Avatar

ShamelessPigMain

ShamelessPigMain

About

Username
ShamelessPigMain
Joined
Visits
786
Last Active

Comments

  • the bt change we all need is shirtless Myers

  • David has the keys to my zipper

  • That's the point; these types of perks, which are meant to deter playstyles that BHVR doesn't want in the game, are not meant to reveal themselves to you. You're supposed to operate with the assumption that there could be BT, and go hit the other guy. That's the point of deterrence, after all.

    Don't be so dramatic. It's not a "5th perk slot," it's just a powerful perk. Hyperbole and histrionics won't help you get your points across.

  • No, he doesn't need any buffs as of now, and if he did, pallets are not the way. Each killer is supposed to have one cohesive power, and Freddy's power is a shambled mess already.

  • @Sup3rCatTree said:

    https://forum.deadbydaylight.com/en/discussion/comment/2192703#Comment_2192703

    "He doesn't have much else..." Let's see. Oh yeah, he can spam his ability and you can do anything. When you are trying to hide he can easily find you with no skill involved.

    Don't be so dramatic. Finding you is explicitly what I noted as his niche. He doesn't phase and he doesn't blink, and the shock therapy attack is very, very situational. Get over it and learn how to loop, don't ever depend on stealth in this game.

  • That's because some pallets become invincibility zones if the killer doesn't break them, and a hefty bit of lag thrown in there as well. The hitboxes are not broken, based on the developers' vision for the game.

  • Doctor's whole niche is easy tracking of survivors. He doesn't have much else. He shreds through low-rank survivors, where stealth is usually the go-to, but in actual loops against seasoned survivors, he's pretty mediocre.

  • @Pulsar said:

    Can I get mad if they are the 4th characters in a row to suck on release for Console?

    Can I get mad at you for trying to have a good time playing DBD on a console

  • God where do we begin...

    First off, David isn't with Dwight and that's a fact. David is either with Felix, Steve, or Feng.

    Deathslinger is with Bill and anybody who says otherwise belongs in the mental asylum. The only acceptable alternative is Bill with Oni, or Bill with Steve.

    Yui and Zarina are already planning their wedding. If you have objections you can forever hold your peace to the grave.

    Adam and Jeff are eloping to Italy. They'll probably follow Jane and Elodie or Kate. Nea and Felix are already in Paris.

    Feng is literally a gamer girl so she's gonna have a lot of guys to pick from, but Dwight looks like the kind of guy who watches Belle Delphine's streams regularly so he's a candidate for that.

    Demo is too hot to date any of these filthy casuals. He's saving himself for when he meets the perfect man. He tried a blind date with Pyramid Head, set up by their mutual friend Hag, but unfortunately sword-in-the-abdomen is not one of Demo's kinks.

    Ghostface could get it on with anybody, cocky little teabagger is a pretty diverse match.

    Plague devoted her life to Christ and is probably celibate, but once she hits middle age she's gonna rethink all of her life choices and try to look like Kate.

    Rin has some very serious daddy issues and so might make a good fit with Slinger, although I'm not sure if she's a fan of harpoon-in-your-chest play.

    Nurse is obviously into choking, and Dwight always looks like he's being choked. Match made in heaven.

  • It's probably the result of the new pallet bug fix. Another part of it could be to account for lag, since that little delay can get some ridiculous hits with questionable WiFi.

  • @Abbatoir_Blues said:

    Until recently, OhTofu was doing a weekly "Shrine Showcase" series in which he would describe, demonstrate and assess the usefulness of killer perks in the Shrine of Secrets. This was particularly useful for players who still do not have many add-on killers unlocked, but he hasn't posted a new video in over a month. So, I am asking for feedback about Surveillance. Is it worth the shards?

    It's very dependent on your play style. In situations where survivors are trying to stealth it out and you're comfortable kicking gens a lot, meaning you're being territorial instead of taking long chases and defending an area, it's an excellent information perk.

