Rivyn
Rivyn
About
- Username
- Rivyn
- Joined
- Visits
- 6,479
- Last Active
Comments
-
You win the match. Why are you complaining?
-
Remove, or break up the super long fences. Rework second floor balconies. Fix window placements along stairs.
-
I'm under the impression that Streamers are cursed. Every time I've dropped one, the survivor team is super sweaty god mode. Every time.
-
@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1125187#Comment_1125187
We are far from "back at the dark times"
Seriously, I dont understand the shitstorm the ruin nerf brought, its ridiculous, you people came from disliking the devs a bit to completely despising them.
It's how they worded their posts. They completely ignored why Ruin was used, instead focusing on 'overused' and 'frustrating to new/inexperienced survivors.' You can't disregard one side in favor of another (not just that, but the bottom end of that one side), and expect it to foster good will.
-
But won't the current issues of mismatched rank and low killer turnout still be an issue with the new rank system? It'll still be easy for survivors to rank up, or whatever you want to call it, while killers will struggle. The new system will have to stretch to find matches, right? Meaning it'll still have to pull lower ranked players into higher ranked games. There just isn't enough killer players to balance the scales.
-
@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1125134#Comment_1125134
The only one that could stand for an adjustment is Adrenaline. DS and BT are entirely in the killer's hands whether or not it does anything. Hook, move on. If they unhook, ignore it. Pressure a different survivor. I don't even run these perks since 9 games out of 10 they are absolutely useless.
Unless it's the EGC. Then both perks are free escapes.
-
@ZoneDymo said:
I really dont know how often I have to tell you all this.... the difference is that the Deathslinger reels you in and applies M1, that makes him viable for so many more perks then the huntress.
That doesn't matter when they escape it fairly easily. Any map object, no matter how small, can block it. The whole reeling in deal takes time. Huntress can apply the same damaged state, without that time waster. Yes, more perks can work with him, but that doesn't negate all his faults.
-
That elf skin for Dwight. Bleh.
-
@Peanits said:
This was actually something that was tested earlier on when the End Game Collapse was created, for what it's worth. While it's nice, it did mean that coordinated groups had a noticeable advantage over solo players. You could communicate and have one guy wait on the gate keeping it prepped and ready to open while the other guy goes for the save. Meanwhile a solo player would have to cross their fingers and hope for the best, possibly coming back to a gate at 0%.
Ultimately it was decided against. We don't want to widen that gap anymore than it already is.
As far as the blocking the gate bit goes, that would be considered griefing and you can report them for that.
Except coordinated groups already have a noticeable advantage over solo players. I don't exactly know why you make it sound like that isn't a thing. Maybe I'm missing something.That's exactly why SWF is so powerful. What you said, is already in effect.
And it's not like the gap is being closed at any point. Kindred was a good start, but that was the only thing done in, what, years?
How is gate regression going to change how a SWF acts when, again, they're already coordinated.
-
@Avis_Deene said:
https://forum.deadbydaylight.com/en/discussion/comment/1123026#Comment_1123026
I think it would be nice if it countered Head On and stuns then for 3 seconds when they exit the locker.
This. Personally, I'd increase the expose effect to 20, maybe 25 seconds at most. The problem with 15 seconds is, unless they botch a loop, you'll never catch them. Especially seeing as it's Huntress that can make the most use out of the perk, yet she's only 110%. If they have Head On, you'll never catch them to make use of that Expose.
I also wouldn't mind if it applied the Hemorrhage effect. To go along with the Iron Maiden theme.
-
@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1121580#Comment_1121580
Sadly all they will do is shrink the map size and keep all the loops but move them even closer.
That's just it, though. If you decrease map size, so gens are closer together, and eliminate god loops, you would be in a much better place. Killers could more efficiently patrol gens, and force survivors apart. A killer should be able to hit multiple gens in 80 seconds that it takes a single survivor to complete a gen, not need 80 seconds just to cross a map for a gen to pop.
-
If you balance map sizes and loops, you can balance gens.
-
I mean, a gen only takes 80 seconds to complete solo. Lop off 20 seconds for 2 people, and so on. Considering how fast matches go, isn't that enough time? Besides, you now have that broken sabo timer you can use toolboxes for. So much worse than gen rushing.
-
It's not, though. . .
Every killer and survivor, with their own perks, can be bought with shards. Meaning, it's not P2W. You just invest time. If you drop cash, it's to save time. Not to get something nobody else has unless they themselves drop cash.
