RaSavage42
RaSavage42
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- RaSavage42
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Well hi there....
Ummmmmm... let's see here.... I'm a Console player (Xbox) with over a thousand hours in game.... I play both sides but not evenly I tend to play Killer more (I am a Pig main but do play most of the other Killers)
I do like the verity of killers but don't like the lackluster updates they do get
I don't like the DH validation and am in one of those threads talking about it
OH and the Lightborn issue (apparently there is one) Where someone is acting like a little kid saying it's not fair
I do try to be friendly but oh man............
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2712769#Comment_2712769
Because items are essentially survivor powers. They are all M2 abilities.
Saboteur was a perk to Trapper's m2 ability.
Lightborn is a perk to a survivor's m2 ability.
It's not an extreme. It's an exaggeration, sure, since killers rely on abilities to get around the fact that survivors have more perks and multiple items. But that doesnt mean there isnt a double standard here. The comparison is simply "why hardcounter an already weak mechanic?".
And so are Toolboxes, Medkits and Keys... what's your point
Those are still totally different things and you know it... It's not like Trapper can take a hatchet from the locker or pick up Billy's chainsaw
Why are you so against Lightborn being a thing in this game?
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2712733#Comment_2712733
Oh, so Trapper's change in patch 3.6.0 can be reverted then? Where sabotaging traps was removed from the game? Or heck, even revert the changes from patch 2.1.0, where Trapper's traps respawned after 3 minutes if sabotaged instead of being fully removed from the game.
Yknow, if Trappers want to place traps, then survivors can destroy them permanently, end of discussion. Right? Or do we now have a double standard?
It's a power the Devs even said as much.... Which is why that changed
Those are vary different things...Lightborn is a perk, Trapper's Traps are a power, A Flashlight is an Item
Why bring up an extreme situation?
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If the Survivors want to bring Flashlights then Killers can being Lightborn
End of discussion
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712113#Comment_2712113
There are two different hit animations, one is approximately 3 seconds and the other one is half of that. Validation may play the sounds of a survivor being hit but it will only play the shorter animation.
And again I see the one that take the longest... The one you get when you land a successful attack
There ain't 2 ways about this the Devs messed up
I see the blood cleaning animation...
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BNP- I'm ok with those changes but add on a certain number of charges (same for what you did with Syringe and Septic)
NOED- I don't agree with...
1) you're basically taking away the exposed status effect cause killer's need to hit Survivors 2-3 times
2) Why make it work with a Totem at that point
3) NOED should work off of the Totems... like TOTH Also makes all Totems lit up(and does counts Boons)
- 5 Totems left- Exposed status effect for 60 seconds
- 3-4 Totems left- Exposed for 15 or 30 seconds
- 1-2 Totems left- Speed increase by a %
COH- Should be capped... just like other healing perks
Pentimento- Should grant the ability to break any Totem
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712020#Comment_2712020
The animation is the missed attack animation, you don't get as much slowdown as the successful attack animation.
The animation I get is a successful hit... so I don't see the missed attack and I doubt other players see that as well
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I don't like Ruin, Undying, or Pop
So Corrupt and Whispers
Maybe Oppession and Surveillance
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My issue with DH is the validation behind it... Like someone here already said (Killer swings gets a hit but Survivor keeps on running and the Killer has to go through the hit animation... cleaning their weapon)
Also it should either be for distance or dodging... not both
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So OP wants less interaction.... Ok then how about we all just stop playing this game... Like for real
Both sides have OverPowered things at their disposal...
Not to mention Maps and spawns
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I'm waiting for Pinhead's and Nemesis's perks- for Killer
Or buying them
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My build is way different:
Lightborn- For all intense and purposes
Discordance- To see if/when 2 or more Survivors get on a Gen (I think I use this perk I'll change it if not)
Oppression- Regresses multiple Gens at once and Information
Surveillance- Cause it pairs well with Oppression
With the decease cooldowns on bringing out Victor and Switching back to Charlette addons
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The verity of Killers and their powers
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It's not all that great in my opinion
I am usually chasing the Survivor around Shadow Step
And it only Removes Scratch Marks and Aura Reading... which is fine
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In my opinion it's more of behind the scenes stuff
SBMMR
Servers
Perk balancing (yes I agree that perks aren't updated as often as I would like)
Maps (both size and spawns)
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2704915#Comment_2704915
Because Dead hard is fine, and there are plenty of ways to get around it and bait it out.
https://forum.deadbydaylight.com/en/discussion/comment/2705543#Comment_2705543
none of these are suggested by being objective to both killers and survivors.
What do you mean???
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@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705944#Comment_2705944
wdym by that my friend?
