Avatar

Shirtless_Myers

Shirtless_Myers

About

Username
Shirtless_Myers
Joined
Visits
6,159
Last Active

Comments

  • @Dito175 said:

    Rework claudette model an textures, and also a change in lobby animations and facial expressions for older survivors.

    Beyond just that, rework a number of killer cosmetics. We can't just be biased against Blendette when there's tons of black/brown sets of clothing a killer can wear to blend in that's difficult to see.

  • I never liked Spirit as a killer, she's frankly the only killer I've refused to buy because of her design and power being busted.

  • It's kind of comical that nearly all the posts in this thread just want their favorite killer to be OP rather than balanced or fun to play against.

  • I'm honestly fine with the DS changes though they could now 'buff' the perk to make it easier to use while also serving its purpose more efficiently as an anti-tunnel perk. If the survivor can't interact with any objectives to progress the game these changes would be pretty balanced to offset the harsh conditions of use.

    • Removing the skill check and making it a choice to use after pickup would help the most in lower ranks where tunneling is most likely to happen, but the survivor is bad with skill checks.
    • Having it become multi-use would make the killer think twice before tunneling a survivor directly after an unhook should it already have been used. Most killers just camp and tunnel the survivor to death if they've used it once as the killer knows DS is gone.
  • This is already a thing that's happened with Legion and the Silent Hill franchise.

    I wouldn't be surprised for other cosmetics to make an appearance like the Robby the Rabbit ones in the future when appropriate.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033109#Comment_2033109

    Here’s one of them. I admit I spent too much time trying to find the downed survivor but she hid in the tall grass and they move so quick downed. Besides that’s it’s red forest. So huge map.

    https://youtu.be/uWFdDlChEME

    OP played poorly that match and only killed the Claudette because he proxy camped and tunneled her to death. Rather than look simply at gens as the problem, your playstyle is also at fault and you should strive to improve.

    In the video you're clearly not doing very well at chasing or attempting to defend your generators which is why they're also going so quickly. Beyond that, Corrupt Intervention and Monitor and Abuse is going to help you out far more than Franklin's or Gearhead.

    I would suggest switching up a lot of your perks if you want to do better on Deathslinger and consider utilizing your gun to end chases more quickly than a simple M1.

  • Frozen.png

    @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022291#Comment_2022291

    Interesting... I have never encountered or heard of this in all of my 1,200 hours of playing.

    Here's a shot of the match once it froze.

  • Just give survivors Kindred base kit already. It's beyond dumb that SWF get it built in through voice, yet the devs are opposed to helping out solo queue to make it less miserable.

  • @gendoss said:

    What does the game freezing have to do with cheating?

    If a survivor escapes by cheating, the game will freeze out for everyone else. You can still access menus and the Leave option. The only way to end the game is to leave yourself or wait for the killer to do the same.

    This will still give every other player a time out penalty, regardless of who leaves or how.

  • @spiritsLeftball said:

    So in my last match, all the survivors and killer are red ranks.

    I went to the basement injured to save a Elodie. She then tries to 4% right in my face and fails.

    I proceed to Tbag her and leave her hook and she kills a herself a second later 😂😂😂

    If I’m coming to get you at my own risk please don’t try to farm me for points, thank you very much😂

    The Solo Queue Experience: OP throws the game because they're petty for points.

    Do you even realize you're the problem, not Elodie?

  • Just use them both if you want to do a healing build. Desperate Measures + Botany Knowledge + Medkit is great. You can also carry Self-Care without wasting too much time healing yourself.

  • @Mandy said:

    I've seen this on a couple of threads now: What's the one thing you wish you had known when you were a new player - that one tip that would help you immensely in game?

    For me, when playing killer, I wish I had known that the survivors could see your red stain (it took me a while to figure this out).

    That the game is plainly not balanced around solo queue anymore and is a complete joke of a gaming experience. To add onto this, SWF is busted and unbalanced as well due to voice. It's almost as if the developers refuse to balance around either and is trying to find some middle ground that pleases nobody.

    Rather than bringing solo players up to the level of SWF and balancing around that with information perks being basekit so SWF is not so overpowered, we end up seeing changes that never effect the balance of the game at a rate that is healthy.

  • NOED doesn't need a nerf, but solo queue could get a totem counter to help out with the lack of communication.

