Pryzm
Pryzm
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1451250#Comment_1451250
I started as a survivor main too, then switched. But again, I play both sides and all killers.
Again, give me examples of killer having the advantage, I want to hear this. Moris are better than keys, and they get more points. That's all I've got.
The whole thing here is that both sides are frustrating, but you don't get to be the power role and still ask for nerfs.
That is a loaded statement. Some killers, like my Trapper, struggle vs coordinated groups. Others are naturally strong, Like Spirit, Billy and Nurse. Towards solo groups, killers can be very strong. I destroy solo groups with Trapper, Pig and Doc.
At red ranks, which is not the majority of survivors by far, the survivor cadre is tougher, but 2 to 3k is pretty average. At lower ranks, killers destroy both solo and SWF.
TLDR: There are plenty of situations where the killer is the power role, and plenty where he is not. A lot of the times you get either killers or survivors who are not as good as they think and blame the game for their mistakes.
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Most of the people who post this nonsense were never survivor mains. I started as a survivor main and switched to killer around 3 years ago. I get the frustration on both sides. I laugh when I see the one sided posts from killers or survivors. They are typically short-sighted and sometimes entitled.
Everything the OP said can easily be turned back on the killer side as well. The game is just FUBAR and too few get it.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1450988#Comment_1450988
Okay allow me to explain my version of blendettes. I used to only play on console. Game is a lot darker, shittier graphics, and if you play freddy make it x2. Match making is a bit broken so ya know you expext a chill game suddenly you have red ranks in the game. These red ranks are pretty good at times. Now with all that ######### added together. Add a p3 claudette. Who can flashlight like a pro. Thats what i mean by blendette. You never see them coming. Its like the spanish inquisition. Also if its any consolation, i def mori more megs than claudettes. I never mori a baby dwight. Ever. Idc if he was god tier. Never will.
Ok, your Spanish Inquisition comment actually made me laugh out loud. That was freaking epically placed. Touché!
I get what you are saying. I understand the console gameplay is very different. I guess my confusion lies more with PC players being so sensitive. I have to agree though, I tend to show mercy to Baby Dweets. They are like lost little children looking for their way home. Run-along Baby Dweet, jump in that hatch and find your mother. lol I may or may not be partial to a flirtatious Kate as well. But only when I run Trapper and she crouches down while looking at me in that sad, yet pleading manner. Ok....run-along. I'll count to 5 before chasing.
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I forgot DeJa Vu was even a perk. Man that thing is a joke. Sort of like Predator, at least to me. I'm colorblind and can't even see scratch marks...Predator really helps.....
There are a lot of really bad perks in this game. Many that are outright overshadowed by other perks.
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@Bullettimegod said:
Honestly, i bring moris to counter swf, blendettes, flashlight crew. Etc.
I don't understand the trigger-status over Blendettes. I played survivor earlier this week and I chose Claudette, now keep in mind I am not a toxic survivor, I don't even like looping and will usually stop after a pallet or two and either try to hide or get caught. No biggie. I'm not immersive, don't use flashlights, etc. I learned a lot about what annoys/ruins the killer experience because I main killer. Yet, because I chose to use the Claudette (due to the fact she was one of the only ones that had the healer build I wanted to run), I was tunneled all match and eventually mori'd. (Once he stayed by the hook and came straight for me, I gave up the idea of playing nice and looped him for three gens before finally going down.) I asked him what/why after the match and his response was "F**K BLENDETTES! They all die!" I was wearing a shiny white dress and by no means blended with anything. ######### was that about?
Is it a racist thing? No, not being funny, just honestly don't get it. I've been a killer main for three years and ate too many old-school DS's from flashlight-clicking Megs, yet I don't get triggered when I see a Meg with a clicky. What kind of weak mind is so triggered by some form of imagined PTSD in a video game that they target Claudette merely for being there? That brings me back to a racial issue. Why?
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Underworld
Killer(s): Raze (right hand of Lucian) and/or Viktor
Survivor: Michael Corvin
Map: Lycan Sewer Base and/or the Coven Estate
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@teamdehn said:
I really like Moris, I like the kill animation. i think its very thematic and adds thematic fun to the game. However I totally see how this ruins the game for everybody. BPS are low when its used and survivors games are cut short, which sucks. I dont want to discuss keys right now surely if moris get changed a key change will come as well.
proposed change would be:
mori after 2 hooks. That way the only thing the add on saves is the last walk to a hook.
or take out moris all together and give every killer the passive to kill the last survivor.
I sort of like what they did with PH. The ability to kill the survivor on the last hook. I'd like to see a prerequisite of having had hooked all 4 survivors first. If the killer has hooked all survivors, then he can mori them on their last hook. There is a positive and negative to this as some perks don't proc with mori, ie: BBQ and Blood Warden, so the killer may have a choice to make strategically.
I think keys are a super easy fix. Only the key holder can escape via the hatch. Once a key holder goes through, the hatch respawns in a new location. Therefore the last survivor can't stand next to the key holder and jump in; as in 2 survivors left, 1 with a key and the last can hop right in.
Both are easy to fix, it is just a matter of prioritizing them. I honestly don't have a problem with keys, or green/yellow moris as much as I do with EM. Keys do require significant work or an absolute buttwhooping to activate. The hatch only spawns when the number of gens done is 1 greater than the number of survivors left in the match OR there is only 1 survivor left. Not that game wrecking. If the killer uses a BPS or Survivor Chili, he is not cheated out of much when the key is used. Either the gens are done or the killer killed several people. (He is still cheated out of the final kills or a chance at a kill, but not as much as what an EM does.)
EM is an absolute rip for an entire team, unless the killer is really boosted. I've found myself foregoing the ability to mori with DH when a team used 4 cakes simply because I know how much it sucks to lose those BP due to early mori's. (I admit that DH works way different than EM) IMO, EM should be removed entirely and replaced with something like what I said above.
