Raven014
Raven014
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- Raven014
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/609214#Comment_609214
Survivors being serious is the joke.
https://forum.deadbydaylight.com/en/discussion/comment/609087#Comment_609087
People get to whine about things that are true. Dogs don't get to whine about postmen biting them.
In that we both agree. : )
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@ThGameIsHardButSoAmI said:
https://forum.deadbydaylight.com/en/discussion/comment/609064#Comment_609064
yeah, you're right,
what about: being stunned by an injured survivor let's you break the pallet 25% faster?
it's still on the theme of the perk and this way you can garantee that the survivor has time to make distance because he stunned you, and running enduring, brutal strenght and blood hound is a lot of perks slots just to break pallets faster, so I guess it's not that op?
That might make it a little more viable, especially for wraith, who sucks at loops.
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@SoylentPixie said:
I have to agree with @ASAPTurtle here. Hag really isn't weak in the right hands. Smart trap placements and a good set of perks (freaking love M&A) can make life very hard for even high rank survivors.
Not to mention, while survivors do know to crouch, they only really seem to do so in the obvious spots, Ive lost count of the amount of 4k games i've gotten because survivors only crouch their way to 'safe zones' and run the rest of the way. And if i see a flashlight in my lobby, franklins takes care of the issue most of the time.
Different survivor playstyles on other platforms might be a thing I guess, but I just don't see the hag as being weak.
Your idea might well work, I won't dispute that, but I wouldn't count on it working longer than it takes for survivors to figure out some kind of counter, the smart ones (and there are some) usually do. It might be something to suggest to the devs however, can't really hurt.
Well, I don't have an issue with what hag can do, more like I don't like it when survivors just sit on traps while taking down totems. That's all. : /
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@ASAPTurtle said:
@SpaceCoconut I never knew you roamed around the forums you precious hag main. I love your videos.
Wait, he's a youtuber? I had no idea.
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@SpaceCoconut said:
Honestly the only tweaks she needs are to her addon the Waterlogged Shoe. Maybe change it so it's similar to Wraith in that her traps are immune to flashlights with the addon.
Really, everything else is fine. Just practice with her. If survivors don't move on a trap, move in and make them move to a new location with a different trap and get them there.
Maybe have that instead of hindered. I mean, I know hindered can be powerful, but maybe make that something else.
I didn't know you were a youtuber. I just searched up your vids. Cheers for the tips.
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Adam, because he doesn't have any good cosmetics, Jake for similar reasons, Jane because I don't like her head cosmetics, and the only reason I use nea is her head case blue hair cosmetic. It's the only one that looks decent to me.
Other than that, I'd play Jeff more if he wasn't so loud when uninjured.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/609214#Comment_609214
You're crazy if you think more killers have a sense of humour than survivors. The only people that seem to have a sense of humour in this forum are the people that acknowledge the problems in both killer and survivor gameplay. A lot of the people in this thread only see one or the other (proven by their countless discussions about every little thing the opposite side has that annoys them)
True, I've been very serious as of late, but if you don't laugh at how stupid some things are, then what can you do? XD
I mean, survivors want to try to ban you if you don't leave the hook immediately. Killers tend to be more lax. : )
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@ASAPTurtle said:
@Raven014 I'm on Ps4 and starting out on PC.
That must be it.
I still think a minor change might make the traps a little more useful, since survivors shouldn't be allowed to linger on a trap, but whatever.
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@se05239 said:
He's already a better Clown at this point, I don't see why the snares need a buff.
Clown's slowdown is more effective, but I do find him weaker compared to him. Maybe I'm just not good as him, but I think Clown just isn't great at finding or patrolling gens. Freddy is.
But... his snares do leave something to be desired. They're not great as slowdowns, but they are good at countering vaults.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/608598#Comment_608598
He is OP, fake pallets or snares, transporting to gens, very fast attack you can throw him a pallet while he is on your side, jump to the other to avoid him and Fred is so fast he can hit you again.
The whole sleep situation, making you slow to do gens, a free thanatophobia.
Most killers have 2 things going on, Freddy has at least 4.
Freddy isn't very strong, but he is decent. Dream pallets tend to confuse newer players, while snares catch better players. Newer survivors will usually try to use dream pallets when they need it, so it'll slow them down for freddy to catch them. Good survivors will destroy dream pallets on sight, so snares are useful.
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@ASAPTurtle said:
@Raven014 Maybe it's because of the different platforms?
Perhaps. I am on Xbox.