  • @rglarson13 said:

    This community has a huge problem with camping and tunneling, so much so that there's a lot of insistence that already abusable perks like DS should be buffed (or made base kit) because people seem to think the survivors should be able to "punish" killers who don't play how they want them to play.

    But this is ridiculous. Camping is normally a terrible strategy, and usually results in the killer losing. (Also, normally when I see a killer camping it's almost always in response to a particularly toxic survivor.)

    Tunneling is basically the opposite problem: it's a wise move that helps the killer win. Tunneling is the killer's version of gen rushing. (Hooking survivors is the killer's objective -- why is there a reason not to do that?) Punishing a killer for playing smart and effectively -- rather than as hosting an entertaining game of tag for the neighborhood kids -- doesn't make much sense. (Sure, I get that it's not fun for the survivor, but being slugged isn't fun, either, and that's what happens when the killer suspects DS might be in play.)

    I'd much rather see the game's fun factor get upped in other ways to encourage the more fun parts of the game, rather than facilitate any kind of punishment. Maybe to handle tunneling the killer should be incentivized to chase different survivors, e.g., maybe bloodlust triggers more quickly when chasing survivors who have full health. (Honestly, I don't really mind the concept of DS as base kit, but maybe it should be made more high risk -- the killer is the one who gets a haste effect for a moment -- that would make chases more fun than the current repetitive game of ring-around-the-rosie that they are now.)

    Similarly, rather than buff Ruin, which at best just leads to long games with more time spent holding M1, maybe Tinkerer should be base kit for all killers in order to set up more action as the survivors get close to finishing their objective.

    Finally, I like where NOED is at -- it makes the EGC actually stressful for me as a survivor, and perks like Inner Strength help make totems a worthwhile secondary objective that resolves the issue.

    The main issue people have with camping and tunneling is that they're kind of un-fun to play. Camping deprives the camped survivor of more bloodpoints, secures their kill by just standing still, and is plain boring. Tunneling does the same thing; getting one survivor out of the game prevents them from escaping by targeting them above all. Unfortunately, in the current state of the game, both are viable tactics. Nobody runs DS anymore so tunneling is getting a buff, and camping will result in 2 secured kills if everybody just sticks on generators the whole time (which, let's be real, never happens).

    Tinkerer should absolutely not be basekit. The basekit of killers is fine where it is right now.

    You being a masochist is no apology for NOED. The issue with NOED is that it's a reward for playing badly, which was meant to be a second chance but went way too far. Second chances should be like rancor, which is specific and gives a warning to the marked survivor. NOED is literally a secret bazooka; no nuance, no subtle playstyles needed.

  • @Friendly_Blendette said:

    Assasain huntress. Trail of Torment, Tinkerer, Dark Devotion, iron maiden with iri head and the wooden fox. Get undetectable then sneak up and iri head them in the back

    As long as there's Iri head I'm interested.

  • @Mr_K said:

    Not only is it appropriate, it's your civic duty to do so.

    That explains the FBI helicopters outside my apartment

  • No. Plain and simple.

  • @landromat said:

    Blood echo + Bloodhound on Legion. Blood echo applies hemmorhage and you can find survivors with bloodhound

    Edgy

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2185689#Comment_2185689

    2) when survivor dont try to rescue, most camping killer i play against get under 10k. So they dont care. And i wouldnt like to get forced to leave when i have a gen to defend.

    3) its not hard to rescue a survivor normally. But i agree that killer like Bubba have almost no counterplay and i have no idea how to nerf that.

    2) Why have 10k when you can have 0k?

    3) Killer grabs are the culprit here, since a coordinated SWF can get bait a grab and then hit in subsequent order, but a solo queue is gonna get everybody grabbed in the basement.

  • 1) Have camping have the intended effect of causing the killer to lose. Make it so that it takes survivors a lot longer to die on hook when the killer is camping them.