They have the stats of it all but have little time to make the changes so the changes aren't up to date with what's current
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@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705859#Comment_2705859
my problem is that there honestly is not that much that changes but they already increased the amout of perks that got reworks/buff this last coupel of patches but some are questionable like slinger nerf wraith nerf billt nerf like who the ######### asked for that
And honestly... They aren't up to date on everything
If they were then that would be a new thing
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It's more to do with Patch scheduling
Seeing as they are going on a once every month and a half
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The Devs and us players do need to shake up the "meta" for better (or worse)
For example:
Why do Killers use Corrupt- Cause Maps are an issue
Why do Killers use Ruin- Cause Gens can be done fast
Why do Killers use Pop- Cause Ruin doesn't last that long and Gens can be done fast
Why do Killers use Undying- Cause Ruin doesn't last that long
Why do Killers use BBQ and Chilli- Cause Aura reading is good (and cause BP is hard to get)
Why do Survivors use Borrowed Time- Cause Killers come back to the hook
Why do Survivors use Dead Hard- Cause avoiding a hit is good
Why do Survivors use Iron Will- Cause sound is useful
Why do Survivors use Decisive Strike- Cause Killers can and will Tunnel (not saying that all Killers do)
Why do Survivors use We're Gonna Live Forever- Cause BP is hard to get
Why do Survivors use Boon: Circle of Healing- Cause it's free heals for the team (and forces the Killer to pay attention to it)
SBMMR reinforces the "sweaty" games we all face... and also proves that this game needs a real ranked/ unranked mode
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Cause I like this game for all of it's faults
Where I can only blame myself for bad plays and mistakes I make
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@pizzavessel15 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705543#Comment_2705543
I believe brutal strength has been 50% before. I remember seeing a higher % on it before it got nerfed
I think it should be put back... With pallets and Walls and gens the way that they are
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@pizzavessel15 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704818#Comment_2704818
I would like to hear them. and when I say meta, I mean just the hold w meta. not much a killer can do about it really except keep moving forward (not talking about blight or nurse)
I can't solve the "hold W meta"... I don't know where to begin
But a few Perk changes are:
Dying Light- Make the % more for the first hooks (instead of 3% it could be like 6% for the first three hooks on the non Obsession Survivors)
Brutal Strength- Make it 50% speed increase and give Hindered to Survivors within 3-5m of a Pallet or Wall being broke for like 5-10 seconds (LOS counts as well so no Hindered on Survivors whom break LOS of the Pallet) and Killers get a Speed boost for 5 seconds
Overwhelming Presence- Add in a "failure" feature to Items being used in TR (where a Survivors is trying to use an Item but it just won't work) and also make it last for 5 seconds after leaving TR
Hangman's Trick- Make the hooks take longer to Sabotage and quicker to reset on top of Aura Reading
Scourge Hook- (Both perks which is why I didn't specify) Basement Hooks count as Scourge Hooks so now there are 8 Scourge Hooks
Predator- Gives directional Scratch Marks and makes the Scratch Marks last longer
Hex: Huntress Lullaby- Keeps the Regression for missing the Skillcheck even after it's destroyed (or for the next 30-60 seconds)
Hex: Pentimento- Allows the Killer to destroy Totems
Hex: Thrill Of The Hunt- Get rid of the bonus BP and bring back the Notification of Totems being touched
Gearhead- Make it on all Skillchecks
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A lot of the issues are due to coding... So to fix all the issues they'd have recode the entire game
What about perks... Cause they are what the "meta" is
I do have a few ideas as to changes
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No... Players of this game will eventually break down everything in terms of her Power and Perks
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2704187#Comment_2704187
It really depends on time of day I find.
Weekday evenings are fine. Weekend days are fine. Weekend nights are the wild west. Weekday mornings are where the really nasty groups seem to be.
Fair enough
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2704170#Comment_2704170
Play first thing in the morning, which is when the BR and RU premades/streamers are doing their thing. You'll see it a fair bit.
The easiest way to tell it's coming is when you see multiple further hook offerings and a map offering for either Swamp, Badham, Eyrie or Haddonfield - as with a sabo and exponential, you can basically hold a game hostage in a manner the devs have confirmed is (for some reason) A-Okay, but could potentially get the killer banned if they AFK it, leaving you no choice but to DC.
I am in the US... East Coast
Plus the Streamers I face are duoing with a friend
I have yet to come across all of the toxic BS... But trust me I have dealt with it before
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2703781#Comment_2703781
The weird thing is that these tend to be the meanest, nastiest survivors to play against.
https://forum.deadbydaylight.com/en/discussion/comment/2703731#Comment_2703731
https://forum.deadbydaylight.com/en/discussion/comment/2703734#Comment_2703734
Because a lot of the time the smaller streamers aren't so much out for easy wins as they are out to make your life an absolute misery - stalling the game out endlessly/griefing the killer to try and make their streams entertaining.
Not any that I have faced
But I get what you are saying
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I'm having fun with her
But perks are my biggest issue with her... Cause she's new so I have to spend a lot of BP just to get the perks I feel comfortable in using
I can see where the frustration comes from... Her like others are damned if they do and damned if they don't
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I don't have it so... No comment
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2704037#Comment_2704037
Fair enough.
Its the same like Pentimento: you got all this awesome, stackable debuffs and think "wuuuut? This is crazy", but I would bet money on it that no one ever saw The Entity block all totems in a random life game, because that's more then just a little bit unlikely.
Exposed is the main effect from NOED, ie why you would equip it. And if you only get it with all 5 totems untouched, then you will never see it in a real game, as most survs nowadays will finde at least one totem asap just to bless it.