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One other QoL - Could we please get a "surrender" option when someone DC's before the first hook?
As killer, I hate the feeling of mowing down 3 survivors in a 3v1. I usually take my foot of the pedal, but I'd rather get to a new match. If I got a surrender button, I can quit with my current BP and they get escape points.
As survivor, I hate trying to face a game vs either a tough killer, or one that plays as if his life depends on it when the first guy DC's. I'd rather be able to surrender and give the killer sacrifice points.
Mercy rule, or something.
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Something I started doing as killer is when I see more than one BPS or cake used and I have DH or a mori loaded (rare that I load a mori unless I have a daily), I tend to not use it unless it's a sweaty SWF. Most of the time, they realize I'm not using my Mori and tend to not be too sweaty. Sometimes, they force the hand.
I guess I'd like to see that be somewhat enforced. I hated when I used to run a BPS and so did others (especially in solo que) only to be tunneled and mori'd. I think if the killer does not use a BPS/Cake and uses a mori, he gest no bonus if he actually moris someone. He just gets his normal BP, no benefit of the BPS. Why should he be rewarded for something other's paid for and he cut short with an overpowered offering.
I know, many killers will scream at this, but that is nothing normal. If you are going to mori a whole team, you should not benefit from their offering. Heck, I'd be ok if survivor offerings no longer affect killer.
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It is one of the most common offerings I find. It's funny because I get twice as many EM than I do BPS. So I get lots of ways to cut survivor BP gain seriously short, but not many ways to share the wealth.
I currently have overb100 on Trapper and over 50 on Pig, Doc, DS, Freddy (75), and 30 or more on a few other killers.
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ROFLMAO! You have a point there. I remember ShowBiz Pizza as a kid. Nightmare material there. One of those things that was meant to be fun, but was the stuff of children's nightmares!
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@SCP_FOR_DBD I have not played the VR game. I still stand by my opinion on it though. Again, just my opinion. There are hundreds of better ideas for DbD than Springtrap. They'd have to tie some really good perks to him to get many of us interested.
Not much more I can say on this. I understand and respect why some of you like it, but I stand by my opinion that he is very very niche. Opinions are just that, and nothing to run the world by. Good luck out there all.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1447937#Comment_1447937
People who never bothered to learn anything about the games say that. I looked into the story and that ######### is morbid. Springtraps design is also fairly creepy.
My son started playing the games and I was following it with him. I found nothing creepy about it, just silly. Differing opinions based on experiences and likes. No biggie.
@LazyPayday As you can see, I know who Springtrap is and I am familiar with FNAF based on the time my son and I tried it. I found it silly, campy, and anything but creepy - except in the way you might find a person who like to sniff people's hair creepy.
I am not forming an empty opinion, it is just my opinion based on experiences and likes. Nothing more.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1447891#Comment_1447891
You still did not say why FNAF should not be added.
Not scary enough? Don't fool yourself nothing in DBD is remotely scary.
The games are bad?
Sure, I dont like the games either. But that does not make them bad or not fitting for DBD.
It seems like there is some bias behind this notion because I have yet to see any type of legitimate reason.
The entire FNAF series is very childish and campy. It is meant more as a niche concept, not really horror. That is what I hear the most from those who don't like it, and I personally agree with it. I'm not a fan, but I understand why some like it. Again, not trying to insult those who like it, it is just a niche thing is all.
As far as DbD being scary, it loses the fear factor pretty early, but that is more due to the gameplay than anything else.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1447830#Comment_1447830
Also you talk about old horror. So what are your thoughts on Stranger Things? A Horror lite show that keeps it PG.
Stranger Things is very old-school. I think it is mostly done well. It is solid in my opinion. A tad bit of comedy, but the monsters are no joke. There is nothing to joke about when it comes to the Demogorgon and how it is portrayed in the franchise. If you see that thing, it is all business.
Please don't misunderstand me on the horror genre. I don't think many old school horror fans shun the "new stuff" simply because it is new. Plenty of the old stuff went to the doghouse years ago and there is lots of good stuff being put out. Freddy and Jason went into the joke realm decades ago, but the original movies were great for their time. There are lots of new things out there that are good. I'm not even saying that FNAF is bad, it is just not something I think many of us find as horror. Entertaining, sure, but horror...not really.
As for the comment someone made about the "elephant suit" on the clown, well, that is what it is. The Clown's original concept was pretty old school concept of a killer clown. The elephant suit, I'm not sure where that even came from, but it is now just a joke.
Many of the killers in DbD are fantastic in their lore/concept. Billy, Trapper, Nurse, Doc, Huntress, and even Deathslinger are characters you don't want to run into in the dark of night or the remote wilderness. Legion....I'll thank them for the knife and scare them off with harsh words. lol Hit or miss...it is what it is.
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@SolidusPrime said:
DBD in general caters to "old" horror fans, like Elder Millenials, Gen X'ers, and Baby Boomers. FNAF was geared towards young Millenials and IGen'ers. I think that is why you see most of the guff. Old guys don't feel like FNAF chars are "real" horror monsters, and generally don't have any experience with them at all beyond Google searches.
I'm pretty neutral on the whole topic myself. I think it would be a really odd fit, but I'm not here to ######### on anyone's day. I know my daughter used to love FNAF and it scared the crap out of her when she was younger.
Though you are partially right, you go wrong when you say that they don't have experience with FNAF characters. The reality is, we find them to be comically bad, not horror. It is sort of the Chucky concept. Those movies are more comedy than horror. I'd hate to see a stupid doll that I could punt through the uprights as a killer in this game. Most of us want a real horror character. It's why Legion is mocked so badly. Legion is a group of angsty teens with a knife. Jeff could probably beat the crap out of all three, or make them look for a safe space by saying something offensive.