    2) Bloodpoint reduction. Half the reason I play killer is because you get more bloodpoints. If you have it so that BBQ loses stacks in a verifiable event of camping and bloodpoints deplete at a 100 BP per 5 accumulative seconds within proximity to a hooked survivor (when not in chase, of course), then you're pretty much bankrupting the killer for camping.

    3) Make it easier to save survivors who are getting camped. The unfortunate thing about camping is that it's an easy way to secure one kill. A lot of us do it in the endgame for that purpose alone, which usually means we didn't earn it.

  • Well it's also an issue of the killer's skill. Nobody here is going to believe that you're such a hackerman that you can evade the killer 100% of the time. Either way, getting caught and getting camped/tunneled is hardly cause-and-effect, it's just a slight relation.

  • Well for starters, those tips are rarely useful. Mobile, which I play a lot of, has a lot of facecampers and tunnelers. A lot of them do it to troll, but others don't know any better, because mobile survivors suck (even at red ranks), and so camping always works on mobile.

  • @tippy2k2 said:

    You're certainly free to do it but I find it isn't all that useful

    You're going to do one of two things; eliminate the person with the key but that will make the Hatch spawn faster (so if they were playing with a team or if the solo just pays attention to where that person died, the key is still in play except now you might have made the Hatch spawn) or you're going to focus all your energy on tunneling one person while everyone else hammers the gens and walks away

    For myself, I actually play to keep all the survivors alive as long as I can as I don't want the Hatch to spawn until either the end game or as late as possible in the match when everyone is ready to be hung up for their Death Hook.

    So what I'm hearing is slug everybody, I guess that works too.

  • @GargledFire said:

    Its not toxic but it is a terrible idea, tunneling someone out of the game when a key exists only makes it easier for them to escape. By the time you get a kill enough gens should have popped to spawn hatch unless they aren't playing smart. Then you have to guard the dropped key or focus on the last gen, lose lose unless they throw.

    I rarely care about letting other survivors escape, especially if it's solo queue, for me it's more about having the key user have the worst experience possible, kind of like Pavlov's dogs (which is thematically fitting because I'm starting to play Doctor more).

  • @Lx_malice said:

    Yea. Go nuts dude. Just beware that someone can just pick up the key again unless you use Franklin's.

    Survivors started just dropping items on the ground at the beginning of the match, which is why I stopped using Franklins.

    The easy solution is playing stridor spirit

  • Well it's hard to ignore the toxic fanbase that's just throwing vile personal insults at you because the game isn't being handed to them and they refuse to adapt to anything that may be considered the slightest benefit to them. It's a stupid decision, don't get me wrong, but you can't blame them for pandering.

  • Bloodlust should be plain removed. The "infinites" where you need it are so big that they cut off chase and the "infinites" where you don't need it have all been removed.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2183583#Comment_2183583

    They should really do something about flashlight spam though. I don't have epilepsy and can stare at flashing colours no problem but the screen effect from flashlight spam feels uncomfortable even to me.

    If you think flashlight spam is bad, just the normal flashlight blind animation is enough to be dangerous for epileptics.

  • @Zagrid said:

    If everyone has access to the slider, then no one is at a "disadvantage"

    Anyone can set the FOV to whatever they want, and whatever is comfortable to them will let them enjoy the game more and give them whatever advantages they want

    Clearly, it would have to be limited to a certain point, but not having it under the argument of it being unfair to players is dumb.

    Example being, literally any competitive first-person and third-person game in existence. Just to name a few.

    Overwatch, Warzone, Titanfall, Gears, TF2, and Apex. (Not all esports level games, but games where players go against each other in a competitive environment)

    None of those games have any issues allowing their players to alter their FOV without the need to hamper themselves by bringing something in-game to do it. Every player has access to it, and it comes down to personal preference of what FOV they want to use.

    So with that argument completely busted, why does shadow born still exist and why is it not an option to have a FOV slider?

