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ShrimpTwiggs

ShrimpTwiggs

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ShrimpTwiggs
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  • I'm just gonna leave my two cents real quick. I don't have that much of a problem with current DS. My only issue with it is when I down and hook a different survivor, find someone else I found before them, down them, and get DSed because their timer didn"t run out. At that point, it doesn't feel like an anti-tunnel perk and more like a punishment for applying good pressure. If DS was deactivated (not unusable, just reset) after I hook another survivor, than I would have absolutely no problem with this perk.

  • @Eggscellent said:

    I have a solution just don't use him if you don't like him. If you want to go 100% invisible use spirit.

    you guys are ruining dead by daylight

    Not every killer / Survivor perks needs a damn rework.

    If wraith gets this 100% invisibility they're also going to Nerf him as well probably giving him a timer for invisibility basically making him like spirit.

    I think wraith is balanced and I enjoying using him personally.

    You guys also ruined Freddy he had a gimmick that he could put you to sleep and see your aura and invisible to awake people. Nothing was wrong with Freddy. Old Freddy with like Freddy Krueger from the movies. Now Freddy is just a Trapper and a clown. I used to main Freddy because I liked his originality

    You guys are going to make wraith become a spirit and ruin his gimmick

    Your solution is a bad one and it used to apply to a lot of killers before they were changed. "Don't like, don't play" just brushes off bad balance and cruddy design.

    Old Freddy was so boring to face for me. He's way more versatile and unpredictable now and it seems he actually has more control of the dream state. A killer shouldn't be left in such a garbage state as the Wraith where their power is almost useless. A killer shouldn't be a "gimmick." They should be viable.

  • If I see a survivor getting farmed by the others, I let that one go and kill the farmers.

    If I'm in a decent position, I will try not to tunnel a survivor. If I happen to run into him again however, I'll hook them.

    If someone DCs I go a bit easier on the whole team and give the last person the hatch.

    I'm not rude toward survivors unless they're rude to me first.

  • The reason they were underwhelming for me was the fact that their power is kinda bland. When I heard that the legion was going to be a group of killers, I was really interested in what direction they would take that in and how they could work that into the game. I thought it would be a very new, creative idea.

  • It was on Autohaven Wreckers against the Trapper. I was on my last hook and wounded so when I heard his terror radius I left the gen I was working on to hide behind a rock near the wall. There was a Meg working on it to and she ran ahead of me to the rock. When she saw me hide by her, she walked around me, (I left space so I wouldn't trap her in) in full view of the killer and walked back, purposefully blocking me between the rock and the wall. I literally had no way of getting around her.

    The killer, obviously, went for me. I don't hold grudges often, but I'm still salty about that and it happened a couple years ago.

  • I mained Wraith at the start because he seemed like a good killer to learn with and I absolutely love his eerie design. To bad he's kinda garbage tier. After that I mained Pig and then Myers because I like being stealthy.

  • If I see other survivors farming another, I leave that person be and go for the others. If it's teabagging or flashlight clicking, I ignore it.

  • "I hate when people complain! I also hate when people complain about people complaining! And then there's people who complain about people complaining about people complaining! And then etc. etc."

    Honestly complaining comes with existing.

  • He's already in F tier. If they nerf him, he'll be Z tier.

  • At the very least, they should keep him fully invisible until he's in terror radius range. Seeing him all the way across the map when he's "invisible" is ridiculous.

  • I don't think looping should be outright removed but some maps definitely need changes to make it less powerful. I don't think anyone would disagree that the MacMillan Iron Works loop is ridiculously strong. And if looping is going to be nerfed, then I think things like LOS breakers and hiding places should be added to give survivors the stealth option if they wish to do so.

    Both stealth and chases should be fun and viable options so looping shouldn't be completely removed. instead I think it should be tweaked so that the majority of the loops can be mindgamed and require a semblance of skill. And I wouldn't mind extra bushes, shadows, and LOS breakers to buff stealth to make up for it.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/595119#Comment_595119

    Does that imply that any kind of rework they released must be blindly accepted and taken without saying a word, just because they finally decided to rework a killer two years after it was released?