  • @JediWithASniper said:

    It’s been all over the place since they said they were testing it. I think it’s really a plot by the devs to achieve the magical 2 live 2 die outcome every game. They through 2 potatoes in with two tater tots and a killer that’s good enough to get the bad ones.

    Except that never works because it ends in an easy 3-4k game that is incredibly unsatisfying as half the survivor players are in brown ranks.

  • I would say that Freddy is OP, but a SWF can still beat him out by pure efficiency with their objectives and coordination through coms.

    What really should happen is some buffs and changes for solo queue because right now any killer will seem overly strong when the skill level is all over the place and nobody can coordinate properly.

    SWF > Killer >> Solo queue

  • The same reason I'm red rank and go against brown rank survivors. The matchmaking is a mess and the matches end in four minutes.

    A single red rank survivor can't carry three others, let alone a red rank survivor in solo queue. Half the team is hiding in corners against me when I'm playing Legion.

  • It's probably a bug. I've also been able to drop survivors during the point where they blind me, canceling the effect out entirely.

  • @RoboMojo said:

    I personally dislike how he was almost seemingly designed for the r34 crowd, I mean the dude has his chest completely exposed and that’s his default outfit lol. I can see why people like him though and I respect their opinion. His neon aesthetic, whilst a little at odds with DBD’s aesthetic, is still fine I guess if you consider all the silly neon cosmetics already in the game. My issue comes in when people start genuinely getting the hots for him. For two main reasons

    • Obviously the first being that he’s a fictional character, (like that’s ever stopped people from simping for these characters lol)
    • The second reason however is that I do find it slightly concerning that people took such a liking to him, considering his rather disturbing lore. Obviously this is a horror game and so you know, killers are supposed to be really bad people. However the fact that some people rather explicitly like him because he’s hot is a little concerning considering how in the context of the lore, he’s literally a serial killer.

    Maybe I’m just being a boomer here but getting the hots for serial killers, real or fictional, is very disturbing to me. Perhaps that’s why those jokey posts about which killer is the hottest make me so uncomfortable lol.

    It's my fantasy and I'll simp if I want to! >:(

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1993567#Comment_1993567

    Its actually not, op is likely with one of those survivors... as a solo rank 1 iv never had a game with everyone out of the 7rank bracket of the killer unless it's the odd one or a swf

    This isn't correct. OP's experience is quite normal in solo queue depending on the hours you play at. You either play very little during peak, or don't touch survivor during the night hours in your region.

    Red rank survivors will typically wait around ten to fifteen minutes to find a match filled with yellow, brown, or purple ranks against a purple or red rank killer. These matches are basically a lost cause for obvious reasons.

  • @EntitySpawn said:

    Nice swf there lol

    Are you joking? This the norm for solo queue players. It's a literal rainbow of different ranks and the reason I only touch survivor for rift challenges anymore.

  • The rift is far too grindy as it is. I suppose that's intentional so that they gain more money by causing players to buy out the remaining tiers. I'd prefer if they removed the auric cells gained while making the rift actually enjoyable. Other games have season passes you can finish in a week by grinding. In Dead by Daylight you'll end up grinding for months.

  • SWF is strong, but they're honestly the most balanced aspect of the game as it stands. Solo queue is basically an unplayable mess unless you build yourself around letting everyone else around you die. The rainbow ranks don't help as you end up rotating the two good survivors unhooking the bad. It's even more questionable when you find only a single red rank paired with a yellow and two brown at the end screen.

  • You forgot how unbelievably poorly designed this event is. I can't even play the game without disconnecting every other match because of some desync error that causes a disconnect to happen. I've gone from the regular 5 minute penalty to over an hour because the game automatically disconnects you after an error happens all because I decided to interact with something in the game.

  • @Raven014 said:

    Old Ruin should be basekit. New ruin can be a perk.

    Kindred should be basekit, gives blindness addons/Third Seal a buff in the process.

    What a biased comment that translates to, "Buff survivors and killers, but also make the survivor buff pointless." Old Ruin being basekit would be an awful idea, the perk itself won games solely on it existing in matches regarding higher rank survivors unable to hit them. Having that sort of perk in every game would kill off the casual base for the game.

  • It was not a buff from the old DS whatsoever. The old DS made it so that any player could DS you at any point they were downed rather than a requirement of being downed after previously hooked within the allotted time. There's counter play with the new DS the old version lacked.