Though you lost me in your argument when you labeled Deathslinger 'op.'
-
Do gens, leave. It's not that hard? Yeah, you get the finger, but the others escape. Or you can just die on hook and move on to another game. Again, not that hard a choice.
-
I had a rage quit against my Wraith last night, early in the match. So yeah, they're still out there. This is on PC as well.
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1118225#Comment_1118225
And what about it? Does it change anything for this discussion? No? Then why even bring it up?
Because tit for tat. You can't complain about a killer sided second chance perk, yet ignore the multitude of the same on the other side.
The fact that survivors complain about NOED, when the very perk itself is the the hands of the survivors, shows how 'bad' said survivors are. It's the very reason why I think adding additional objectives for survivors to complete to ease gen times will cause a firestorm among the survivor playerbase. The one perk that gives that feel, and they can't even deal with it.
Don't want to deal with NOED? Cleanse totems. Don't cleanse totems? Find the lit at the endgame. Don't do that? Get punished. Honestly, I'll never understand players complaining about a perk they themselves dictate if it comes into play or not.
-
Cancer with the sabo changes.
-
-
Early dc/rage quit.
-
@Hag.is.Dtier said:
Most killers who run NOED are just bad. They can't mindgame or run tiles properly, they chase for way too long and they don't even attempt to apply any pressure because they don't need to because they have NOED to get them easy kills. As for cleansing totems, I do but I can't do all the work.
Same can be said for most Survivor sided second chance perks.
-
Infinites. God, do I hate infinites.
-
Because the devs follow their own survivor rule book.
-
@ApeOfMazor Inner Strength would like to have a word.
-
When a survivor tries to be Noob3 or Ochido, fails, and rage quits in the first few minutes of a match. I then feel obligated to just farm instead of actually play the match. Bugs me.
-
@AppeaseTheEntity said:
https://forum.deadbydaylight.com/en/discussion/comment/1090693#Comment_1090693
I disagree, Besides the fact that you cant see unarmed traps when youre standing right ontop of them thats really all that trapper needs right now besides his add ons and preset traps. I usually do fairly well with him.
A killer should be viable without addons. If a killer needs addons to be viable, something is wrong. There are buffs that Trapper needs, which the devs ignore. Again, some QoL changes are nice, but they won't fix anything.
-
It doesn't matter if the usual SWF are 'casual' players. Communication is king. A simple 'there's a trap in the grass patch' or 'she's reloading hatchets' or 'hit this loop so I can pallet stun' is a huge advantage that the killer, in most cases, can't negate. Being able to give even basic directions for a Head On hit or Borrowed Time rescue is what makes SWF so powerful at, again, a casual level. Most killer players aren't red rank material, or even high purple rank. You won't get crazy loopers are god level mind gaming.
I'm not saying a decent killer can't beat it, or even that a casual SWF takes it all that seriously. I don't even have an issue with the idea of SWF. But this game wasn't built for SWF, no matter how many times a dev pops up and says 'SWF was always the intention.' The game is based around a lack of information. A player gathers what they can on their own, and tries to work it out to their advantage. Being able to communicate is a huge advantage, no matter how the SWF in question utilizes it.
I don't want SWF removed. I have nothing against playing with your friends, especially when you can laugh at one who is being moried in front of you.I just want a bit of balance brought in, something I know the devs are slow to act on.
-
I use it on two killers. Wraith, because I don't have any decent forth perk for him yet.
Plague, though, I usually always use it, to combat the EGC cleansing.
I do think NOED is more prevalent today than before. Ruin was to slow the early game, NOED slows the late game. Considering how fast gens go, can you blame them for its usage?
-
What if the shack was redesigned slightly? The locker closest to the window? Move it near the box, next to the god pallet. There's enough room between it and the basement, if it spawns there. Then have the breakable wall where the locker used to be. That lengthens the loop more than it is, but less than the current shack run.
-
I don't think we can get a fair assessment of them until they're on maps we know. The new map is just that, new. Nobody really knows it. Put breakable walls on maps like Coldwind, and we can get an honest feel of how worth it they are.
-
The devs see this as an arcade game. If it's an arcade, they don't need to do any serious balance changes.
-
Why is self care on there?
And if survivors fall to NOED for failing to break totems, how is it a newbie perk?
-
They should remove the ability for another survivor to stress the chain when it's connected to somebody, simply by standing in it.
