Rezblaze
Rezblaze
About
- Username
- Rezblaze
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
*loads shotgun*
Game's haunted.
-
@sobrat1 said:
https://forum.deadbydaylight.com/en/discussion/comment/788227#Comment_788227
they have like baseball bats and machetes... not guns. If the survivors got together, even a group of meekly neas could take down those big killers.
Again, its spoken like someone who has never been in that situation.
Nobody WANTS to get stabbed, beaten, or potentially killed. Even if it means knocking a killer on their ass, the chances of you actually killing them is extremely low. The chances of them killing or gravely injuring you, however, is far higher. Not a risk anyone is willing to take.
-
Baiting grabs have won me games. Absolutely not.
Game is already limiting as it is.
-
This game lends itself more to the aesthetic of Slashers than that of mere killers.
Anubis isn't really a slasher. In fact, he's a god of Judgement, it would be odd if he just started murdering people.
Maybe a mummy killer would be more suitable, but still.
-
I'd much rather have the ability to select which totem I want a curse to apply to at the start of a match.
I'd much rather choose set-up time to get a hex perk going than to rely entirely on an RNG system. At least then there's some sense of justice if I place it badly, rather than it being of no fault of my own.
We have the ability to target spots across the map, The Nightmare can do that. So why not grant us the ability to see ALL totems at the start, have our hex perks highlighted, and grant us the ability to spawn a curse at one of the totems highlighted? Seems alright to me. Set up time balances out the greater choice and freedom we have for it.
-
@woundcowboy said:
Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.
The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.
A balanced game will lead go fun.
Assuming that the mechanics themleves are fun.
If the mechanics are fun then balance will make things more fun. But the mechanics here lead itself too much to RNG, ergo both fun and balance are sacrificed for a random system that rewards or punishes you severely.
-
@Lost_in_the_Fog said:
I'm sure I'm going to get a lot of hate but I want to address what I believe leads to most of the toxicity from this community. It's the idea that many people hold in which every match is supposed to be "fun" for every individual.
Asymmetric vs games are not designed for every person to always have fun. Your fun always comes at the expense of someone else's fun. I played a bunch of matches in a row this weekend as survivor and I was sacrificed over and over and over again. Was it fun? Of course not! I got REALLY irritated after a while. But then I did finally escape and it felt great!
I know what I'm saying is totally obvious but I feel like people do feel a sense of entitlement over fun in this game. If they lose a match it's often the devs fault because something is "unbalanced." But often the issue could have been worked around had a different perk been equiped. Not saying everything in this game is perfect but I wish people could just be a little more gracious about losing matches.
This entire post is based on the idea that Winning = Fun, which is what most people throw at people who criticise the game.
"Oh, you aren't having fun? Guess that means you just want to win every match, huh?"
A match that goes for thirty seconds is just as unfulfilling as a match that drags on for thirty minutes.
A game's entire purpose is to be fun or engaging. If it isnt fun, there isn't a point for it. Its failed as a game. I don't play games for a chance to have fun.
That's the issue with DbD. So much fun relies on flukes. So much of the game's entertainment relies on factors outside the player's control.
-
Nobody wants to play the weaker killers because during events Survivors are at impossibly peak efficiency. Without Ruin or explicit slowdown perks, its impossible to get above a safety pip, in my experience.
With an easily bullied killer like Tier 1 Myers, you're wasting precious minutes trying to get out of Tier 1.
-
My question is, why are you trying to punish killers for a mechanic that you don't like?
Why don't you, instead, try and encourage the devs to give slugged survivors something to do?
I mean, you realize that 90% of this game is staring at timers ticking down. Your main objective is literally to hold a button and press space, but we're trying to talk about engaging gameplay?
Why should the Killer's gameplay be made unfun just because you can't keep a chase?
There has to be comparably engaging gameplay before you can convince me that the dying state needs to punish the killer. If you can name me one thing in this game that isn't watching a meter tick up and down before getting chased around the map, I'll consider this.
Also, according to lore, the Entity, from what I understand, feasts on survivor's despair and suffering. Sacrifice is not the only method the Entity is fed by. In fact, a sacrifice means one less survivor that the Entity can keep feasting from, as after they are sacrificed, they're essentially in the Entity's bowels as waste, floating in the Void.
-
Overcharge... is weak. Useless in high ranks, and only has one time use.
I'd have it apply Overcharge for the next 5/7/10% of generator regression. Any skillchecks within that period will be tremendously difficult. I think that would help give it a boost in higher ranks, and still make it strong in low ranks.
Alternatively, it can grant tremendously difficult skillchecks until one is missed, then the effect is terminated, rather than one skillcheck that goes away whether you hit it or not.
I don't think perks like that should only be useful in low ranks.
