Avatar

Rydog

Rydog

About

Username
Rydog
Joined
Visits
2,015
Last Active

Comments

  • Wait times were more than fine. Maybe 6-7 minutes at worst for the killer queue, and mercifully few disconnects. I was at high green ranks for most of my killer play this time.

  • @Twinbros said:

    The 60 second window really is entirely too small and makes the perk absolutely useless. Hardly any killer is going to down and hook you again within 60 seconds of being saved from a hook. If you want to make the perk useful again I would suggest idealy removing the window entirely and make it store for when you are next picked up, or at the very least give survivors a 3 minute window. Considering the crazy perks Killers have this isnt much of an ask.

    It's a tunneling deterrent, not a get-out-of-jail-free card.

  • Claudette obviously, since she's both meta, and an introverted geek.

  • @Kenshiro said:

    I can't find it. I'm haven't sent the confirmation E-mail yet, so maybe it will let me after I do that.

    That's probably the issue, then.

  • Fair enough, you see it a heck of a lot more than anything else I named. I do think it's not a good idea to get used to something that fundamentally alters your perception in this way, though, because then you wind up needing to equip Stridor on other killers, too, because you've gotten too comfortable with it -- to the degree that NOT equipping it would screw up your judgment.

  • I think Stridor falls into a class of perk that is bad to get used to, because then... well, you're used to it, and then it becomes sort of a crutch that you need to equip all the time, because it has become your "norm" in terms of how you perceive the base game mechanics around a type of survivor tracks. Bloodhound and Predator fall into this category, too.

    Yeah, it counters Iron Will. But taking Stridor just in case someone has Iron Will is like taking Calm Spirit just in case someone takes Infectious Fright. That is, it's a perk slot that could hold something that's more broadly useful.

  • Pretty tough call. Myers is a very feast-or-famine killer; if you can't capitalize in a big way on his tier 3 status (with multiple downs per tier 3), you'll fall behind, because of all the time wasted with stalking. You could make an argument for his add-ons making him worthwhile, but I feel that killers who are entirely add-on-reliant are kind of defective.

    Ghostface has a bigger margin for error, since he goes after individual survivors and has a stealth ability. I think he'd be a bigger threat if survivors were not able to break his stealth quite so easily.

  • If you go to, say, the General Discussions forum (here: https://forum.deadbydaylight.com/en/categories/around-the-campfire), there should be a "New Discussion" button on the right-hand side of the page.

  • Dang OP, where did you go? Way to not being able to handle having your dumb argument taken apart.

  • Where'd this guy go? I want to have more of this fine chin-stroking discussion.

  • @bendermac said:

    Idk why this was even taken out. Now we've to go back to main menu to select playing Killer or Survivor. The old switch button was much better.

    Bring it back :)

    @Peanits

    It's because they're bad at UX. They somehow keep making it worse, and I am convinced that there is no one at Behaviour who is actively in charge of creating clean and intuitive game UX.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/724918#Comment_724918

    Yeah, but I think at least tea bagging and !UNNECESSARY! flashlight clicking should be reportable and bannable.

    Players of any competitive game are always going to find creative ways to "taunt." That's all this is. If it wasn't either of things you're describing, it would be something else.

    Using a game mechanic is not bannable, and I would say this stretches the bounds of what a reasonable person would define as "toxic." I'm not exactly trying to defend bad-mannered players who do this habitually, but you really have to develop the good sense to not let this impact you emotionally. Some players are just gonna be this way. This is true in all games of all genres. Who cares if some guy teabags you at the exit? He's not impacting your life, and his actions say way more about him than they do about you.

    If someone is being racist or sending you death threats in chat, yes, that's absolutely toxic and you should report it. But try to have some perspective, regardless of how annoying some of those flashlight-clicking spammers can be. In cases like this, I remind myself what my wife says: "They do stuff like this because this video game is probably the only thing they have in life."

  • Could be the forums just being randomly wonky. It seems like you can reply to this thread just fine, so I assume everything works as normal.

  • Scoops Ahoy is the big one from season 3, but any of these would do, too. The Members Only jacket is probably the most iconic outfit he wears in season 2, and they've already got his main season 1 outfit as his default.

  • Are you editing the post after you publish it? If you try to edit a post more than twice, it throws it into an approval queue for some dumb reason.

    EDIT: Or, alternatively, have you done this habitually on previous posts? Maybe the forums detect this as some sort of suspect behavior, I dunno.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/724487#Comment_724487

    Hawkins is great for stealth killers like Myers, Ghostface and Pig.

    It's a miserable map because of all the narrow corridors, wonky dead-ends, and endless noise. It constantly sounds like a bunch of people screaming inside of a vacuum cleaner. Even when I do well on this map, I don't enjoy it, because the design is so bad. Seriously, I hate Hawkins more than almost any other thing or mechanic in this game.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/724492#Comment_724492

    No you are going to argue with memes cause you tried and failed with everything else. You got nothing. You just want your points off of others offerings that you do not deserve.