FNAF is entertaining, to a point, but not horror to many of the old-school horror fans. If they introduced Springtrap to the game, he would likely be a low selling chapter. Honestly, I'd have zero interest unless his perks were great, then I might go for the perks and sit him on the shelf.
Many of us want a true horror feel to the game. That is why you see those who ask for a Salem-witch character or something truly dark and supernatural.
As for "old guys", not sure 45 is old yet, but most of us have been involved in the horror genre for decades and know what we want/like.
Caveat: I don't pretend to speak for every Gen-X'er out there on the horror genre, just the ones I've known for decades who love the genre.
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@PokemonGOPlayer said:
Hi everyone on the forums, I am here to bring you an analysis on the most idiotic Killer in this game: Pig.
Pig has every tool she needs to make the Survivors' experiences miserable without any drawback whatsoever. She is so oppressive that even after all those nerfs Pig mains have whined about she still had a 70% (!!!) Kill rate in Red Ranks ( https://forum.deadbydaylight.com/en/discussion/106566/ ).
Pig has little to no counterplay in the hands of the Survivors, she has to make the mistakes, Survivors are merely spectators of a slaughter. Here's my suggestion on how to change every single problem she has currently.
Reverse Bear Traps (RBTs):
The Reverse Bear Trap is the most RNG-heavy disgusting thing in this game at the moment. All she needs is to down you, press M2 and that's it. You are now constantly zoned and threatened without any other input from the Killer side.
RBTs could kill you on the spot, they allow the Killer to PATROL BOXES in order to gain an unfair psychological advantage on the victim, they are completely random so you don't even know where to go but the most annoying thing is that they PUNISH Survivors for doing their objective.
Solution:
RBTs now activate when the Survivor wearing them cleanses a Totem. That way Pig is now stronger on Hex builds and Survivors can play their objective.
RBTs are always disabled by the farest boxes from the Survivors, like Freddy's clocks. That way they will not be such RNG idiocy.
RBTs timer changed to 360s. This way they will be a true delay mechanic and not a random kill thing that completely ruins the game for the Survivor.
Crouching:
Pig's crouching ability is easily the best stealth mechanic in the game currently. It's a mindgame tool, it's a dash, it's a counter to Borrowed Time, a must have perk nowadays.
Amanda has so many different options with this mechanic that there's no way for the Survivor to play around them all, negating counterplay.
First off, the biggest offender: when crouched, Pig looks like a Survivor. The lack of red stain, the size, the speed alter the way you, as a Survivor, are supposed to look at the game.
Secondly, since the Terror Radius closes on Pig and does NOT disappear instantly, she can use it to make someone think she left, the feeling is entirely different and there's no way for a Survivor to grasp what's going on with precision.
Last but not least, the dash. This is so unfair, how is she allowed to move at 6.9 m/s for 2.5s? How is a Survivor supposed to dodge that? Where is the counterplay? The only way out is to hope the Pig messes up, not reaching you because she miscalculated distances.
Side note on how the Undetectable aspect allows her to proxy camp better than any Killer bar Deathslinger, the second best Stealth Killer in the game.
Solution:
Crouching now takes 2s (up from 1.3s). This minor change will make sense with the next ones.
When crouched she is not Undetectable but she has a small 18m Terror Radius and the red stain. This give Survivors counterplay with Borrowed Time and Pig can no longer disguise as a Survivor.
During the dash she now moves at 4.8 m/s for 2s. This way there will be counterplay to it.
Add-Ons:
Most of her Add-Ons are nuts and make her even more insufferable from the other side point of view.
Combat Straps is the most oppressive one, allowing her to crouch way faster and permitting an even quicker Dash, especially combined with the next add-on I'm about to talk about.
Video Tape does a little bit too much on an already good aspect of the Killer and needs to be addressed. Change it so it does something else, something completely different.
Face Mask counters all aura reading Perks and items, a bit too much for a single add-on, no counterplay, no way to play around it, just suck it up and play without your stuff untill you remove the RBT, extremely oppressive.
Slow-Release Toxin has a similar problem but Exhaustion is so much more than Blindness, every Exhaustion add-on is broken but this one is total insanity, Exhaustion for around one minute after getting unhooked? You are supposed to recover from Exhaustion when hooked, this add-on doesn't make any sense at all.
Tampered timer is basically a free mori in disguise, obviously broken, I don't need to talk about it, Scorpionz proved it for me.
And that's it. That concludes my analysis. I hope you liked it :)
I would also like the roar to be changed to the Metro Golden Mayer one so that even new player can recognize it and know what's up ( https://www.youtube.com/watch?v=nrLyllumxts ).
As you play more, you will realize that Pig is barely mid tier. She is easy to counter as her traps only trigger after a gen is completed, giving lots of time to get it off. Furthermore, her crouch mechanics are often a hindrance to the killer as they can't see crap over the grass and boxes.
She is an M1 killer in most hands, which is why crappy Pig players tend to camp the hook so much. Really good Pig players can do some mind games, but she has limitations.
Her addons are mostly a joke. She has a couple good ones, but not many.
Pig is low mid tier, she just takes getting used to as an opponent. Spine Chill completely destroys most Pig players who don't learn to look away as they approach.
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Tunnel matches, even if you are one who escapes. Boring as all get-out
Camping matches (see above)
Ghost face - He seems to attract the most toxic killers that love to play the above styles
PH - Just annoying to play against. Not fun at all
Forever Freddy who tunnels as well - Come on man....seriously. Stop it, get some help.
Getting crap for BP when you are in a tunnel/camp match. SERIOUSLY annoying. Even if you are the one who does the gens and gets out, you get 12k...maybe. Come on...
AS a side note, how about what is fun in matches as survivor?
A good Clown. There are some really good clown killers that mind game like no other. I usually end up dead, but lots of fun.
A good Billy. This is my kryptonite. I can't seem to survive those matches, but they are usually fun.