  • That idea is terrible and makes the perk completely worthless. It's more of a hindrance than a buff to the survivor carrying it. All ten of those tokens would mean a single 1% increase to great skill checks provided you're able to even hit ten great skill checks in a row.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/140873/game-is-beyond-stale-for-killers

    I love how the survivor community believes the ruin nerf changed nothing. It most certainly did. Killer can afford zero mistakes, you need certain perks and it just isn't fun anymore. You can;t tell me the game is fine the way it is with 20 mins survivor que times or rank 16 killers being matched against red survivors. Nothing is wrong with MM. When Deathslinger came out que times improved because there was an influx of people playing the new killer. When the hype died down it went back to what it is now. The fact is no one wants to play killer cause it sucks and they will stay this way unless something substantial is done to the game.

    I'm sorry but that isn't true at all. You'll get queues way faster as a survivor right now compared to killer. Survivor is near instant while killer can take more than 10 minutes.

  • Survivors. Literally all of them. Playing in solo queue is the absolute worst. You get sandbagged by every single type of character and they sit around the map doing nothing.

  • Are they ever going to do something about lag switching? It's pretty obnoxious when the killer is a mile away and gets hits on you even though you're on the opposite side of the map and the killer is nowhere in sight. The fact that if I choose to leave instead of playing against that, I get a DC penalty.

  • You're all acting like babies really, especially those of you that are running some of the strongest killers in the game. Otz whines about everything, even while winning and getting the 4k. Sure the first gens going can be demoralizing, but it becomes much easier to patrol the final few generators remaining. Is it fun? No. If they were to rework the early game, they'd need to adjust every killer as well around that change. Certain add-ons a killer can carry already turns the game into a joke of difficulty. Ebony Mori is handed out constantly in prestige three blood webs which already trivializes the game.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162054#Comment_1162054

    And their wrong. The most that Killer perks do is balance the game for how broken the role is, most Killers even require add-ons just to be balanced against survivors who only run 1 perk. If you watch streamers and some of the best players you would see what I'm talking about. If you played Killer at all you would see what i'm talking about. Also telling players to "take a break" is just as toxic. The game should be fixed, not force people to play a bully simulator and we have to stop ignoring the problem.

    They're not wrong, they have a different opinion than yours. Killer add-ons and the game's balance aren't part of the conversation. The topic of the thread is for examples of second chance based perks killers have akin to those of survivors. Saying, "This thread is really telling us who the entitled survivors are if they think Killer has any second chance perks." isn't healthy for the game nor for someone to legitimately think. There are options for killers to achieve a 'second chance' with perks, failing to realize that comes down more on you dismissing them.

    You should take a break from the game if you're letting yourself attack others on a public forum. I'm not bad at the game for having my opinion, nor am I playing survivor poorly as you try to word it here. "If you think the Killer has any second chance perks your sourly mistaken and most likely not good enough at the game to know how to counter Killer perks, or simply you choose not to track what the Killer is running while you play something as braindead as survivor." You call the game a bully simulator, yet you're trying to bully me on a public forum.

  • Mori offerings and keys are things the developers should look into, but until then they both create an unfair win scenario. Mori offerings should require you to hook another player before being able to mori the recently unhooked survivor and keys should have an opening animation play with a timer similar to that of opening an exit gate.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162011#Comment_1162011

    I am pretty sure the only toxic one here is the one calling other people toxic.

    If you think the Killer has any second chance perks your sourly mistaken and most likely not good enough at the game to know how to counter Killer perks, or simply you choose not to track what the Killer is running while you play something as braindead as survivor. Survivor is the only role in the game that gives themself not only immunity but second chances from mistakes. Killer makes 1 mistake and that costs them the whole game.

    I think you need to take a break from the game honestly, you sound way too aggressive toward anyone with a different opinion. Both sides have second chance perks, you can get a number of them from the post RakimSockem made earlier in the thread.

  • Deathslinger is generally fine, however they should adjust his terror radius as it feels really wonky on him as a ranged killer. Either he can appear on you from behind a corner before you get the sound notification he's in the area or while playing him I've gotten a few grabs depending on the map.

  • @NullEXE said:

    This thread is really telling us who the entitled survivors are if they think Killer has any second chance perks.

    This train of thought is toxic to the game's health. Both sides have 'second chance' perks, you're just failing to acknowledge them.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084581#Comment_1084581

    The same applies to both sides.

    Survivors can leave if they see a fellow survivor that has sandbagged them in the past.

    Killers can leave if there's a survivor that has harassed them in the past.