    I do not think so.

    Whenever they release a good rework, and not this, I'll be happy.

    Except the community seems pretty torn on this. Some are crying about it and some are fine with it. If you don't think it's a good rework, how about saying why you think think that way and how to fix it instead of crying to have him reverted to his worse state or whine about how you personally don't find him fun? Maybe then the devs will take this seriously.

  • The devs just can't win can they? Everyone constantly asks them to buff him and rework him, but when they do:

    "He's boring!"

    "I miss the old Freddy!"

  • This is the most heated thread I've seen in a while.

    giphy (1).gif


  • It's an issue with both sides but since survivors are the majority, you will see it more there. As for where the toxicity comes from, every game that involves engaging with others, even club freaking penguin, has toxicity in it. Some people just get there kicks out of it.

  • @twistedmonkey said:

    Why is this post still going? I'd bet none of those complaining have actually contacted twitch themselves.

    Stop blaming game devs for a problem that lies with twitch.

    I'll say it for the fourth time in this thread.....

    Twitch could easily solve it by allowing streamers to ban players from viewing their stream but they don't. Direct your anger towards them and stop badgering devs of a game when they explain the problem can lead to possible false bans.

    The problem with banning a person for one streamer is that all then want it done no matter how obvious it may be in one scenario. Plus for the extra reports to go through it can cost more money to each individual game dev to handle them.

    Go to twitch and fight for your loved ones if you want a this change to happen.

    Get onto them so they allow the banning of IP's (max week only due to dynamic IP scenarios), emails, usernames etc and then the power is put into the hands of the streamers.

    Stream sniping is a problem and a scummy act but it's not on the game devs to sort out a streaming platforms lack of banning options.

    Banning specific people is a good idea, but can't they just make a different account? And I'm sorry if this is wrong, I don't use Twitch very much, but can't you watch streamers without being logged in?

  • @George_Soros said:

    https://forum.deadbydaylight.com/en/discussion/comment/584088#Comment_584088

    @ShrimpTwiggs I don't want to discuss this here, it'd turn into flames.

    My point is, streamsniping is the streamers' problem. They should deal with it. Hey, isn't True one of the most shining example of a streamer who thinks of himself as a legend? I mean, even his name... Surely he could deal with a streamsniper, regardless of their unfair advantage?

    There's nothing to discuss. Streaming and getting paid for it falls in the exact definition of a job so it's a job. It's as simple as that.

    And brushing streamsnipers off as the streamers problem to deal with is up to you. You're right that it isn't your responsibility to deal with it. But I think that it can't hurt to discuss more ways of dealing with the issue rather then enabling it.

  • @George_Soros said:

    @ShrimpTwiggs it's still a minor issue. Stream delay solves most of the problem, as for perk loadout, they don't win you the game. CS is useful against Doc, but not that much.

    But mostly, streaming as a career? Why would anyone want that as a career instead of doing something productive? Honestly, the sooner a streamer is fed up with trifles like this and finds a real job, the better.

    This whole streamsniping thing is not the game's problem, not the devs', not the community's, just some guy's who by the way has all the tools available to prevent it.

    "Find a real job"

    1. Definition of a job:a paid position of regular employment.
    2. synonyms:position of employment, position, post, situation, place, appointment, posting, placement, day
    3. 2.
    4. a task or piece of work, especially one that is paid."she wants to be left alone to get on with the job"

    "A task or piece of work, especially one that is paid." Yeah, streamers get money for what they do so it's a job whether you want to believe it or not. I guess it's only a job if you hate it, eh?

  • @George_Soros said:

    @ShrimpTwiggs yeah lol I'm being disingenuous there. I find most streamers are such clowns, I have a hard time resisting to make fun of them. Of course streamsniping is very literally cheating. But Peanits did a great job explaining how it's impossible to control, so they don't ban (presumption of innocence, makes sense).

    And then there's the argument that if you put your purse on a train seat and fall asleep for an hour, you're somewhat responsible if it gets stolen. It's still on the thief, but it's hard to deny your own stupidity there. So, if someone doesn't want to be streamsniped, best way is not to stream.