Nurse - Nurse matches are all mind games and are lots of fun, unless they are boosted and just tunnel.
I actually don't mind Deathslinger, when it is not the typical campslinger. The good ones are a lot of fun to play against and can startle you.
Pig matches vs a good pig. Those are ones that keep me on my toes. I do love a good Pig match. Does not help that I always get downed easy on the first chase because I have to boop the snoot.
LOTS OF FUN - Destroying all 5 totems on a crappy tunneler. Love watching them complain at the end.
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Nobody said that the forums are not good enough. I said they are not what you want to use to base the best opinion off of. There's Reddit forums, Steam forums, DBD Forums, there's statistics, there are in-game feedback tools, such as reporting tools. There's lots of different forms of communication. They should never take from just one form of it.
As for player base fans of streaming killers, that is a whole other can of worms. I hate when people mention Tru3 and others like him because he is a huge whiner. When he loses it is because the game is so poorly balanced. When he wins its because the survivors were so bad. He never owns up to his own mistakes and weaknesses. Streamers like that are very poor examples to use.
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Unfortunately, many people on this forum are killers, most are killers. They are in an echo chamber when it comes to opinions and ideas. Just because this forum thinks something is good or bad does not mean they are right. It likely means the opposite. Less than 30% of the player base uses the forums. Most of them are killers. How do you expect the developers to take the feedback of that type of sample? That would be horrible for the game.
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The perfect cure is to eliminate the reason DS is used and therefore we can completely change DS into something else.
Killer hooks survivor: Survivor is immediately moved to a new hook 24m or more away. Killer cannot see the hook aura. If the killer enters within 16m of the hook and does not engage in the chase mechanic within 5 seconds, the hook is moved again and the death timer is stalled for 10 seconds.
Now we can not only completely get rid of DS, but BT as well. There is no need to avoid being tunneled with DS and no need to have BT in order to unhook a camped survivor.
The hook moving mechanic ends when the 5th gen pops. All bets are off at this point.
The only real hiccup is the basement hooks. As a Trapper main, this would suck for me. I love when I get a survivor hooked in the basement and plop 2-3 traps down (I rarely play without a bag addon). If nothing else, it takes extra time and that favors me. If they are insta-moved, I lose that advantage.
Perhaps the basement is a special case. If the killer does not leave the area within so many seconds, they get transported out? I don't know....just spit-balling.
I'd like to see DS and BT gone. They are both abused. But I recognize their need due to overly abundant numbers of camping/tunneling killers.
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Running Pig: I figured out two had Spine Chill, so I kept moonwalking up to gens and pop in on them. Got the 3k and gave the hatch.
Survivor 1: You scared the s**t out of me!
Survivor 2: I actually felt like I was in a horror movie. You were everywhere!
Survivor 2: This is why I play the game. That was so much fun
btw, neither were given the hatch. Both died by mid-match. The last two were pretty sneaky, but I eventually figured out their pattern. They were moving from gen to gen, trying to throw me off. I cut them off after a minute or two and waited with my back turned to the gen. They were not aware that DH was activated at that time.
Fun match.
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Why not just get rid of DS and add two other mechanics.
- Killer can no longer see hook auras.
- Once the killer hooks a survivor, the survivor is randomly teleported to a hook at least 30m away. If the killer re-enters a 16m radius of the new hook and remains there for 5 seconds without activating the chase mechanic, he player is moved again.
This makes it much harder to camp and tunnel and outright eliminates the need for both DS and BT. Just dump both and make them something different. Maybe DS can be reworked into a BP perk (survivor BP still sucks). BT can be a (EDIT) a bp perk as well. What if it is a perk that ensures you die at the end, but if you save so many others you get a huge BP bump? I don't know...just spit-balling here.
You can literally program all of this to deactivate when the 5th gen is complete. That allows the killer to still hold on to that hooked survivor when the gens are done. If all gens are finished, the survivor remains on the hook he/she was placed until removed by another survivor or a successful escape attempt.
All this crying about DS and BT is an easy fix. I'd love to see it harder to tunnel/camp AND to have these perks removed as they are now.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1443893#Comment_1443893
I don’t know if this was aimed at me, but I was one of the ones who said about going to the opposite side of the map. If you properly read what I was referring to, it was the survivors who call you a camper because they happen to be hooked next to a generator people are working on. That isn’t camping. They’re the people I am mocking. What you went off on a tangent about is something completely different. Purposely tunnelling somebody straight off a hook and chasing other survivors near a hooked survivor aren’t the same thing, which unfortunately a lot of survivors don’t realise. I was rank 1 on both sides before the rank reset yesterday so I have in depth knowledge on both sides. I know how annoying a lot of killers can be, which is why I’m actually preferring playing as a killer myself recently. But I’ve been called a tunneller and camper plenty of time’s by people who just don’t know the meaning of the words. I never deliberately do either of those things, but I’m not going to walk away from a hook when I know there are survivors right there. Why would I?
Was not aimed at you. I was more referring to the individuals who come on these forums and cry about the survivor/killer rulebooks. Was not aimed at anyone in particular.
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I love when fellow killers mock the idea of not being a hardcore camper by saying something like, ".....survivors think we should go to the opposite end of the map when we hook someone." It's pure bs. Maybe a small portion think that way, but not all. I became a killer main because I got tired of the low-skill drooling hardcore camper that you face 7 of 10 matches. Tunnel you off the hook, ignore new survivors right in your way. Never leave far enough from the hook for your TR to go away. Boring freaking matches and low BP even if you escape. Nothing like doing 5 gens, 5 totems, escaping, and barely getting 12k.