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@ASAPTurtle said:
@Raven014 The traps probably don't trigger against your survivors cause there placed in obvious trap spots.
And no. This is not from a rank 15-20 view. This is actually from a rank 8-1 view.
Actually I happen to place them in decent spots, but randomly. Like one trap would be in the middle of the path, one would guess where it is.
Hm... we must get vastly different survivors then.
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@ArecBalrin said:
It doesn't work in reverse.
Survivors outright report killers for doing normal stuff. Killers complain about gameplay features that are inconsistent, create perverse incentives or weren't originally in the game but introduced as the result of feedback without being debated or tested first.
I'm pretty sure this is a joke. Survivors tend to be serious but killers... have a sense of humor. It's funny. : )
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@ASAPTurtle said:
@Raven014 Hag is one of the most best killers in this game. Despite her slow movement speed which isnt necessary. Being short with a small terror radius, and having the ability to teleport anywhere in the map + dark attire making her harder to see is very good.
She may seen weak because of how most people play her but she is very strong in the right hands. Mindgame and map pressure ability is also very good and easy to pull off which a lot of other killers struggle with.
Her ability to sneak up on survivors, patrol hooks from afar, and defend off her territory is something that should be abused to her potential but sadly doesn't happen often.
Potential... yes I agree. Practice... not quite.
I mean, I know what you're getting at, I just think that you're looking at this from a level 15-20 view.
That said, I agree about the in the chase situation. That's when her traps shine, since people might trigger them by accident and such. But most survivors I go against just don't trigger them unless they know I'm in a chase.
I mean, this change I'm proposing is just to stop people from just cleansing a totem on a trap. It's a very specific situation I'm seeing that work.
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@IamFran said:
Why Jane's one is the only buyable with shards?
Because 90% of cosmetics need a paywall. It's why I'm glad that you can get scarecrow wraith with shards too.
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I think Trapper's the best one of the group this time.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/609153#Comment_609153
He was insanely consistent. He always 2ks no matter how good the players are. Also his addons let him actually 4k, still with little to no skill involved on either side.
That would be a problem... survivors having to try to counter that.
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@TheShape78 said:
No, I don't think so. If there's a certain map you happen to like, and want to play on, then why shouldn't you? Especially if you want to try out a new map. Of course, the counter point to that is not everyone else wants to play that map. If the feature were to be removed though, I would be ok with it as I kind of like the map selection being random.
Yeah, I like getting Grim Pantry seven times in a row... : /
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/605268#Comment_605268
Lol, Fatal Strike being from Feng Min.
That would definitely be a Bill Perk.
Maybe it would replace left behind. We all know that perk's useless.
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@Kerbert said:
Are you kidding me? Survivors run mindlessly into traps all the time, even survivors who saw Hag place a trap. You overestimate how smart survivors are.
I play at high ranks. I said that in my response. And there is usually at least one flashlight user, so no, I am not kidding you.
And SWFs... if they get you into a chase, they will trigger every trap you have while you're distracted.
So no, I'm not overestimating at all.
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@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/608218#Comment_608218
Then weapon visibility should be made a toggle. Of course, most players will always have it toggled off unless they’re showing off cosmetics as content creators or something.
I mean, yes, it should be an option.
I just like having them on, so I wouldn't want them removed period.
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@Kerbert said:
I don't see her as weak at all. I think she's one of the best killers in the game.
She's really only not weak when she chases survivors into trap laden areas. Most survivors know to crouch if you think a trap is near (keep in mind I play at high ranks), so most of the time it's not used to catch unaware survivors, but to finish them off.
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@DBDbuildsYT said:
I hate hag, tbh she could even be deleted and I wouldn't care.
So no, she would be even more unbearable
Is there a reason in particular you hate hag?
I mean, the only thing I dislike about her is that her traps are jumpscares, but that's it. That, and the survivors I'm paired with don't know how to play against her.
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@ASAPTurtle said:
Hag is fine, don't make her power even more disliked.
But she's really weak... I don't see why survivors should be complaining, since a lot of the time, there's at least one flashlight user per game.
You can basically ignore her power and make her a 110% movement speed killer.
But thank you for your opinion.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/608132#Comment_608132
If you think about it, its the survivors choice wether he uses it or not. If they snap out, he cant use it. Whenever theyre snapping out, hallucinations wont pop up so he cant cancel your snap out. It also sends back to no madness so itll take a long time to get them back to 3. The survivors can choose to stay on gens and give him the ability to teleport OR take 25 seconds to go back to no madness and inevitably slow the game some for the killer. Thinking about it, he shouldnt hardly be able to use it unless the survivors are dumb. Are pigs traps supposed to kill? no they are supposed to slow the game but they can kill.