    Except streaming is a career for some people so simply not streaming shouldn't be the solution. And it isn't really comparable to leaving your purse unattended since streaming isn't irresponsible like falling asleep on a train when you have valuables. Can you imagine if we used this logic for other stuff? Don't want to get in a car accident? Don't drive. It's that easy! I mean, if you chose to get in a car and drive, you're partially responsible, right?

    But you do have a point that it's out of the devs hands. But if we just brush it off and never do anything about or try to work out a better solution, things will never improve.

  • I honestly don't mind their design so much. It's not my favorite but I like the urban aesthetic to it and I like the wild smile. It makes them unique.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/580734#Comment_580734

    That's the kind of intellect it takes to think that a person who sets somebody's belongings on fire and kills their pet bears no responsibility if they get the hell beaten out of them in retaliation. Sure the person who beat the hell is guilty of assault and battery and should be tried for such. But saying that the victim bears no responsibility is absolutely ridiculous.

    "if you cannot understand this, that's your problem"

    Uh, except burning someone's house down and killing their pet is an EXTREME comparison which is also illegal. Taunting someone with flashlight clicks and teabagging in game and having your twitch name in your account isn't illegal and it doesn't justify cheating.

    @George_Soros said:

    @sovererignking my, you're overly dramatic. "Harassment and heavy grieving"? That's when someone tells you you should ######### or talks ######### about your mom, etc. Watching your stream and punishing you for it is dirty, sure, but it's hardly "harassment" or "grieving". And as many have said, one: it's impossible to track and therefore, impossible to ban. Two: it's just not useful. Stream delay makes it useless.

    Further, how exactly can someone "knowingly and willingly follow" another? Quitting lobbies until he ends up in yours? That's hard and boring to do, and needs a lot of luck to be successful.

    And finally, just a side note: a woman dressing provocatively is not in any way an excuse for someone ######### her. But a woman ACTING provocatively can hardly cry out "I'm being harassed" if she gets snide comments or a little too vehement approaches.

    EDIT: interesting, forum seems to censor out the word R*PE. "#########" seems to be no problem though ^^

    "Punish them for it" is just a fancy way of saying "cheating." It's not just playing dirty, it's outright cheating, which is bannable. However, there really is no way for the devs to punish it.

  • I want to say either Myers for his looming presence, or Spirit and Nurse for their supernatural abilities, but the more I think about having the bones in my leg splintered by a beartrap, the more I want to say Trapper. I mean, a beartrap easily has enough force to sever your foot. At the very least, Myers, Spirit, and Nurse will kill you pretty quick. Getting snagged in a beartrap is going to be agonizing. The Trapper, at least if all his traps are set, creates or horrific minefield that makes it dangerous to even run from him.

  • Happy Birthday, man! I hope this is the best one yet. (:

  • Finally, something we can all agree on.

  • Tbh, I've never had much against Nurse or Nurse Players in general if you're good with her, then good on you.

    Base nurse is fine. And she's the only killer who can keep up with the BS in this game.

  • Find gasoline to fill the gens with. If you bring a map, it could show you where some of them are so this item is actually good for something.

  • @Zertix said:

    In that case, 4 tryhard SWF is also balanced, you .... just need to git gud

    Nurse at base requires skill to play. SWF is easy mode that doesn't justify the strength it brings.

  • I find Dwight, Jake, and David attractive, myself. And judging by the fanart I've stumbled across, the community does too.

  • I would play freddy just so I could see survivors slap the ever-living crap out of each other.

  • @Boosted_Dwight said:

    Why are the devs so scared to make viable killers?!

    I think it's because they're afraid of backlash from the survivor side, which is a stupid reason, but the one I think is most likely. I mean, survivors are still complaining about the Nurse and they have been since her release.