I am rarely accused of camping, usually by a seriously butthurt teabagger that got owned. I don't go to the opposite end of the map, I just go for the next gen. One I either think is key to protect, or that I suspect they are on. I can usually engage another survivor in a chase before the last is saved. That is all most players want. To be engaged throughout the game. To have a chance to play it, even if they lose. To interact with the environment and the killer periodically. Joining a game, getting camped on your first hook and dying with less than 10k is extremely frustrating to someone. Just like facing the bully 4-man SWF with all the meta perks is frustrating to me as killer. At least I get the satisfaction of lots of BP at the end of my frustration. The camped out survivor....not so much.
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/1442110#Comment_1442110
Oops I replied to the wrong person
I do think there will be some nerfs to Bubba's addons before they go live. I've seen some seriously broken gameplay with certain combos. Like, chainsaw frenzy over half way across the map and for nearly 40 seconds. It's nuts. Monto did some vids on it.
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So, I'm running Trapper. I'm facing a 4 man SWF on comms. One has OoO. He/she is telling everyone where I put each trap. I'm basically powerless. My only choices are to either ignore him and try to get a kill or two as an M1 killer. Or tunnel him to death.
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In that case, I want a colorblind killer so I can feel included as well. Anyone who plays that killer has to play in black and white mode :)
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There was no need for a Billy rework. That said, he is nowhere near balanced by any gameplay mechanics. He has the ability to cover the entire map in seconds and instantly down players. He can game loops with his chainsaw and make a joke of pallets.
Still, he was not game breaking and there was some counter play. He is a weird killer where the skill of the survivor was more key than that of the killer. Counter play vs Billy forced the survivor to have to be better than the killer and also rely on some level of avoidance.
That is what made him fun for skilled survivors. This rework is going to take that away. I would love to see them toss it out the window. Though, I do like the idea of breaking a pallet and getting a hit on the survivor in one swoop. Haha
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Meyers is one of the more balanced killers. He can be quite strong with various builds, but he has a tricky learning curve. You don't just start playing killer and own the field with him. You have to learn how and when to apply his strengths. Once you do, you have a killer who can compete at all levels of the game.
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Amanda's addons are lackluster, to say the least. Not sure what the point is in temporary bleed effects, or my personal favorite, blindness. Oooh, you can't see auras with the rbt on......wait, I did not run aura perks, so I just can't see a slugged/hooked survivor. Oh well. Blindness is the dumbest debuff in the game and if you add it to an addon, it should be a low tier 3k addon. I have piles of those things sitting around because they are pointless to use.
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What part of the community? The survivors or killers? Less than 15% of the community communicates through the forums to begin with. Those are mostly divided. For instance, this forum is majorly biased towards killers. It's hard to "listen to the community" when a small portion is what you see and is mostly biased.
No, my concern is that they don't properly test their ideas thoroughly before release. The PTB is a joke. There should be a vetting process to get on the PTB. A reward for participating and strict rules of play while there. For instance, no DC'ing at all. No afk'ing. You are there to test changes, not screw around, so no farming either. Instead, we have a joke of a test server where all of the above occur. Many games that have test realms for players tend to either vet or enforce certain norms of play. It helps in actually testing the changes.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1432589#Comment_1432589
Dr. Phil over here trying to offer his professional opinion based on your opinion of people teabagging at exit gates.
######### are you talking about? Did you bother reading the thread? The whole thing is about why people teabag at the exit. My first post pointed out that they are not all toxic.
You kids and your lack of reading comprehension crack me up.
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I'd love to see weather effects in the game. Even muddy footprints would be awesome.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1428696#Comment_1428696
You can't take the word of the people being jerks when you ask them why they were jerks. That's pretty counterproductive.
If those people were not jerks throughout the match, then how am I to label them jerks? Sounds to me like you have some self esteem things going on that you cope with by labeling everyone a jerk if they don't fall into a category.
Have you ever watched Puppers? Probably one of the nicest players out there. He often waits for the killer at the gate and let's them hit before he leaves. He even told his chat how it is extra bp for the killer, especially if they had a bad match.
Personally, I'm not sweating someone teabagging at the exit. I'll take the extra 300 bp.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1428543#Comment_1428543
I always wonder what makes people form these assumptions - positive or negative.
It has never, not even once, come off as "wanting to be nice and give the killer some free hits" when people camp the exit gate. You could easily do that in a multitude of ways, none of which involve gathering up at the exit gate and teabagging until the killer runs in and takes a swing at one of you.
I actually ask people after the match. It is not an opinion of mine, it is merely my findings. You may assume whatever you want, does not matter to me.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1428413#Comment_1428413
Sure, I like a lot of what you said. But again it almost feels like you're not 100% on board with this change either and are hesitant to support it
"I would hate to see the game take these lengths to limit camping and tunneling"
I still believe my prior statements stand, and because of that I don't really have anything else to add on to this discussion. Especially that part about why this power works for Pyramid Head, but not as a default mechanic that would affect all killers.
"The only reason this mechanic works and works well for Pyramid Head and not as a default mechanic for hooks is because of the freedom of choice. When you're playing as Pyramid Head, you are given the option to send survivors into a cage all the way on the other side of the map you aren't forced to. This introduces an interesting and unique dynamic for Pyramid Head's gameplay and allows for a decent amount of strategy where you have to weigh the risks vs. rewards of sending someone to a cage.
It's widely known that you generally don't want to use the cage every single time you're given the opportunity to do so, if you do you're liable to lose a lot of pressure and run the risk of only priming somebody with We'll Make It or something to get quick heals to make a safe save without risking anything. However using it once in awhile to force survivors to relocate position or to waste their time crossing the entire map to go for a save if you know they're not on that side to begin with can be a very useful tool.
Forcing this mechanic not only devalues Pyramid Head's own Cage of Atonement not only in it's usefulness but as a new and unique mechanic, but it also takes that choice away from killers. It removes the strategy of deciding where to hook someone, and as a side note: it also completely removes the entire threat and function of the basement hooks as a strong defensive position."