    Adding a FOV slider would free up shadow born to be something more interesting than just an option to improve game quality at the cost of 1/4th of your build. It would also be a great QoL update for people that get motion sick at the low FOV that killer has.

    This shouldn't be an argument about what is or is not fair to players because honestly, there isn't a single world where 10 degrees of extra view to your sides would cost someone an entire game. This should be an argument of accessibility. We got colorblind settings after years of telling BHVR to do it, I think it is about time to do the same with a FOV slider.

    In general, perks shouldn't be tied to accessibility issues in the game. And FOV is an accessibility issue for some.

    You named games that have FoV sliders, but didn't elaborate on anything. Sweatlords on those games tend to play on higher FoV (to a tolerable limit, at a point it just becomes ridiculous and everything looks like a modern art exhibit). Your average run-of-the-mill player might spike it up a few degrees for that little bit of an extra boon (in addition to it just feeling like you move faster), but not your DBD Ninjas and Tru3-talents (or however you spell it). 

    But that's not even the main issue. The most prominent reason a slider is there is because it adds another complicating factor to balancing. Remember moon bouquets? Even thought they didn't tilt the game in favor of either side, really, they were removed because having to account for lighting changes when designing new assets and maps, seeing if this would be too bright, seeing if this would be nigh invisible, was just too much to handle. Same thing here; some walls are meant to be blind spots for you, some are meant to be places you can look over. 

    I'm assuming "accessibility" and FoV is in reference to motion sickness. The unreal engine has blur effects from turning, so no amount of FoV is really going to fix that. If it's to the point where it's a threat to wellbeing, it may just be an unfortunate fact that they maybe shouldn't be playing games. Epilepsy is a life-threatening danger to some, but that doesn't mean they're going to remove doctor's screen effects out of that alone. You can't please everyone.

  • PTB music was so much more of a banger. The serialist-esque percussion bell things were a lot more eerie than the guitar.

  • Well, the answer is pretty simple. The devs wanted to lock the FoV so they could reign in the skill difference between absolute sweatlords playing at 100 million FoV to casual players with the standard 90-ish degrees. Visibility and situational awareness is meant to be a survivor's main strength, which is why they have third person PoVs and killers have first person PoVs. It's difficult to balance elements of maps when the FoV can vary so widely.

    Even incremental changes are still affected by these issues. Shadowborne makes me *insert vomit noise,* but nobody can deny that it's a boon.

  • They have a lot more on their hands before Spirit. Keys, NOED, camping & tunneling, the general solo queue experience, etc. are all in desperate need of rethinking.

  • @Trickstaaaaa said:

    Detectives hunch. Most underrated perk for survivors.

    Well again, my gripe with small game was the perk-versus-perk dynamic that it promoted.

  • No, she needs a quality of life rebalance though. She manages to be unfun for both killers and survivors.

  • Nemesis has prehensile tentacles and his rush-and-punch combo in the game, in addition to a wide sweep in front of him (that could knock back and stagger multiple survivors). Mr. X is boring and Lady D would just sit on you.

  • No, but that's kind of the idea. No metas means more diversity of perk, although they may have put the throttle a little too far on the DS nerf. They just made it a lot more situational.

  • They said they're going to, but decisions by BHVR are often made in a very esoteric fashion, so don't hold your breath.

  • It's bugged, probably because the game misunderstands what it means when a gen "stops regressing."

  • 1) This community is plain awful, I would quit, set my house on fire, and move to a southeast Asian country where nobody talks to me if I were in the developers' shoes. Their therapist probably recommended they stay away.

    2) They have jobs to do and a chapter to work on.

  • @VESSEL said:

    Just a random thread to keep me occupied. My house mate who I love to bits yelled at me before leaving for work. She sometimes gets like this and has said it's due to her autism and stuff. But at the same time it hurt me a lot so I just have some McDonalds cheesy nuggets waiting in the other room for her.