But survivors also choose if Hag can TP too, since they have to trigger the trap in the first place. (Exception being rusty chain.)
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/607969#Comment_607969
Legion has never been strong.
And he could never see scratch marks, this version and the original version can still see blood however
Then why did survivors complain again?
Ah, I've always wanted to make a bloodhound build on Legion. : )
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@Judgement said:
They should remove the weapon from the screen, period. There’s no reason for it to be there besides to block your line of sight and Killers already struggle with a small FOV.
The weapon being there is completely pointless and can sometimes do more bad than good;
- Weapons can bug out and not move, requiring a bug fix to rectify it. Clown had this problem a while ago.
- Some cosmetics can take up more of the screen and make it harder for the Killer to see, than others. It’s better to take smaller weapon cosmetics so you can actually see.
- The animation can be distracting, like you said here.
- On the Killer’s screen, if you look at your own shadow, your model has the arm up to literally hold the weapon in front of the screen. This is only seen on the Killer’s screen, and there’s no reason for it to be that way - it just puts more code in the game.
The Killer doesn’t have to see their weapon to... what? Know what Killer they’re playing, know when they’re able to attack? The weapon on the screen is pointless and obstructive; it should just be removed entirely.
It's just to look cool. Besides, if you the killer can't see it, what's the point of the prestige variants? Only the killer can appreciate them, since they don't look that different to survivors.
Same with weapon cosmetics.
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Ghostface in the realm of the entity... isn't from Scream. They made a completely new character for that chapter. So yeah. Not really an issue.
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Wow, he's one of the most counterable killers. Just loop him at a long short loop. He can't turn well in most cases (I know about sky billy. That guy's nuts!).
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@Swiftblade131 said:
Can we just get rid of the dream world vision in general? It's so annoying and actually completely and utterly pointless :D
I get it, it's to add atmosphere and so you know your in the dream world whatever. It's annoying, playing Freddy or playing survivor. Figure out a different way.
Did not enjoy it when Freddy first showed up, and still don't enjoy it now.
Well, that effect is for the lore reasons, since in the original movie it was all foggy there.
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Tombstone myers helps too. Same with Scratched mirror. I might have depiped a few times trying those.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/608137#Comment_608137
You need at least 3 people with flashlights to have a chance to pull that off as a counter-strategy. And I still doubt that this will work as good as it sounds in theory. I've never seen it work against Prayer-Beads-Spirit.
Hm... that is true. Maybe it should be balanced that when she spirit haunts outside the TR, the rate at which the meter goes down is increased substansially? That might balance it to be very situational... but then again, it's only use is gen grabbing builds. : P
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/606852#Comment_606852
Blah blah blah.
Skill always matters.
Maybe the game is more survivor-sided at the very top with SWF and everything. MAYBE. That is debatable.
But the opinion many killers have that they can only win if the Survivors screw up, is true at all ranks, and not just at the top. These are basically just sorry gamers who refuse to take responsibility and believe that they are already godly players, but because the game is "Survivor-sided" they can't win even if they play perfectly (and they always play perfectly every game!) unless the survivors make mistakes.
It's just overly-prideful people with gigantic egos trying to convince themselves so the castle of cards they built up doesn't collapse.
Debatable...? Hahahaha... you haven't played much top ranks, have you? XD
In my experience, survivor mains tend to have the bigger egos. You are helping prove that with your statement.
One more thing: Just watch some truetalent, or other top rank killers and tell me they don't have skill.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/608116#Comment_608116
You can't hear her footsteps when you are working on a gen. The sounds from the gen are too loud. And the biggest problem with Prayer Beads are the gen grabs.
True... but there are other ways to find out. Just bring a flashlight and blind the husk. That's the quickest way to break the spirit from haunting.
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@SnakeSound222 said:
This sounds like it’ll just make him even worse against high rank Survivors.
Doctor’s shock stun already lasts 2.5 seconds. I don’t think an extra 0.5 seconds and 115% movement speed while charging the shock is worth making the shock thinner. He can work with the same width but a longer range without the nerfs you’re giving him.
You’re just making Madness 2 completely useless. No extra effects at all. Snap Out of It would be just you holding M1. It’d be really boring to go against him. The teleport is not worth making Madness 2 worthless. He wouldn’t be as fun to play as he is currently.