    There's no favourites here, please don't try to infer that we're picking favourites when we're not.

    "Killers can leave if there's a survivor that has harassed them in the past."

    Yet a survivor can't leave should there be a killer that has harassed them in the past. That's by definition picking favorites. Why not remove names completely? There's really no need for anyone to see that sort of thing. Just have it as the character's name. Meg Thomas, Dwight Fairfield, Claudette Morel, Jake Park, etc.

  • @Peanits said:

    I do agree that it's important to understand why people are disconnecting, but at the same time, waiting until every possible annoyance is gone before enforcing them is not viable. We can only change so much in an update, and making sweeping changes to the whole game can take years.

    But more importantly, there are quite a few times where people disconnect for no reason (or petty reasons). I've had people get caught out of position, dead hard into a tree, and then disconnect because they went down. I've had people disconnect because they chose to bring a hex perk and it got cleansed before they could use it. I've even had a Legion disconnect on me after failing to catch me at a Z wall. I'd love it if people only disconnected when they needed to, don't get me wrong, but in reality, there's a lot of people out there who will disconnect over petty things or arbitrary rules that they have set for themselves.

    I just got out of a game with there only being two survivors at the direct start, the killer trapped both exit gates at the start of the match and had NOED. Please tell me why disconnecting should be punished when there's game breaking bugs like this?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077138#Comment_1077138

    "You're not acknowledging that BT isn't run by all survivors and certain killers make that perk null."

    There is at least 2-4 BT's in e very single game I play. Also, the amount of killers that counter BT is extremely small and hardly worth mentioning.

    You can't complain that someone might not be running BT when this is entirely the situation the perk is made for. If you don't like those situations then run the perk.

    "The killer then can freely tunnel the hooked survivor off the hook, smack them down, hook the savior, and it would dismiss the DS."

    If this is seriously happening then the survivors are playing just completely terrible. Even in a face camp scenario that is THREE hits from the killer. That is serious misplays and should not be happening. It's an unrealistic scenario and a perk being countered by the survivors playing bad makes total sense.

    "That's why the idea that hooking another player should take out DS doesn't work during game play."

    Saying that idea doesn't work if the survivors are dumb isn't valid.

    "There is at least 2-4 BT's in e very single game I play. Also, the amount of killers that counter BT is extremely small and hardly worth mentioning."

    In every single game you get 2-4 BT? That's just a blatant exaggeration or you only play in SWF. You can't dismiss that certain killers hard counter a perk that discourages camping or you're not willing to accept that there are flaws in your argument.

    "If this is seriously happening then the survivors are playing just completely terrible. Even in a face camp scenario that is THREE hits from the killer. That is serious misplays and should not be happening. It's an unrealistic scenario and a perk being countered by the survivors playing bad makes total sense."

    That's three hits and completely possible. It's not a misplay if the killer refuses to leave the survivor and they're about to die. A hit to the survivor before they make the save, a hit after the save, and then a hit on the hooked player that was just unhooked. That is a play, not a misplay, especially if they weren't hooked yet within the game. It's providing time further toward completing the objective.

    The idea hooking another survivor to disable DS doesn't work, saying the survivors are dumb doesn't really hold up because there's many situations in which it is a smart play to a play style that isn't fun or rewarding to play against. DS only requires a change in the end game as the killer becomes screwed in that situation with no counter play. Other than that, DS is fine the way it is.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076846#Comment_1076846

    You're never forced to bomb a hook. If he's camping that hard your team should be gen rushing as there's no pressure on you. That said, most camping is proximity camping which is completely savable without the scenario you're describing happening if they make it a good save. Very few camps are unsavable face camps. Not to mention you can run BT still for this exact scenario.

    You're not acknowledging that BT isn't run by all survivors and certain killers make that perk null. Your post also doesn't address the situation in which the post I was referring toward. If a survivor saves the hooked player without BT in play, and goes down directly after the unhook. The killer then can freely tunnel the hooked survivor off the hook, smack them down, hook the savior, and it would dismiss the DS. That's why the idea that hooking another player should take out DS doesn't work during game play. Saying, "They should have been doing gens anyway!" doesn't address the situation.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076779#Comment_1076779

    Balancing a perk around a teammate hook farming them isn't a good idea. Fix the hook farming, don't base it around DS.

    Not to mention for that scenario the hook farmer would have to be playing extremely bad and we shouldn't be balancing perks around people being bad. That's how we got in this situation of so many busted perks in the first place.