    This is a video game. They're fake points that aren't real, a currency to buy in-game consumable items that are used for fun. If anything, we need more opportunities to earn more BP all around, because the grind is unreal, and detracts from the aforementioned fun.

    You make this sound like it's some sort of real-world issue that benefits a class of people you don't like or something. Get a grip.

  • It went great for me! Across 44 matches, I got:

    • 13 Survivor matches, with 7 escapes and 6 sacrifices.
    • 31 Killer matches, with 21 of them resulting in 3+ kills (80 total kills).
    • 4,037,333 total Bloodpoints (average was 91,758 per match).

    That was enough BP to top off Nightmare, so he now has a full inventory of Killer perks (or at least, the 59 of 63 that I have access to). Plus, I had some leftover to get Steve Harrington about halfway to 40.

    I had a good, productive Blood Hunt, all in all. Looking forward to polishing off most of my remaining characters during the Christmas/New Year event.

  • The wiggle mechanic is mostly intended to prevent the killer from just taking you to the basement every time. It's not supposed to be a reliable escape from all downs.

  • This is my stock response to threads that are so mind-numbingly stupid and/or pointless that they do not merit actual engagement.

  • This is a dumb argument, especially considering that it used to be the way the OP wants it, and it got changed because it was too strong. Survivors don't need more time-wasting tools than they already have.

    Also, if you ask me: If the chase takes long enough for this to become relevant, the killer has already made a lot of mistakes, and this is just a "win more" mechanic. "Win more" mechanics are almost universally awful in video games.

  • Yes, @ApeOfMazor, we are going to argue with memes, because your argument is dumb.

    "Because points directly contribute to future killer strength. There is no reason to give them more."

    Give me a break. This isn't an arms race.

  • Well, worst map is easy, it's Hawkins Laboratory for every killer and survivor.

  • This is hilarious, but I think you might be onto something with that last one. Imagine a killer that could disguise itself as generators or hooks or treasure chests.

    "The Mimic."

  • @Aldofer said:

    AH AH AH what a story mark

    "Claudette says I tunneled her."

    "Well, did you?"

    "No, it's not true, don't even ask. So, how is your hex life?"

  • @jeyers said:

    He spam Traps.

    He spam Pallets.

    He don't slow down when using his power, no drawbacks at all or cooldown. It is time to adjust this guy.

    LOL what? Are you serious?

    First: I haven't read through the rest of the thread, but I assume I am repeating the obvious point that others have made, which is that the drawback is, his traps only work on survivors who are asleep.

    Second: His snares take a bit of time to arm, and he can never put them directly in your path during a chase.

    Third: Killers who have severe wind-up time (Trapper, Shape, Ghostface, etc.) are at a disadvantage because they have to spend time getting their power ready. The clock is always against the killer, and that is time they don't have. Nightmare is way closer to how a killer SHOULD be balanced than any of those examples.

  • Wat

  • As a dedicated Spirit player, I assure you that she can be blinded while breaking pallets.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/724199#Comment_724199

    The only reason I say everyone should get more bloodpoints than they do, rather than just BBQ should be basekit, is that killers already get about twice as many bloodpoints per game as survivors, and I don't see it as being a good idea to widen that gap even further.

    I agree about the grind thing, though. We're trying so hard to expand the community, and getting all these new players, but at the same time, between the imposingly huge grind, the best perks mostly being DLC, and the broken matchmaking, it seems like we're shooting ourselves in the foot at the same time. I'm not mad about it or anything, it's just a real shame.

    I also think We're Gonna Live Forever should be base kit for survivors!

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/724154#Comment_724154

    I think everyone could do with just permanent double bloodpoints. The grind is too real with the amount of perks and characters in the game now.

    I agree. But I specifically would want BBQ's Bloodpoint incentive moved off the perk and into the base kit, so there isn't a "Should I use this perk because it gives me more BP?" quandary (which would still be the case, no matter how many BP you're getting otherwise).

    All of this is useless though, because Behaviour refuses to show any contrition over the unwieldy state of the grind. It's all part of the sham security blanket that they cling to because they're terrified that less grind would equal more player churn, and so they prioritize that over long-term player happiness (paging @Peanits in case anyone's attitude has changed over there, though I don't reasonably expect anyone at Behaviour to reply and actually have a conversation about this, because no one ever wants to confront it honestly and directly, even though it is the single biggest problem with their game).

  • I would absolutely not use BBQ just for the aura reading. If the BP bonus were not a factor, I would swap it out for Discordance or Surveillance, or some other better tracking perk.

    I wish the BP bonus mechanic were just baked into the killer's base kit, so I could have more perk flexibility.