-
No. Emotes should fit the atmosphere of the game. Having dances would make this game more of a meme than it already is.
Emotes that fit the situation. Not default dance BS, or facepalming.
-
@Elk said:
https://forum.deadbydaylight.com/en/discussion/comment/798636#Comment_798636
https://us.v-cdn.net/6030815/uploads/659/E4BR6QYK4JRS.png
Me looking at this comment and accepting it, as reality.
If you can't beat 'em, join 'em.
-
@Davidjzuniga said:
Lol ok. Freddy is not in a good spot. Hes annoying as hell and his add ons are overpowered. Hes op af in the right hands
"If you play him well he's OP asf"
😗
-
@MalEducado said:
You don't understand anything, when wraith play as a invisibility mode, he can see me but I can't see it... This is unfair ,obsesion objects have to disable when I can't see him, I know that object of obsesion we can see both at the same time , killer can see me and try to hook me, he have a BBQ & chilli all the match, in me ... Why anybody not use ob-of-ob?cause the killer can see you ...
Have you considered not running Object of Obsession? How is this situation any different from Rancor?
-
@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/797677#Comment_797677
Whines about nurse changes, complains about 'staleness' of the game. Yikes.
Jesus, can you not contaminate other threads with your personal drama with another user? Please? Thank you.
-
@Blazelski said:
I agree with some of the others here. Her traps shouldn't be more lethal. It sucks as a survivor when you die from a trap due to absolutely no fault of your own, and increased lethality would just make that more common. This coming from someone who has been maining her for a couple weeks. Not to mention that the Pig would actually suffer from less bloodpoints if people died faster.
What she needs is the Rule Set #2 base kit buff, and a massive reworking of her addons so that more than 4(ish) of them are useful. She should get the next pass after Nurse.
I agree the goal of her traps isn't to be lethal, but honestly I think her recent nerfs made her traps a little TOO non-lethal, to the point where its not threatening to have it on, more as a minor inconvenience.
I think we should find a point where having a hat on is a desperate situation but not a death sentence. Right now is neither a desperate situation nor a death sentence.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/797721#Comment_797721
But that was also during a time where once a game was released, that was it. A studio then moved onto a NEW project to publish and sell. Now consumers expect post release work, fixes, and content. So the game they first published to sell continues to COST the studio time, money, and other resources to meet these new consumers expectations.
They deserve to be paid for post release content just as much as being paid for initial release content.
No company inherently deserves my money, especially when it is based on schemes that enhance game experience and your ability to perform in the game.
I don't care what starving game dev is on the other side of that. If people support games that have aggressive and anti-consumer practices, then marketing teams and shareholders will keep asking for them.
It may sound harsh, but do we really think that marketing teams are making these monetization practices to benefit the little old game devs? No. Its for Corporate BHVR, not Game Dev BHVR. Call me a pessimist, but I've seen too many studios with more money than they know what to do with include even harsher monetization practices than that present in DbD.
That doesn't mean we have to pretend that its not an issue. Yes, the issue of money and monetization isn't as black and white, that doesn't mean we have to throw up our hands and hand over our money either, or ignore predatory monetization practices. People (and by that, I mean companies) WILL take advantage of that.
This is treading a very dangerous line into the political and extremely controversial. I'd advise that we both be very careful with the things we say next.
-
@Peasant said:
I feel like killer emotes should be a thing, but very conservative.
Like, maybe pointing menacingly and a deep chuckle.
I don't want anyone dancing or any of that. Reasonable stuff.
For example, you're playing Trapper. You are patrolling the map while playing traps and you see a Meg desperately try to hide behind a tree. Instead of the default we have now of just aggressively power walking at her I'd like to have a menacing point I'd be able to do first then storm towards her.
That'd be awesome.
Often I find myself shaking my head at people as Pig who are trying to take off their hats right in front of me. It'd be nice to have a dedicated "Naughty Survivor" button.
-
@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/797452#Comment_797452
Coin offering lol
And pray that three other teammates don't open just enough before you do? No. Not likely.
-
@noneofyourbusiness said:
Yes, i'm also disappointed
Any killer can double pip on a good day, even in Red Ranks.
With how sporadic game experiences are in this game, the last thing we need is a screenshot floating around as 'proof' that nothing is wrong or needs to be adjusted.
-
@EnviouSLAY said:
https://forum.deadbydaylight.com/en/discussion/comment/797503#Comment_797503
yeah it was definitely coming, i dont like that they nerfed it a second time though after PTB and made them even more useless, and still they consume your medkit on use. it should just be like brand new part and the addon is gone. esp since it is not a guarantee they will even work.
If you're worried about how "useless" they are, I encourage you to not take them and try healing the full time while in chase with a killer.