-
@yobuddd said:
Ok, so it’s not just me. Always makes me scared that I’m being hacked or something. There’s just something unnerving about a webpage telling me my IP address!
I thought I had malware causing it. . .
-
I made a post with a similar idea last year. Dev said they didn't want to promote lobby dodging with it. Which, in my mind, shows what a bad idea it was originally. But survivors pay more, so the studio goes where the money is.
I would, however, like it if they showed who was in a party in the post game screen. Give those in a party an emblem. That shouldn't be an issue. At least we know who is boosted by a team and who isn't.
-
My issue is the 'hidden' mechanic. Why does it need to be hidden, other than the fact that if something goes wrong, we can't prove it. Like the current rank system.
-
Agreed. I don't know if it's an actual bug, though. Could be a latency issue with dedicated servers. You look like you can pull them off, but to them, they're nearing the end of the animation.
-
Had that last night, twice. Not me, but a survivor I was against, in two games. Was in a chase with one, when boop. DC. Second game, was carrying to a hook after a good chase, had it saboed, boop. DC. Their buddy said they were kicked. Bugs me.
-
@ClickyClicky said:
Because if you gave him a cooldown the people that use him might actually have to git gud in order to win. We can’t be having that can we? They want to be the power role after all.
Or. . . you know. . . you as a survivor just have to step aside. I mean, move one meter to the left? Or the right? Step behind a map object? Bait it? Vault a window? Hit a loop? Stand in front of a team mate? Duck behind a generator? Even a chest? A tree? Boulder? Fence post?
This is base kit Nurse all over again. Instead of 'getting good' and knowing a more unique play style, they'd rather have their Clowns and loop endlessly.
-
@dizbruhlikesthering said:
I agree! The new killer may seem underwhelming and basic at first, but i think when you get to play him properly he is much more advanced. I like the new killer.
He has zero map pressure. At least Legion can move around quickly enough. He looks cool, his power looks cool, his mori looks cool, but lets be honest. He isn't viable in the higher ranks. Again, no map pressure.
-
So, Plague will deny them a use of a perk if they bring it and go the no cleanse route. Neat.
-
Does the perk work with Inner Strength? Use FTP, and heal in a locker? Because if it does. . . ow. What about BT? If they unhook a survivor with BT, use FTP, does that unhooked survivor gain the health state while keeping BT?
-
Honestly, it's going to be hell when that 4 man swf runs Saboteur, just to bully the killer. And Breakout. . . I feel Breakout is going to be more of the meta now that hooks will, at least from my understanding, only take a short time to break.
-
The upcoming changes don't allow survivors to keep their addons, though. The item, yes, not the addons.
-
Then they get hit with the DC penalty. I see nothing wrong here.
-
Why will it make things bs? I'm assuming walls of a certain length will be the ones that have breakable sections. Meaning, infinites. Or the Fence of China in Haddonfield. This will nullify some of the more godawful loops.
I will find it amusing seeing Hag bust a wall in, say, Autowreckers. Or even Pig.
-
I don't have a decent forth perk unlocked yet on my Wraith, though. . . and I LOVE it on my Plague. Think you can cleanse in the endgame? Think again!
-
It can be annoying, sure, but it can be baited. Personally, I get a kick out of them using it at a strong pallet. If I can get rid of it early enough in a match, it can change the course of said match.
-
Change your mindset. Can somebody chasing you around clicky clicky be annoying? Sure, if you let it. Instead, realize that if they're doing that, that's one person not doing gens. They're doing 1/4 of your job for you. Focus everybody else. Make sure when you have a down, not to be near a pallet and look at a wall when picking up. They're only wasting their time.
I once had a match where one player did nothing but follow me around clicky clicky. Every time I looked at them, they would start teabagging. I got the 3k, they teabagged on hatch. What stood out, however, was the other three survivors. O man, did they lay into him hard. Was a bit of a wake up call for me, personally, because while I don't like it, THEY don't like it either.
As for teabagging, it's in every game. Can't do much about it but ignore it. If they're teabagging you at loops, know your skill vs theirs. If they like to drop pallets early, use that against them. Push them to strong loops, and get them to drop. If you have to eat the pallet, do it. Once killer shack pallet is gone, for instance, shift your attention to the other survivors.
If they're teabagging you at exit gate, just leave. Go break a pallet. Close hatch. Reload hatches. If you ignore them, it gets under their skin, which is a nice thought upon leaving the match.