Again, I'd prefer a way of just punishing toxic players across the board, but BHVR would not only find it difficult to define it, but shows little interest in lowering toxicity as a whole. They actually spend more time defending bad behavior than anything else.
That said, the cage movement mechanic would work no different as a hook movement mechanic. Killers who can't see where the survivor went will find it harder to camp the hook.
The hesitation you pick up on is more that I know anything that is done in any way will be exploited by some toxic player or another. I'd rather see this mechanic tested thoroughly before it went live. I don't trust the PTB because it is wide open for all and many players just goof off, or DC on the PTB. Hard to test mechanics when nobody is playing the game. (That is an entirely different rant)
In short, I'd rather see steps taken to limit the ability to camp and tunnel as opposed to just sticking with the status quo. As a killer, I have zero problem with the mechanic as I would rather hook someone and get to the next gen to down another survivor. I often run DH as well, so being far from the hook is one step closer to their demise. :)
GL out there.
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@Meg_Survivor said:
i have a question for my killers out there , i have seen alot of survivors tease killers when they reach exits. Is it called "TeaBagging" ? & if so does this make you angry when they do this ?
I always reach exits with other survivors and they never rush out they always seem to wait at the exit then start telling the killers to come on or start crouching non stop in front of the killer lol i never really understood why people do this as im still new to the game
You can't always consider it "bullying" or "toxic". I've known several non-toxic survivors that will wait at the exit to allow another hit. Each hit is 300 bp, so in some cases, they are just letting you get a bit more bp. Some of them do it in order to give you time to find the hatch and close it for more bp as well. I rarely play survivor, but if I do, I will wait for the killer to get more bp by downing me, or closing the hatch. If the killer was toxic, I'll just leave and who cares what his bp was.
Yes, some of them are toxic crap-for-brains players, but not all of them.
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@Seiko300 said:
The devs mentioned they don't want to do this or something similar, because they don't want to restrict a player's freedom of choice or something along these lines.
https://forum.deadbydaylight.com/en/discussion/comment/1425691#Comment_1425691
What if a chase hasn't been initiated? Say you're a wraith that's cloaked, or you have a very strong hunch someone is close by because you saw scratch marks really close by, or plain flat out sometimes a chase doesn't initiate unless you're really close, in all three of these situations you hang around the hook for a bit too long even though there is someone there the hooked survivor teleports away.
I mean, while this might have the potential to work, I feel like at that point you would be putting far more effort and pushing a fix that's needlessly complicated and potentially susceptible to bugs rather than something far more organic.
Not to mention, this change probably would have very little impact on high mobility killers like Hillbilly, Oni, Freddy, etc. because they can just zoom on over. Whereas this change would be very punishing on normal killers who don't have that kind of mobility or are even slower, killers like Clown, Plague, Pig, Leatherface, etc. In this way you are pushing good killers, meta killers, to be even more meta than they already are and you're pushing worse killers further and further into obscurity.
The only reason this mechanic works and works well for Pyramid Head and not as a default mechanic for hooks is because of the freedom of choice. When you're playing as Pyramid Head, you are given the option to send survivors into a cage all the way on the other side of the map you aren't forced to. This introduces an interesting and unique dynamic for Pyramid Head's gameplay and allows for a decent amount of strategy where you have to weigh the risks vs. rewards of sending someone to a cage.
It's widely known that you generally don't want to use the cage every single time you're given the opportunity to do so, if you do you're liable to lose a lot of pressure and run the risk of only priming somebody with We'll Make It or something to get quick heals to make a safe save without risking anything. However using it once in awhile to force survivors to relocate position or to waste their time crossing the entire map to go for a save if you know they're not on that side to begin with can be a very useful tool.
Forcing this mechanic not only devalues Pyramid Head's own Cage of Atonement not only in it's usefulness but as a new and unique mechanic, but it also takes that choice away from killers. It removes the strategy of deciding where to hook someone, and as a side note: it also completely removes the entire threat and function of the basement hooks as a strong defensive position.
Camping isn't fun, it's not fun for the killer, it's not fun for the hooked survivor, and it's boring for the survivors doing gens not interacting with the killer. But this isn't the way to solve the problem, it's a bad idea.
In your first scenario, it would only move if there was no survivor within the area. So if you are the killer and you are searching around the area because you think someone is there and it suddenly moves, that answers your question because it won't move if a survivor is in the area as well. All of this can be coded in. If the scratch marks seen were a survivor who left the area and you stay, then the hooked survivor is transported to another hook, you should instinctively know that you just wasted your time because that mechanic only works if no survivor is in the area.
As for high mobility killers, it won't matter. Part of the function is if Billy is camping, and no survivor is in the declared range of the hook, the survivor gets transported to another hook and Billy can no longer see the aura. He has no clue where that survivor went. If the 5th gen pops during that time, the mechanic is cancelled and the survivor does not move or his aura becomes visible.
Look, I would hate to see the game take these lengths to limit camping and tunneling, but at some point they have to do something. I already hate playing survivor, but decided to get some extra BP doing the Rift Challenges since my killer wait times were 20 minutes. I played 10 survivor matches and regretted it the whole time. Nine of those matches were killers tunneling directly off the hook or hardcore camping the hook from the start. They were boring matches with low BP totals for everyone because there is little to no interaction with the killer other than sitting on the hook. That is NOT what this game was meant to be. Its the exact reason they made pure stealth play so hard to pull off, because they want you to interact with each other. The biggest BP rewards come from interaction on both sides.
There are a thousand things I'd like to see improved for killers, but I will not whine or cry at attempts to limit hardcore camping/tunneling. I find it lazy on the killer's part and quite toxic. I despise it as much as I do those 4 man groups that have little interest in gens and more interest in chasing the killer around with flashlights. Neither are parts of the game that were meant to be and both hurt the game. I'd love to see a mechanic where they could recognize 4 man SWF groups and the killer gets buffs with each gen that gets finished or each time they are blinded by a flashlight. (New Lightborn will help with that).