I’ve got some suggestions for Doctor buffs that you might have seen if you’ve looked at any “buff Doctor” threads. These changes would make a Doctor more of threat at high ranks without using add-ons:
- Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
- Increase movement while charging up the shock to at least 105%. He can lose a lot of distance from just trying to use his shocks.
- Remove or significantly shorten the shock delay. This is just dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
- Significantly shorten or remove the transition between switching modes.
- Add the illusionary pallets to his base kit. They would spawn within an unlimited range of the Doctor every 20 seconds (like the current version of the Very Rare Order add-on).
- Have the Order series of add-ons either buff the illusionary pallets somehow (maybe let the Survivor drop them if they’re standing) or do something new instead (like have the illusions perform some kind of action).
- This one is just personal (I'm not even sure if it's true), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
- New Ultra Rare add-on: Dr. Otto Stamper’s Files. The static field becomes map wide and shock therapy range is increased by 50% but the charge time is slightly increased (10%).
I like this better. The teleport makes him a discount Hag.
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Console's the only one I have. I've found that Certain killers are less effective on console than PC (Billy, Nurse, and Huntress for one, since they require great precision.) You're more likely to see Michael, Trapper, and Leatherface though, or maybe that's my experience.
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@Judgement said:
Don’t Legacy items show up under Artefact?
Besides that, maybe the Artefact category was only meant to be visible in the dev build of the game to test cosmetics or something and was never removed.
That might be the best bet.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/608094#Comment_608094
Depends on the add-ons. I'm not excluding a "normal" Spirit from the statement. Prayer Beads is another story.
Eh, but you can hear her footsteps with prayer beads.
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@[Deleted User] said:
Sometimes killer's skill matters. But killer skill doesn't matter when survivors spawn right in line of sight of Ruin and even if you were to B-line with Ruin, it'd pop before you get there.
Killer skill doesn't matter where you get a map like Disturbed Ward, where survivors can run you around in there for 6+ minutes without any potential for mind games if they know what they're doing (so it's just a safe building most of the time), forcing you to either take the loss to get that one survivor down, or abandon chase.
...And then generators get finished in about 4 minutes.
What is a killer supposed to do in that situation?
Killer's skill matters. Survivor's skill and map RNG matters more, though. Killer is strongest when they capitalize on survivor mistakes. If they don't make any mistakes, you can't snowball. If you don't snowball, gens get done in less than 5 minutes.
I love playing Huntress. I believe she's the hardest killer in the game -- or at least certainly has the highest skill cap, even more than Nurse. Skill matters a lot with her more than any other kill (I wouldn't say Nurse has what I'd define as skill necessarily -- 80% of how you play her well is literally muscle memory, and I don't think muscle memory quite defines as 'skill', though it's still not easy).
But as a Huntress, when you get Lery's, with a dozen or so windows and pallets, and your Ruin gets found within the first 30~40 seconds of the game, and your generators are really far and spread out all over the map -- you're simply not winning that. It doesn't matter how good of a Huntress you are. You're only winning that if the survivors mess up. Bad. All of these are out of the killer player's controls.
I can play on Grim Pantry one game as Wraith, and there can be 10 pallets and no god windows, and then the next game I can get grim Pantry again and suddenly there's twice as many pallets and a ridiculously good window set up in the Pantry. Suddenly a much harder game to win as killer, despite the same map and the same killer and even if it was with the same set of survivors. I'm not saying maps can't be stacked in favor of killers too (Sheltered woods), but when it happens to Killer, it's a lot more impactful to them. Games where a killer can't get a snowball end really fast. The first 60~80 seconds for a killer are the most important. They almost define how a match will go for them.
Some maps have infinites, which are basically unmindgameable safe zones. It doesn't matter how skillful you are as a killer. An infinite is an infinite, because it's infinite. Your skill doesn't matter.
Finally, even in cases of you doing something skillful as a killer, survivors have a polethera of second chance perks and add-ons at their disposal which spit on any accomplishments you may have gotten as killer.
Caught someone out of position? Sprint Burst.
About to catch up to someone/hit them? They press a button and dead hard, denying you.
Wounded/downed someone two seconds ago? Insta heal.
Hooked someone? Deliverance.
Someone is unhooking someone so you catch them with a grab? Decisive Strike.
Correctly assumed someone had Decisive Strike? Don't matter. Unbreakable.
Spread damage and chaos across the entire team? Decisive Strike.
Found hatch first? Key.