    Anyone else feel similar? Anyone have any tips or logical thought patterns to lower the pain of this "condition"?

    Sorry for this strange discussion It's just some semi therapy lol

    Well I'm not a psychiatrist but autism isn't typically a cause of such aggression. A lot of us are just straight-up unpleasant in the morning (talk to me before 9 AM and I will literally murder you). It's just normal human behavior that a lot of us have. When people feel like crap, they treat other people like crap. I understand that saying "don't take it personally" is a lot harder than it seems, but you'll eventually get used to it.

  • Probably not aesthetically consonant. DBD is supposed to be a thriller; most sound effects and chase music are jarring noises or pure percussion (and the ones that do have discernible tones are really, really dissonant). This is more soap-opera drama.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169571#Comment_2169571

    Buff both them. Because everyone can use powers any time. I do not think that is fair for Freddy and Pig

    That's patently false. Huntress has limitations on her power when she runs out of hatchets. Demo has limitations on its power when he runs out of portals. Killers in general have limitations on their power when they are in cooldown of any sort. Just because they lack one aspect of their power in one particular situation does not mean they need a buff. Freddy excels in the normal game and never really gets to the point where there are no generators left, if he plays well. Pig's problems extend to a lot more than having useless RBTs in the endgame.

  • Well actually Pig has a similar thing. No generators means no activation for her hats. The difference is that Freddy is already strong enough and BHVR is already wary of having teleport-oriented killers.

  • Don't be so dramatic. Reducing it to 45 seconds makes it pretty much a one-time usage escape, which requires you to find a structure where you can break LoS in an unpredictable matter. Theatrics won't help you get your point across.

  • Well they have the outfit with the fatigues and armor now, all that's missing is the hair coloration. That might not have jived well with the people BHVR licensed it from, adding in lore without their permission. Either that or they just meant that to be a flashback.

  • He's not that weak, not too strong, a very standard middle-of-the-road killer. He has great mobility and an opportunity for an instadown (although you don't want to always use the chainsaw). Pretty well-rounded. He doesn't really have any glaring strengths, but neither any glaring weaknesses.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164178#Comment_2164178

    I was thinking of something to actually forestall generators popping.

    Any specific details? I imagine that would feel very annoying and unfair to go against as Survivor. Imagine if you were about to hook a Survivor, but the hook breaks itself right before you can put them on because of a perk the Survivor you're carrying has equipped. Same deal.

    I'm trying to be vague. It'll have to be pretty complex, so that even if it is effective, it won't be a NOED-esque carry and it won't be in-your-face to prevent toxicity.

  • @Superyoshiegg said:

    Ruin does exactly what you describe, no? Passive generator regression at all times when a Survivor is no actively repairing it, with the only Killer involvement being preventing the totem from being broken.

    Don't really need more than that.

    Only on generators that aren't being repaired (which is pretty much none). The ruin playstyle is exclusive to those killers who can either end chases very quickly or defend territory very well, since survivors aren't going to just sit around. I was thinking of something to actually forestall generators popping.

  • @LiunUK said:

    lucky break, iron will, quick and quiet, inner strength

    i can get about 3-4 uses out of lucky break this way

    45 seconds minus 16 seconds per heal gives you 29 seconds to not only escape chase, but find someone to heal you uninterruptedly. Good luck with that, unless your killer has some really bad commitment issues.

  • No, he can only see blood but it's colored in the shade of radioactive orange juice.

  • So survivors were good or just lucky. Too bad.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163005#Comment_2163005

    I played all day with it today. Usually it's 2 chases value. Maybe you're doing something wrong?

    I just ground some numbers and went against literally a 2,000-man SWF with lucky break, iron will, botany knowledge, and leader. Sloppy Butcher jacked up healing speed to 19.3 seconds, and even when outside of chase, I was able to easily interrupt them because they were so desperate to get together and heal before the timer ran out.

1 … 5 6 7 8 9 … 33