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Is this a joke post? Franklin's is fine as is.
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@RizeAki said:
Problem is survivors will abuse it by looping a hook causing it to teleport away then someone across map gets the free save cuz you know “shouldn’t have camped”
Not a hard fix with coding. If the killer is not in chase and no survivor is within X meters of the hook, but the killer is within x meters, after x seconds, the hooked player is transferred to another hook. The game recognizes when the killer is in chase, thus giving a "survivor found" bonus. The game recognizes when a survivor is x meters from an object, otherwise how would so many perks work? If the killer hangs around the hook, no survivor is nearby, the hook moves.
If the last gen is done, this function is cancelled out. No need to avoid hardcore campers when the last gen is done.
Look, I don't disagree that camping has it's moments as the best strategy, especially when gens are done. But the concept of camping from hook 1 onward is a joke. It promotes toxicity and is usually met with it. If you can't hunt down survivors and hook them without camping and hardcore tunneling, you need to get better. I reach red ranks every cycle with absolute ease and I go out of my way to avoid camping and tunneling. The only time I alter that is when I face a toxic SWF that follows me to the hook and unhooks right in front of me. In those cases, its on, especially if I figure out they were both part of the SWF.
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Killer boycott won't happen. Why? Bloodpoints and the absolute boredom and tediousness of the survivor role. I switched some time ago because I got tired of getting tunneled to death as a solo survivor and lucky if I can get 14k out of a match. As killer, I get 25k even if I get owned by a 4 man swf. Still worth it. This is not including Chili, but it does include WGLF - which requires much more to get the bonus than Chili does.
I'll stick to killer regardless, thanks.
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@maximizer12 said:
Overcharge has a very small niche for punishing survivors tapping gens during chase or if theyre just bad, though wouldnt it be better to be a passive rather than a required step.
Instead of requiring the killer to kick a gen to have the skill check it applies to any gens that start regressing regardless how. That way it can synergize with ruin everytime a survivor stops working on it and procks when surge goes off. For red and purple ranks survivors tend to hut the level 3 skill checks so this may allow it to see some use.
The only buff I'd like to see to Overcharge is to have the chime removed. Just like it would be if you had 5 stacks of lullaby.
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@xxDeathwishDW said:
I think it's not a big problem. It is a end-game perk, so it don't do anything in early and mid game. Also, you can remove this thing with doing totems. I can maybe understand if you just say "No one Escapes Death" but it's a hex.
I think most people's problem with NOED, barring just straight up whiners, is how it rewards even griefing players. Someone who starts the game by face camping can easily 4k with NOED. The rest of the team realizes the face camp is on, so they hit gens. By the time the first survivor is down, 3 gens are done. The second chase ends with one gen left. The second face camp is on now. Last gen pops, killer downs another with NOED, and the 4th gets taken out at the door. Severely boring match where someone who is intentionally playing a very toxic/griefing style of play is easily rewarded with more ability to grief.
In my opinion, I love end game builds and NOED is a crucial part of them. I'd like to see a simple change to NOED that would force a different play style in order to get it to work, yet reward the killer for efforts made during the match. In order for NOED to spawn, the killer has to get a total of 4 hooks. If he gets those hooks, NOED pops at the last gen. Perhaps a new totem is spawned for it even. So even if all the totems are cleared and the killer gets 4-6 hooks, a new totem spawns with NOED.
The face camping troll does not get rewarded for sitting around all game and the end game builds continue unhindered mostly. There are flaws in it, I know, but I just don't want to see NOED removed, yet I hate seeing it reward people who just want to ruin other player's experiences. And yes, there are many people who admit to playing this game like that just to grief others. That is totally ok with the developers in this game, but calling them out is not. Just keep that in mind on these forums. lol
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I go afk on that map. I'm truly sorry to other players, especially how low the bp is when the killer goes afk, but that map actually causes headaches. I'm severely colorblind and with no filter built into the game, and the game reading NVIDIAs as a cheat program, I have little choice. The map is one large blend of color with several small objects, that are nearly rendered invisible due to the poor color contrast, that stick out and hinder movement. I often can't even see doors and windows. The layout does not help. There are few, if any, real landmarks to orient you. Every hallway looks alike.
I main Trapper, so I see my traps on the ground through the walls and floors. It gets so bad for me that I can't see how to get to a trap sometimes. I'll walk along the wall, and suddenly it says I can break a wall. I back up and cannot see it as a different block, it is all blended. By the end of a match, I can feel a migraine coming on.
As survivor, I cannot see windows, totems or obstacles/pallets. I run Detective's Hunch regularly, will get right in front of a totem, but can't see it due to the color-blending. I have to move slowly until I see the prompt come up. I started running Windows of Opportunity and noticed there were windows in areas I never knew about.
Just from a base design, this map is a real pain. It has twin areas that are nearly identical. It does not have an orienting feature. If you run from a gen, you will be hard-pressed to find it again, as survivor or killer.
So, my apologies if you have me as a killer, or a survivor and I'm afk. Not worth a migraine headache.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1397646#Comment_1397646
He did indeed get banned for it in the past he modified his save data if im correct.
He hacked trying to get his legacy skins back. He got hit with the bug that wiped out legacy skins and tried to get them back the right way. Like all others, the was met with a lazy incompetent BHVR team that could not/would not help. So he tried to do it himself. His hack was not trying to get a game advantage, it was trying to get back something a game bug took away.
As for what I think of No0b3; I think he is entertaining. I don't think he is the typical "toxic" streamer that many try to make him out to be. I've seen many, many videos and streams where he may give the killer a really hard time, but he also lets the killer get him so he gets the sacrifice. I've seen him run back into games to "toy around", but will also state that the killer deserved the kill. So yes, he can be annoying if you are the killer, but at least he understands the frustration and tries to make sure the killer gets something out of it in the form of the satisfaction of the kill.