Just because you can't tbag the killer before you pop a heal doesn't mean its useless, sorry.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/797656#Comment_797656
Sorry, but no.
People have bills and living expenses to pay, and that includes the employees of BHVR.
They can’t take, and use, our iridescent shards to the supermarket.
Just be grateful that they even allow players the option to acquire some content and updates without paying real money.
It as though people who made games in the past were able to make profit before microtransaction models were in full force.
-
@thenegativone said:
https://forum.deadbydaylight.com/en/discussion/comment/797420#Comment_797420
But it IS totally optional...
Just like buying a car is optional to riding a bike. But ones a breeze to getting where you need to go and one takes hours of toil depending on where you want to be.
Nobody should have to pay to get full access to game content. Killers, maybe. Perks, imo should be universally unlockable.
-
@justarandy said:
Some challenges are just impossible to finish as a solo survivor. Like you HAVE to play swf and tell everyone not to open any chest so you can open 4 in one match. It's just terrible designed.
How the ######### can you open four chests in one match alone?
Do they not play their own game? Are the people who designed this in a different department?
-
Instaheals was dubbed by the community, not the game.
DbD is not bound by the slang it's community gives it.
-
@BreadLord said:
its almost as if you DONT HAVE to buy it
A) Progressively spend money on killers so perks are available.
B) Grind shards for hundreds of hours, and wait months for each perk you want to appear.
Don't BS us with this "well it's OPTIONAL" crap.
-
If BHVR insists on the Nurse changes, they HAVE to increase her base speed to keep up with survivors.
As it stands, being slower than survivors is no good. The fatigue and the forced wait assure that chases go on longer then they should.
I'm pretty sure someone tested this; if you run in a straight line, and get hit by the Nurse, she CANNOT catch up at 90% speed. Before, she was entirely reliant on blinks. But now that she can't rely solely on blinks for mobility, she needs a boost to keep up with survivors.
If she's as fast as Huntress or even Hag, that'd be fine.
-
@ElusivePukka said:
The current nerf means they're not instant: one gives endurance and one heals equivalent to Inner Strength. They're already relatively rare, I say take away the 'use up the kit' and replace it with 'use up the addon'
You say that like people didn't already use the instaheals like an endurance hit anyway.
-
The ability to get someone to full instantly, bypassing all healing debuffs on perks or any status effects, is so broken that the nerf was inevitable.
Leave it as it is.
-
@liarcy said:
Is a 3.5 seconds cool down that harsh
also the add ons are more fair now yes there are still a few you wont use but I like the add ons that change the use of the power completely or give it a new ability
On a 90% speed killer? Very.
-
@ProfessorDunwich said:
I usually play survivor and am playing killer more. I have noticed if I play certain killers a DC party begins. I would appreciate some help compiling a list of survivor approved killers.
Survivor Approved
- Wraith
- Trapper
- Clown
- Mikey
Not Survivor Approved
- Ghost Face
- Freddy
- Plague
- Spirit
- Legion
Don't choose a killer based on DC.
Report and move on. Killer matchmaking has improved greatly so it isnt nearly as punishing.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/795973#Comment_795973
But the reason they have them is for communication. There is an actual mechanical purpose behind survivors emoting, unlike with killers. Any kind of animation in the game can be used to troll or be toxic because people get creative, but whether you see it or not survivor emotes do serve a practical purpose.
Feel like it would serve more as a relaxant for a killer.
At least for me. I'd love to get in character as a killer.
-
I like Killer. Not because they're always fun, but because I like making myself a threatening opposing antagonist.
I like to do immersion perks sometimes.
-
@Hoodied said:
Reworked, sorta
They made her power on cooldown and reworked her add-ons, also some QoL
She is the same though, just no OMEGA blink bs
If they were true they would have just reworked her addons.
-
@I_Eat_Worms said:
does entity just give them toilets or do they take shits on the ground
When people die, bowels are among the first things to relax.
So they just crap when they die
-
tenor (7).gif@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/795669#Comment_795669
I imagine the Clown doing that pennywise dance.
-
@anarchy753 said:
Same thing I did to the oinker dude on reddit, get rid of them :)
@Ark_the_Bonsai said:
I boop back with my knife to let them know that I'm the dom in this situation.
@GrootDude said:
I once booped the snoot, piggy didn’t like it. :(
A lotta tsundere pigs 'round here.
If I put on one of your party hats will that increase your love stat?
-
@Dr_Loomis said:
Besides, the killers each have an irritating built-in emote after they successfully hit a survivor (wiping/looking at weapon etc).
It would only be used as a taunt for hooked/blocked survivors. The killer is a solo player and doesn't need to communicate with members of a team.