    It's not only hook farming, it's also when a killer camps. Survivors can be forced into situations where they're stuck into making a save or the hooked player is going into second state or death. In that scenario you're rewarding camping as well as tunneling. Decisive Strike prevents that. This change would allow for rewarding camping and is a bad idea.

  • @Blueberry said:

    While not fixing the problem entirely, just making it deactivate if another survivor is hooked would solve most of the issues.

    This doesn't exactly feel like a fair change and is easy to exploit as the killer. Let's say another survivor is farming hooked players in front of a killer who's camping. The killer can easily down the person farming their team, but the killer can then chase and smack down the previously hooked survivor. Hook the rescuer first and they get no chance at DS even though they were technically tunneled off the hook.

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076661#Comment_1076661

    Then they won’t get picked up and will still have ds, meaning the perk did its job as a an anti tunnel perk

    They wouldn't still have DS if they attempted to run away from the killer. That timer is far too short if you're even half decent at running the killer. If the perk stayed activated upon being downed indefinitely, that's equally punishing in the end game collapse. I don't agree with this idea at all.

    The only change DS should receive is deactivating after the fifth generator is done.

  • I'm sorry, but what? 10-30 seconds is nothing and easy to wait out. It doesn't punish anyone that tunnels and more than likely the killer will leave you slugged for five or so seconds after downing you then since that suggested timer is nothing for anyone attempting to even escape the chase from a killer. If they stand there and let the killer down them, it'd be obvious they'd have DS.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058298#Comment_1058298

    That has more to do with the devs just giving proper rank matching the finger, how many rank 9 killers get paired up with rank 2 survivors is nuts.

    This isn't completely true, while it does happen at times you're still likely to get a killer within red ranks playing.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058271#Comment_1058271

    This, the game is in crisis right now as it is because no one wants to play Killer. You need Killer's just as much survivors - on top of that Killers should be the ones with relaxing casual play. They are the Killers. They should be the power role. Survivors are not scared anymore and that's a problem.

    This is fear mongering and completely inaccurate unless you're playing on a nearly empty region. Also, no role should be easy or relaxing, this is a PvP game and should be balanced, not one sided.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1058298#Comment_1058298

    Indeed becuz you play vs green rank killers or yellow lol

    I think you should rethink that, I've gotten nothing but red rank killers all day.

  • @FleshTorpedo said:

    bwhahahahahaaha. Its not like survivors are waiting 30 minutes to find a game at red ranks because there is not a shortage of killers are anything.

    Is this post a joke or do you not even play red rank survivor? You get matches within minutes.

  • This goes both ways depending on the loadout and skill of the players, it's not solely a killer issue. If you get a team of four switching at the last second as four camo Claudettes with toolboxes, it's not fun. If you get an Iridescent head / Infantry belt Huntress carrying an Ebony Mori, it's not fun.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1056478#Comment_1056478

    Not a instant down, plus, you have to break two other pallets first. Also, you need to run Enduring for it to be good, which nobody does because those slots are used for gen regression perks.

    This is a bit of a cop out response, Spirit Fury gives the same result of poor play rewarding the player. People also do use this in red ranks on a number of killers. Borrowed Time is generally fine in my opinion unless you hook someone directly beside an exit gate, but it's pretty GG by that point unless you're running Blood Warden or Remember Me. As a game, it's generally no fun at all for the killer to tunnel anyone directly off the hook. It also only activates if you're camping the survivor or they're greedy for a save, but that normally results in trading places.

    With that being said, the only change I think would be fair would be to remove the perk to proc once the generators are done or the gates are powered as the killer really has no reason to leave the hooked survivor. Spirit Fury could also be brought up to 3 pallets because it lets you be a complete 4head in chases.


  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1035088#Comment_1035088

    Most of time survivors use it before you can bait it, In my experience.

    Not all of the time and should they reach the pallet or window if you're that close you could swing regardless and there's a good chance it'll connect. If that doesn't work for you, there's Hag and Trapper to shut down these locations, or Huntress to throw a hatchet when they vault or throw a pallet, or Nurse to teleport past the pallet, or Hillbilly and Leatherface to avoid Dead Hard entirely. If they're throwing down the pallet early, you can prepare with Hillbilly, Leatherface, or Demo to make quick work of the pallet. If you're on none of these killers, you can easily bring a perk setup with Enduring and Spirit Fury if it's that big of an issue.

1 … 6 7 8 9 10