His videos are highly entertaining, especially with the soundboard editing. He also loves to point out how boosted he is and is not much of an ego maniac.
I don't put much weight in his builds/gameplay as he is not very good at putting those types of things together. I prefer other streamers, like Monto, for builds. Monto is less entertaining, but his builds are often creative and useful. The other thing I like about Monto's guilds/instructional vids is he points out his own mistakes. He'll admit when he screwed around too much, forgot to take something into consideration, etc. That helps a lot when you are trying to address playstyles that might fit you as a killer. (I do love that True3 will often use a Monto build weeks later and try to act as if he "thought it up". He's like a comedian that steals jokes but changes the names in order to say he came up with it. lol )
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@MalEducado said:
Bullying, genrush, YouTubers lie about the game , killers rank 15 Vs survivors rank 1...
360 in ps4 is broken , cause auto aim , auto aim gets crazy and don't let you take aim on survivor ...
Queue of 30 min to play as a survivor ...
Devs need to do something ...
Devs get bots in rank 1 dbd ...
I was unaware of my name change. I'm "Nobody" now? You could not pay me to switch back to survivor.
- Survivor bloodpoints are an absolute joke. If you get unlucky and get tunneled from the start of a match (which happens a lot), you can get as low as 4-6k or less bp. If the team really sucks, I've ran the killer for 2 gens, got hooked, was hit directly off the hook, re-hooked (because I don't run meta perks like DS) and struggled to death. Got 3k bp. Yikes
- Killer bloodpoints are more than twice as good as survivor. I have run this test several times over the years. Do one and two hour timeframes on off and peak time hours. How many bloodpoints were earned in that timeframe and how much bp worth of items (addons, offerings, etc) were lost? In every one of them the killer makes minimum two times the amount of bp than survivor gets.
- As killer, I might get SWF groups that are absolutely insane! I have choices. I can play toxic and tunnel until I get a kill or two. I can chill and just farm as much bp out of chases, gen kicks, pallet breaks, etc. Try to get some hooks and maybe a kill in. It is super easy to farm 20k bp plus out of a 4 escape SWF nightmare match. Why? Because the pinheads work to engage the killer. It's not like you don't get chase points, brutality points, etc. Or, I can give up and go afk. These types of matches used to be once out of 10 to 15 matches. Over the past year it has picked up to 1 out of 4 or 5 matches. I'm talking the most toxic groups. SWFs are common, but those hit squads are still not the norm.
- As survivor, if I get a hardcore camping/tunneling killer and I'm not on my looping game, or just got downed fast for some reason, I could easily be looking at a match with less than 3k bp. Furthermore, I have limited choices. I can "just do the gens and leave", in which I'll likely fall victim to NOED because with the avg tunnel/camp match the killer will get the 1st one down and be on the second by the time 5 gens are burned through. If you stop to do totems, it's almost an easy 3-4k for sure. Another choice is to just let him kill me and suck up the bp loss.
- If I camp/tunnel killer AND a crappy solo team, I'm really hosed. I have 2 choices, bore through the slogfest and get crap bp for doing gens and leaving, or die fast and get crappy bp and on to the next match.
Overall, I feel like I have more control over the game as killer. I can't control those 4 man SWF hit squads, but I can control how I approach those matches and at least make some good bp out of them. I can also "surrender" the match once the gens are done and open the doors. At least I get some good BP for putting up with the toxic crap. As survivor, I'm at the whim of both the killer and the survivor unless I'm in a full SWF. Survivor can't say "at least I get good bp for putting up with the toxicity" because they don't. They get hosed three times in a match; once by the killer tunneling them down, once by the crap team of survivors that farmed you in front of the killer and a third time by getting crap for bp.
I switched to killer almost 3 years ago because of the frustration of dealing with tunneling/camping and crap teammates combined with the massive bp disparity. I do not regret that switch and would recommend it to anyone playing. Killer role is still significantly more enjoyable and rewarding the survivor has ever been.
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Killer - My go-to perks are BBQ (I love bloodpoints and will always default to it for more)....that's about it. I often like to run Devour Hope, Ruin, Thana, Sloppy, I'm all Ears (helps on some maps due to colorblindness), Blood Warden, Thrill (more blood points again), M&A (on some killers), Distressing (On some), and even Brutal Strength - depending on the build or offering.
Survivor - WGLF (I already said I love bloodpoints and survivor gets shafted on them, so this is a must), Dance With Me, Detective's Hunch, Inner Strength, Botany Knowledge, Empathy, Lithe (sometimes), Plunder
I don't care much for meta perks. I run what I feel like at the time.
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Ignore it. Use of items is not toxic. I hate when anyone says using any perk or item is toxic. Sorry, but it's not true. Now, you can play toxic while using them, but that is not the fault of the item, that is just the person using it.
That said, some items are too strong. Iri Head on Huntress, keys, moris, etc. All too strong. Iri head should inflict broken, not instant down. Broken for 180 seconds would be very powerful. Even 120 seconds. Keys should only let one person (keyholder) out. Mori's should be after 2 hooks.
But using them, is not toxic. You had to spend bloodpoints on them, you should use them. No matter what role you are in.
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Yes and No.
Yes, I like the buff to movement while throwing.
I don't like that they changed the reload so that I can't "jiggle" anymore. One of the things I enjoyed, and often got lots of laughs from end game chat, was spamming the reload button while running Santa Clown. It made the Clown jiggle around and looked like he was trying to dance. It was really funny to see. I actually lured what would be a 4 escape back in for a dance party and after a few minutes, got a 3k out of it. They were laughing their butts off in end game chat and said it was worth it.
No more jiggle though. Not sure what they changed, but I can't seem to get it to work anymore. :(