I don't see how an animation that actively hinders the killer is any worse than Survivors T-bag camping pallets.
Bad strategies that work is the most irritating thing.
-
@Mochan said:
I Can assure you many purple and even red rank survivors die to plague on a regular basis. Yeah, I'm sure they weren't scared of plague at all.
Just tell us you don't play really survivor. It's nothing to be ashamed of. Then we can understand why you are saying such stupid things.
No reason to be so hostile.
People underestimate the Plague all the time.
I should make a thread about it.
-
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/795824#Comment_795824
He means the Quotes on the perks are missing
Oh.
Idk.
-
@Bigbootiejudy666 said:
https://us.v-cdn.net/6030815/uploads/833/3ANT59B8GF43.jpg
Just as I reminder, I base this tier list on The Killer's raw power alone so no perks or add-ons where factor in. Also just remember this is just my opinion.
I'm actually offended you put Hag above Freddy.
-
Well, they'd have to get an actual voice actor for the lines.
But they did it for Ash. Freddy should have some taunting banter.
When he's picking someone up I can imagine a "You're mine now, b*tch!" or a cheeky, "Welcome to MY world."
Even some more manical laughter. I like the soft chuckles as indications of falling asleep, but Freddy is way more enthusiastic while killing.
Part of what makes Freddy so interesting is his personality. Let that come out! Have him scrape walls with his claws as he passes by them, give him some voice lines.
BHVR if you're reading this, get Englund. That'd be a dream come true.
-
@se05239 said:
The last thing we need is a Clown with a /dance emote.
I'd imagine the Clown taking a swig from a separate bottle of alcohol and letting it fall on the ground.
-
@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/795410#Comment_795410
Ooooh that sounds fun too! I could imagine Huntress behaving differently depending on which animal head she’s wearing!
This may be a little burdensome to program in initially though. Perhaps if we got a standard set of unique killer emotes for basic skins, other variations could be introduced later. Maybe even sold in the store. (Profit potential may help motivate BHVR to actually follow upon an idea like this!)
For the Huntress she should start spinning her hatchet in her free hand as she's moving around. Feel that's very Huntress-like to casually play around with her hatchets while hunting.
-
@se05239 said:
The last thing we need is a Clown with a /dance emote.
Imagine the Clown default dancing.
-
@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/790578#Comment_790578
But the point of RBT isn't supposed to be that it kills survivors, the point is to waste the survivor's time. If someone dies by a RBT, cool, but actively wanted a buff for the traps isn't needed on Pig. Before you ask, yes, I am a Pig main, but I'd rather see a lot of her addons retooled to affect her crouch and dash rather than her RBT.
The bear traps as they function now doesn't mean it can't be how they function in the future, or that it's 'supposed to' function that way.
Rule Set #2 increases lethality by preventing them to see all traps until it's active, but also greatly increases time wasting.
-
@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/793698#Comment_793698
True, but good designed killers use their power as often as they can.
Nurse, Huntress, trap killers, Myers, and Clown (he needs work though but the idea is there) all use their powers very often. One even for MOVING AROUND. I believe that is what killers should be designed around instead of a dumb cooldown that makes them all the exact same while they wait for their brief use of power.
I can sew what you mean.
-
@coppersly said:
I want Demo to be a strong killer but his power can be directly countered and shut-down by survivors, and his other power (shred) is best used for pallets and long straight loops.
Otherwise he's just an m1 killer.
"If you don't use his power, and you don't use shred, then he's an M1 Killer."
Can't that be said for most killers?
-
Here's my hot take.
The issue with killer side isn't skill. There isn't much skill a Killer can do because usually mechanics are so limited.
It's a matter of efficiency. Low rank survivors are lacking skill and knowledge and are easy for the killer. But as the Killer approaches red ranks, efficiency spikes for survivors and the Killer has no way to make up for it.
Mind games are about tricking people, which doesn't take my skill, just know how and trying to get the survivor to make a slip up. Unless you're Huntress, Billy, Nurse, Demogorgon, or Freddy, there's a lot more skill and strategy involved. But for most killers, you simply don't have the ability to be skilled, and yet they're expected to keep up with survivors at peak efficiency.
-
@NuclearBurrito said:
There is a reason for this.
At level 1 you have very few perks to chose from. You have 3 perks and if you have 4 slots there is no decision to make. This means at lower levels when you having less perks, having more slots means no build diversity. Once you've leveled up a bit you'll have more perks and thus having 4 slots no longer causes this issue.
If you're experienced then just grind BP for a few games on a different Killer and problem solved. The first 15 levels are quick anyway.
How is having three perks you can swap out with the one's you gain any less diverse than having one perk slot you're stuck with until you reach a certain point?
How is that any less of an injury than having three perks you can use?