hard needs to go back to how it was. Forget the extra health states and hit-negation, I want something that gives consistent value. Keep the contingency of having to get an unhook first if you want, but I want a short bit of distance and I-frames back. Just change the animation to a dive roll so it doesn't look like a weird dab/dash and it'd be perfect. The way it is now is more problematic and annoying for all parties.

  • @C3Tooth said:

    I saw many times Killers try to moon walk and survivors just walk pass behind their back and run to another title. While Killers still mind game themselves in current title. Thats the most funny thing ever.

    Yes I agree that is very satisfying when it happens

  • @Crowman said:

    My understanding is you lost a mindgame against a killer and instead of improving your own game, you want the devs to remove skill expression from the killer.

    I mean we all lose mindgames from time to time. My point is red stain is in the game to serve a purpose and moonwalking is a player-created strategy unintended by the devs that directly negates it.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382722#Comment_3382722

    Can't be that hard if I have to hit through it 2-5 times per match.

    So you've never used it. That explains why your opinion is complete garbage. Go play 10 games with DH and then come back and tell us how easy it is. If you are hitting 5 DH'S a game the issue isn't DH and I don't even need to tell you what the issue is because you should know what I'm gonna say.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382218#Comment_3382218

    Let's take this (False) argument at face value: People only ran DH because it was fun. Here's the problem: In a multiplayer game, when you're designing a mechanic, you can't only be thinking about the fun of the player who gets to use it. You also have to be thinking about the fun of the player who it gets used on.

    And I'll tell you right now: Dead Hard is the #1 mechanic that makes me reconsider when I'm thinking of playing Killer. Medkits? Flashlights? Who cares. Bad maps? Sweaty SWFs? Whatever, it's not every match. But Dead Hard? Please god, make it stop.

    So if you're gonna use "Muh fun" as an argument, newsflash: Playing against Dead Hard isn't fun. This is something Killers have been saying for years, and Survivors have dismissed it over and over, but now that it affects you, suddenly having fun is important?

    You can choose not to run DH if it isn't fun for you, but I have no choice but to play against DH constantly and treat every Survivor like they have it if I'm playing Killer. So why should your fun take precedence over mine?

    Well it's not fun for me either the 70% of the time it doesn't work but you don't see me whining that the endurance window should be increased to 3-5 seconds. The reality is, if a survivor is able to successfully DH more than one time you are not good at killer.

  • Having a voice comm option that you can disable and have the option to mute specific players is perfect. It would ruin nothing and only enhance the game for players who want to use it.

  • Killer mains I feel don't understand that the fun factor is why people use it. I can 99 SB and be just as effective if not more than with DH, it's simply not as satisfying as pulling off a successful DH. Also it takes a bad killer to not be able to counter a DH realistically, that's just a fact. Unless DH is used on a tile with a pallet it's effectively useless. You can barely conserve pallets on a loop ever since they increased bloodlust speed, and DH was basically the last way to accomplish this. Not anymore, bye bye looping mindgames. It was the only reason I enjoyed this game so it's probably going to be bye bye DBD for me unfortunately, I used to love this game.

  • The last thing this game needs is new perks. We need to delete like 6 pages worth of perks and focus on fixing the ones actually worth using.

  • Nobody is buying auric cells so they're taking some BS cosmetic that was supposed to be part of a future season pass and "giving it away" as incentive to buy.

  • This game has been completely mangled by killer mains whining about SWF. As an exclusively solo survivor with over 2k hours, I would say my escape rate is probably every 2 out of 10 games in the game's current state. I run good, I do gens, I've been called a god on multiple occasions by randoms, so at the very least you could say I'm a decent survivor. When I hear people say this game is survivor-sided it's like the same feeling I get when someone says Joe Biden is a great president, like help me understand just how tf you can think that? If you face a SWF the expectation should be that you are going to lose and oftentimes as a killer you need take the L in that situation; we shouldn't be handicapping survivors to compensate for it. This game was nearly perfect 4-5 years ago and was not even survivor-sided then IMO. I was getting 4K's as Spirit and Hag and it was not difficult. Nowadays killers are on easy mode and survivors feel it, and have become so fickle they will leave game without a second thought. Even so, BHVR continues to keep adding more content, and making moves intended to nerf survivors like: Neutralizing looping and the option to conserve resources, greatly limiting gen progression, and incentivizing camping (most notably the current 3-gen meta, a strategy I was doing successfully years ago that has now become stupidly easy to do because of current gen spawn RNG) Issues are addressed by adding ADDITIONAL content (behind a paywall) intended to act as a band-aid on core underlying issues.