Discord and SWF has its own set of problems, too.
This is not considering how survivor works, where you (generally) get 3 chances before you're completely put out of the game. A killer can make a single mistake once in an entire chase, and because survivor objectives go fast, that one mistake -- a small misread, can literally be the reason they lost. This mistake can literally be not tunneling someone, because you hooked everyone twice for a total of 8 hooks, but all 4 survivors still survived, so you get an Entity Displeased.
How killer emblems work are also another problem. A lot of Killers emblems actually actively punish you for being good. You use your chainsaw or traps properly as Billy/Bubba/Trapper? Enjoy your bronze chaser emblem. Survivors spawned on all seperate gens and found Ruin faster? Enjoy your bronze Gatekeeper. Survivor decided to DC? Enjoy your bronze Malicious and Silver Devout.
If survivors do bad, and one escapes by hatch, you're probably going to depip. If survivors do good and you don't get a chance to do much, you're definitely depipping.
Sorry for the long wall of text/"rant".
People need to read this.
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Yeah, it's bad for both sides. Especially on autohaven.
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@HatCreature said:
SUNGLASSES FREDDY! Omg, I keep forgetting about that, that would be badass XD @Raven014
You know you want it! : D
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@JAWS_BDSM said:
https://forum.deadbydaylight.com/en/discussion/comment/608008#Comment_608008
devour hope?
I don't think DH v2 will fit into the game.
Why not? It's literally called No One Escapes Death. Sounds very similar to me. : P
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I think nurse's base didn't need to change, but her addons did. Most just can't juke the nurse, and that's why they wanted changes.
But going against more than 4 blinks, I understand that part.
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First sentence is very misleading. We don't all hate NOED or Adrenaline. I dislike them because one is weak, the other strong. It's more about how their played against/used. My issue:
- all four people having adrenaline.
- Noed Not being capable of activation when all totems found.
- Dull totems are now incentivised because of the blood point bonus.
- Adrenaline activating over an exhaustion perk.
Say someone used balanced landing and they're wounded. Then they get adrenaline. That seems a bit unfair. I have seen this perk change the outcome of many games.
Noed is so weak. If a team actually faces it, it's their fault.
How I'd change things:
Adrenaline has a range limit to the door and only activates when the door is unlocked. This is for two things:
- They don't stall the killer too much. (especially if they're
- The killer can at least know which door is unlocked.
NOED needs a buff:
- Make it so that the killer is rewarded for each totem alive.
- make it so that there is a reward for catching DS abuser survivors (Not ones that are just off per sey, but more of they wait at the gate with DS counting down.
- Make it so downed survivors cannot leave via the gate.
- give the ability to mori if the lit totem is up.
I think those (or a combo of those) would be good.
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Interesting. I like my idea better, but hey, it would work. Frustrating for killers if there's no way to tell.
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Well, I refuse to play on certain maps, but if an achievement was on the line... : P
I guess I'll become a masochist.
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I think it's meant to be hard.
That said, I think that the perk Left behind should be this: if the killer closes the hatch, one gen is at 90%. Completing this will open the doors for you.
That might be the only way to get it though. : P
It's like Skilled Huntress or Item of Obsession, in which it's insanely hard, but rewarding.
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I think it should be like this: If you are the last survivor, and the killer closes the hatch, there will be one gen at 90 percent still available to you furthest from the doors. Finishing this gen will cause the gates to automatically open, and it's a race to the finish.
@ColgateAdvancedWhite said:
Left behind should be like a reverse NOED. A perk to turn things around when the end is near.
When you are the last survivor, all gates (including hatch) are open and revealed to you. The next time you get hit by the killer, you ignore that and instead stun the killer for 12 seconds. You are immune to all killer devices, traps and power.
Immune to traps and killer powers? That's gamebreakingly powerful. That means that if a billy chainsaws you, you IGNORE IT.
It doesn't make sense for the killer to be stunned either.
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I don't mind the new DS, because it's fair, but I do disagree with survivors jumping into lockers if they have it. It's dumb.
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@HatCreature said:
Having lore for Ghostface would probably be the easiest for them since the character is theirs but the cosmetic is licensed. I would love to see lore about him since he's their dude.
My only real hope as far as comsetics go if they have that in the Archives or Rift is a Freddy cosmetic from New Nightmare, he's so dapper in that one <3 I really hope that happens one day because holy #########, watch that movie man it is awesome.
I would also like it if they had classic freddy too... or even sunglasses freddy!