That's also why I didn't specify If the Totem was dull or Blessed
And why I shortened the Exposed status effect with 3-4 Totems remaining... in (___)
Depends on the player using My version of NOED as to what happens... but it's a lot better then what it is currently... From the Survivors point of view
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2704009#Comment_2704009
And who would wanna slot this anymore if it were that restricted and weak? Its like all the stage 2+ Pentimento stuff, but reversed: no one ever sees this stuff, because that's not how the game works.
The OP simply asked how I would change NOED.... I wouldn't change NOED but that's not what was asked
And how is that restricted... The more Totems available the more power it has
And solves one of the biggest gripes against NOED... either cleansing all 5 Totems or just get lucky enough to see a dull Totem change into a Hex
Cause by cleansing one Totem it negates the Exposed status effect... but leaves the rest as is
And it solves the "gone in 20 seconds"....
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I got a 4E against solos as Huntress on Haddonfield... and I am not upset I hit some good shots and they played better then I did
Why does this all matter... either you played good or you played bad
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Make it like TOTH with the amount of Totems remaining in the trail have effects
Also make all Totems lit like Hexes
1-2 Grants a Speed bonus
3-4 Makes the Exit Gates regress (maybe grants Exposed for 15-30 seconds)
5 Grants Exposed for 60 seconds
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I do dailies and play Killers that I like and some Survivor
Except for sacrifice dailies... I don't like those
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I stay at or above 500,000 BP so I don't feel that bad about BP
And I used to run BBQ like all the time... But not anymore (cause of Shadowstep)
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2703771#Comment_2703771
Huh. I see Nemesis probably the second most after Blight.
I don't.... But then again I play Killer more
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I have seen almost all Killers... Except for Nurse, Demo, Blight, Artist (but she's new), Pyramid Head, Hillbilly, Spirit, Pinhead and Nemesis
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@AbsolutGrndZer0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2702904#Comment_2702904
No, don't remove things from other perks.
Why?
That part of We're Gonna Live Forever doesn't makes sense
It would make more sense to be on Buckle-Up
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I play all games... why dodge?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2702922#Comment_2702922
I mean at this rate, u can't say anything, lol
True... It is best to not say anything
I do say GG to all those Xbox players (cause that's what platform I play on)
And if something a bit toxic comes up I ignore
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/2702904#Comment_2702904
Yes, it's true, even when we gona live forever had this buff to raise faster survs, I even mentioned that this buff should be for the buckle up, the idea I'm suggesting is to make the buckle up look like kindless, but to see the distance of the killer in relation to the surv in slug by the intensity of his aura, so stealth killers like wrath and ghostace, even if they were close, we could see their presence
Doing both sounds really good though
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2703011#Comment_2703011
Eh...
As much as I enjoy this game, I don't think anyone could credibly argue that it's well balanced or that BHVR don't make silly, ill-advised or straight up terrible design decisions - or that they treat balance on both sides evenly.
Killers that were 'B' tier at best at intermediate-high MMR get nerfed because they are overperforming at low MMR (Wraith, Cenobite). However, killers struggling at low MMR don't get buffed because of concerns about high MMR balance (Nurse is the biggy) and some killers get nerfed seemingly because BHVR felt like it (Hillbilly, Deathslinger). This double standard is one of the reasons why people frequently call BHVR 'survivor sided' - in that they care more about the enjoyment of survivor players than killer players. And while I don't fully agree, I do think there is some truth to this. I cannot think of another explanation of why there were straight up infinites still in the game until maybe a month ago or why CoH, Dead Hard and the like which are so overpowered that they artificially restrict survivor choices remain untouched - or even get defacto buffs.
They aren't quite as bad or as stubborn as they once were, but they still have miles to go.
I mean yes... I don't like what BHVR has done
But that doesn't stop me from saying that Players play the game
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It's due to people giving their initial thoughts... and others agreeing with no play of their own
The Artist is easy to learn but hard to master... IMO
She's fun to play as (can't say much on playing against her though)
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Why again does this matter... Players play the game
That's all to it... it doesn't matter if one side or the other say what's "sweaty"
If you kill (all) survivors then good for you
If you escape (with or without your team) then good for you
Yea I may run perks that make sense to the Killer I'm playing but that doesn't mean anything (same with addons)
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It's either or
Unless they are licensed:
Bubba, Freddie, Pig, Mickey, Pinhead, Nemesis, Ghostface, Pyramid Head... Jill, Leon, Cheryl, Quentin, Detective Tapp, Ashley
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I definitely feel like something does needs to happen
But i doubt that the Devs are going to do anything (cause it a Survivor perk... I kid)
It going to be like the Hex: Pentimento... We would've liked to see this perks before Boons came out
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The queue times get longer due to less Killers playing... where you play
So on and so forth
It seems the entitlement reaches far (for both sides)
i would've just said GG without the WP
GGWP seems to come off as toxic nowadays
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I've only played on RPD a few times
Can't say that I enjoy that map
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I have been thinking that it needs to boost healing dying Survivors
Take that part away form We're Gonna Live Forever... I think that's the perk