  • @StupidPallets said:

    HAHAHAHAHAAHAHAHAHA. Oh wow. SNares are so worthless, omg. Anyway, thanks dude. lol holy ######### Dev's ... 🤣🤣🤣 Well, ... he's still a a good Killer at least.

    Wat

  • Thank god this happened to you, erase this map and its associated offerings off the face of the earth.

    I hate Hawkins so much. It's a garbage map for survivors and killers, with ridiculous narrow corridors and dead ends and way too much noise.

    It can have spirited, vigorous carnal relations with itself, as far as I am concerned.

  • Rank reset would be fine if there were actual seasonal rewards.

    Even a flat BP payout based on the highest rank achieved would be great, and it would be easy development-wise because they wouldn't have to commit resources toward making seasonal skins and whatnot.

  • @Chaddad2169 said:

    I know I'm gonna trigger a lotta female mains. (Sorry but I just dont like them)

    https://us.v-cdn.net/6030815/uploads/278/ZZW1HWQATCY6.png

    "Sorry, I just don't like women!"

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/722548#Comment_722548

    I hear ya. I was also SUPER iffy on the rework when it was first shown. "You mean to tell me his snares are like Clown's bottles? Great... so hes gonna be trash." Im so glad I was wrong. Currently, I have both him and Myers with full perk lists. Hoping to eventually do the same to the other killers... I tried replacing ruin with surge on him this weekend...not bad.

    Myers is one of those killers that I desperately want to enjoy, but he's very feast-or-famine -- either you snowball really hard, or you completely fall on your face. The thing that I love about Freddy (and Spirit) is that they are pure, 100%, highly mobile "relentless pursuit" killers who don't have to spend time "doing stuff" to prepare (Trapper has to pick up/set traps, Myers has to spend time stalking, Clown has to reload his bottles, etc.). Hillbilly is next on my list of killers to catch up with all perks, and then I think I will have my "mains" rotation finished.

    To your point about Freddy: Yeah, he basically just replaces Clown's power set wholesale. He's so much fun.

  • "60 seconds of a match is literally 1/5th of the whole game usually."

    I see people make these kinds of dramatic claims sometimes, but I just don't get it. I have literally never seen a match that short, and I cannot believe this is something you are encountering with any consistency.

  • God I wish they would do this.

  • Haha how is this stupid discussion still going on, #########

  • I was one of the people pushing back against the Freddy redesign because i really loved his old dream mechanics and infinite wall hacks. But man, new Freddy is greeeeeeeeeeat. I just spent the entire Blood Hunt dumping a ton of BP into him, and getting him topped off with all unlocked perks (which, for me, is currently 59 of 63 killer perks). He's now my second killer after Spirit who is completely "caught up" in this way.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/91213/stuck-at-level-15

    Id suggest giving Doc a shot. His power helps negate alot of stealth, making tracking aton easier. Think of Doc as tracking training wheels. When I first started, I had alot of trouble finding and keeping track of survivors, so I played alot of Doc until I got abit better at it.

    Along those lines, I would also suggest taking Freddy for a spin. If you're constantly placing traps everywhere, survivors step on them a lot, and give you a heads-up on their location. Whispers is also an awesome tracking tool. Plus, Freddy's teleport is a reasonably strong map coverage tool.

  • OP doesn't even elaborate on what they find unbalanced or wrong with it. Do you think it's too much for survivors to deal with because you can't gen tap or hit skill checks reliably? Do you think it gets cleansed too fast? What is even the issue in your mind?

  • @Steve0333 Maybe my original post isn't clear enough on what I set out to describe, but I lump NOED in with other abilities that let you "cheat" the default game parameters in some substantial way. NOED gives you an infinite one-shot; Blood Warden lets you re-lock the exit gate; Pop Goes the Weasel overturns generator progress; etc.

    I am not trying to make a case against NOED or any other specific mechanic/ability here. This is more of a big-picture observation about survivor and killer capabilities overall, and why I think it makes sense for a substantial disparity to exist.

  • @VNGNCE I believe the Mori mechanic is grossly un-fun and counter-intuitive to everything else that is currently in place. That is, it throws a random bomb in the room that arbitrarily cuts one unlucky survivor's game much shorter, and it also punishes the killer by not awarding BP or emblems for the death. So, the killer actually sabotages themselves by using it in the first place. I think this specific mechanic is a whole different can of worms than the stuff I brought up in my original post, though.

  • Yep, this is completely idiotic and not intuitive. If I am playing survivor and escape, I should pip. If I am playing killer and kill all four, I should pip. I have had games where I've done both of those things and not pipped.

    I know the overall counter-argument is "Oh the game is scoring you on all the stuff you do." Well, if "all the stuff you do" doesn't realistically capture whatever you're doing to achieve those two goals without pipping, the whole thing needs another look. It is super-unintuitive.

1 … 43 44 45 46 47 … 59