  • Let's see, I'm out of shape, crumble under pressure, have a low pain tolerance, anxious enough as it is, sneeze at the worst possible times, and barely pay enough attention to my surroundings to avoid walking into walls.

    giphy.gif


  • Camping is a viable gameplay tactic, regardless of how anybody feels about it. And in certain situations, it's the killers best option. When the other survivors are around the hook or when the exit gates are open are two common reasons for camping. And if the killer camps early game, it's in the survivor's hands to punish them for it by rushing gens, or reward them for it by waiting around for them to leave. I wouldn't necessarily call it fun, but it is fair and part of the game.

  • The two factors that play the biggest part are where the door spawns and what killer you're facing. If the doors spawn on opposite sides of the map and you're against clown, you have a good shot of escaping, but if they're right next to each other, then you don't have much of a chance regardless of the killer you're facing.

  • This would only be yet another band-aid fix over a greater issue. If games are going by too quick due to gens being done too fast, then it's an issue with the core gameplay, not something that should be fixed with perks. And in the end, veteran players wouldn't have much trouble with it, while new players would get stomped by it. I don't think this is the best way to address the issue.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/502699#Comment_502699

    I have to agree to disagree there. Four mans should always bare minimum get you a black pip at most. that being said it should be far easier to get a pip by sacraficing everyone. my reasoning behind that is that you can technically have all survivors be crap at looping, hook every single one of them once and win, but that doesn't show your skill. your skill and therefore rank should come from your ability to win the match *With skill*. winning the match should not derank you, but winning the match with skill (ie what all the other emblems are meant to essentially take into account) is what should define your rank

    TLDR: winning a match as such doesn't exactly take skill on both sides, but should always give a black pip atleast as you did win. it should be how much skill you take into the match and exhibit, ie how many saves you get/how fast your chases end and are won etc that should define how good of a killer/survivor you are.

    I see your point, but the killer doesn't have much say in who they go up against. If they end up facing potatoes that don't have map knowledge, that isn't really the killer's fault. And if you're facing these kind of survivors consistently, you're clearly not in as high a rank as you should be. It may not show the killer's skill overall, but it shows that they are much better than the survivors they're facing, and as a result, should be in a higher rank.

  • Sounds like a good idea, but for it to come to fruition, they need to craft a more solid lore. How would the movie end? What would the plot be? Are we just going to watch trial after trial until either the survivors give up or they somehow escape the entity? And if they do beat the entity, how? I'm not saying it's impossible, but it would be difficult due to how many characters there are and the fact that the current lore isn't solid enough to maintain a consistent plot for a film.

  • I'm going to keep proposing this idea until it happens.

    When you DC, you should get a time-ban that gradually increases each time. So the first time, it's five minutes, then ten, then fifteen, and so on until you're banned until rank-reset. That way it creates an incentive to DC less without being too harsh on someone who's internet might've choked.

  • Getting a four-man should net you a pip, but escaping should be a black-pip at most if you don't do anything but hide in a locker all game and wait for hatch.

  • Obvious bait is obvious.

  • It's the nature of multiplayer games. The community always has a toxic side and, since survivors are the majority, you're more likely to see them being toxic rather than killers. Both sides can be really toxic though.

  • For real though, It's really nice to see the community being so nice to each other for a change. It's an awesome change of pace from the constant arguing.

  • @Nickenzie is always really positive and coming up with new ideas.

    @Orion I don't always agree with, but they always give their reasoning behind what they think and is polite in any discussion I see them in.

    @not_Queen because she's the best.

    @ChesterTheMolester is great for their name alone.

    @Lowbei will always be the salt king of the forums. RIP

    There are others I like on the forums, but I'm so frigging tired right now and I can't list them all at the moment.

  • When they're ready. A good release worth waiting for will always beat a crappy release on time.

  • "I'm the Protector of the Butts!"
    -NotQueen

    Sorry, NotQueen, someone had too.

  • It's a combination of two childhood nicknames. I'm the runt of my family.

  • @TeaLeaf said:

    @ShrimpTwiggs said:

    @TeaLeaf said:

    @ShrimpTwiggs said:

    @TeaLeaf said:

    @ShrimpTwiggs said:
    I hate this 'punish genrush' mentality. That's the only objective survivors have to open the gates. What your essentially saying is "it punishes survivors for doing their objective as fast and efficiently as possible."