    This game is taking a similar path to Overwatch where the devs F'd with the mechanics so much over time that the competitive game meta became completely stale and not entertaining. Eventually Blizzard had to revert back to the original meta/mechanics when the game was ACTUALLY FUN, and called it "Overwatch 2." It's time to start consolidating, trim the fat, remove what we don't need and keeping/refining only what is necessary to the fun factor. Wind it back we don't need 10 pages of perks nobody is using, just make it as it was when everything wasn't a race for gens and sweaty 3 gen camping/tunelling gameplay. Or alternatively release DBD classic so I can play that. I would gladly go back to the days where I waited 30-45 minutes to find a match because at least when I found a match I had a blast, when this game just makes me sad when I play it because I remember how much I used to love it.

  • " It occupies two roles a hit negator and a haste perk"

    Yes when it works, but as I said before it is wildly inconsistent and in most cases easy to avoid as killer. It's a frustrating perk for survivor too.

    "So I think its only a reasonable compromise to keep what I hear survivors like the most about the Perk and remove the parts which makes it insufferable to play against."

    The haste is the only valuable thing about the perk, there would be no reason to use it otherwise.

    My vote is they scrap the hit-negation aspect and change it into a dodge roll with I-frames. Basically how it was before but with an updated animation. It would make it fun for survivors and you could remove the sprint burst.

  • Nurse is objectively more broken and is by far worse killer to go against. I just mean Knight is equally as effective at killing loops while also feeling like the game is holding the killers hand. You don't need to outplay a single survivor as knight just get your minion chasing them and cut them off. It's like the same strategy for blocking loops as The Artist but instead the crows follow you around and essentially do the work for you. It's just not fun and to my original point a bad design for a killer.

  • "So the magic ignore everything perk? Imagine if killers had that, a dash that ignores all possible stuns and has no downside"

    Nurse has a dash that ignores stuns and all obstacles in general. Plenty of killers have resource-negation abilities and they can be used in succession with a small cooldown. DH can be used once in a chase.

    I liked when DH had a consistent and limited amount of value, it allowed you one opportunity to avoid a hit and gain a small amount of distance that would extend chase for maybe 2-5 seconds (assuming you don't make it to a new tile) . Now it's become a mind game with a bigger reward, but a low-success rate in the open and semi-high success rate on a pallet which IMO is worse for gameplay. That said there are games when it's possible to get 0 value out of DH so I don't think it's even close to being one of the bigger issues with this game.

  • I've played the nurse only a handful of times and managed to get a 4k quite easily everytime. I just use that add-on that shows where I'm teleporting to. It's actually stupid how easy she is. Ignores pallets, windows, walls, ceilings, floors. She moves freely throughout the map with no obstacles. Use some aura-reading perks and it's child's play.

  • The hit negation is essentially useless already unless you're using it on a pallet. Even if you successfully use Dead Hard in it's current state, if the resources around you have been depleted you're still F'd. The perk is fine, I personally would prefer distance/I-frames like it used to be rather than have any hit-negation/endurance buff at all.

  • Are you quoting me? I never said that.

  • I suggest you stop playing online games or grow thicker skin. All online communities are toxic it's not just an issue in gaming.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306916#Comment_3306916

    To be fair, Stealth is not really viable anymore. The Maps are so bright that it is hard to hide and most cosmetics which get released are also not really viable for Stealth. And those which were have been nerfed in that regard (mostly Claudettes Cosmetics).

    And to be honest, the old feel and looks of the Maps was way better.

    Which is funny because stealth is how this game is intended to be played I'm pretty sure. Nowadays every game feels like a race so sneaking is a waste of time. If you're not getting chased you should be on a gen because you'll quickly run out of resources and/or lose a survivor. IIRC prolonging chases and looping are not seen as trademarks of a good or skillful player (according to devs) and the game is not designed with that in mind. Updates seem to be aimed at restricting a survivor's ability to juice. So if you can't sneak and it's damn near impossible to juice a decent killer, what can ya do?

    I would love something closer to old DbD than what we have now. I had way more fun as a solo survivor back then. I feel like the game has been so over-saturated with new content without taking a necessary step-back to re-evaluate, remove/ tweak things that don't work, and ensure the feel of the game and what people love about it remains. Adding more perks to combat the current meta issues is not the move imo

  • I only play solo survivor and there are 2 scenarios I will DC:

    If a Nurse has starstruck I leave immediately and I encourage everyone to do the same. Ideally I would like to make that combo unplayable by having everyone collectively refuse to play against it.

    Also if a killer slugs me and leaves me there to hunt down my last teammate for the 4k I will DC to give them hatch.

  • I played a different game. Finally got around to doing it just now and yeah it was tedious AF. I still have 1,786,000-ish now but it's good enough to play lol.

1 2 ›