    I agree that genrush is an issue, but stop defending band-aid fixes. The devs need to actually fix it. So what if NOED nets you a few kills? The game was still over in five minutes after waiting who knows how long with how inconsistent lobbies are..

    Noed isn't a anti-gen rush mentality its a counter play to it. Same as one who really hates the doctor takes calm spirit, or some one who hates being slugged takes the perks for its counter. That is what perks are, its the player trying to either cover their own weakness or trying to implement counter play to another strategy. Gen Rush is a thing and is fine as long as the other side has options and strategies to try and counter play it. Perk choose is just one step towards that, and noed happens to be one of the best options at the moment.

    Except the doctor, calm spirit, or perks to counter slugging aren't massive, game breaking issues. Gen rush is and it needs a real fix, not a band-aid. But at the same time, I've seen comments, one in this very discussion, that says NOED 'punishes' gen rush, as if survivors doing the only objective to escape warrants punishment. And even if NOED is a counterplay to a broken gameplay mechanic, than it isn't a very good one. Even if you get a kill out of it, the game was still over stupidly quick.

    I will agree that the game can go by too fast at times, the killer is always the one counting down how much time every thing takes them to do given the nature of the game. However as some might see it as punishing I see it as setting up a last line of defense, but perspectives differ for differ people. Tomato Tamato.

    In terms of fixing gen rush as an element, do the devs want it fixed or is it acceptable to them. Some people don't like it, just like some people don't like camping (stratgic camping! Not talking bout 1st hook face camping). However its a part of the game but why? One reason I can think of is the fact that DBD is a simplistic game. If you add gen time to fix gen rush survivors complain "oh i have to hold m1 even longer now". Secondary objectives is often suggested for it, which is what noed and hex's offer. How do you address the issue then? Noed mere existence can cause some people to stop and do totems regardless if its used or not, and that is more effective than even ruin. However its all a game to game kinda thing, case their are so many variables to try and balance.

    The difference between NOED and direct secondary objectives is that those objectives would be necessary to do and easier to track due to the fact that you can see the generators being done on the HUD. And since they're necessary and would be part of the core of the game, randos would be more likely to do them instead of brush it off as a "I'll do it if I feel like it." kinda thing. You're completely right about the variables. While NOED can hurt solos, it's very weak against a coordinated SWF team. But I think this only makes it worse, at is makes the divide between solo and SWF even bigger.

    However that is the general problem with the game as a whole, is that high skill vs low skill, and solo vs swf is all in a single game mode which they are trying to balance for. Every time you balance for one it complicates the other. Balance for low skill solo and high skill or swf or high skilled swf will exploit the leeway into an unplayable state (has been seen before). Try to balance for high skill in general and you make a steep learning curve for low skill and new players, which i feel is a primary source of complainers on both sides.

    I personally wouldn't mind secondarily objectives or a more complex game mode then we have now. Perhaps popup quests for a gen your working on, you have to go get a part some where on the map to continue progress on it would add so much flavor to the game. However I am not sure we will see such.

    Yeah, I feel like the devs didn't really consider things as much as they should've. They didn't really put enough thought into the advantages of SWF or how some things affect the skill curve of DBD, but I still think we should try to balance the game as best we can. It'll never be perfect, but that's why we have forums, so we can discuss and share our opinion with the devs. At the very least, they're willing to actually listen.

  • @TeaLeaf said:

    @ShrimpTwiggs said:

    @TeaLeaf said:

    @ShrimpTwiggs said:
    I hate this 'punish genrush' mentality. That's the only objective survivors have to open the gates. What your essentially saying is "it punishes survivors for doing their objective as fast and efficiently as possible."

    I agree that genrush is an issue, but stop defending band-aid fixes. The devs need to actually fix it. So what if NOED nets you a few kills? The game was still over in five minutes after waiting who knows how long with how inconsistent lobbies are..

    Noed isn't a anti-gen rush mentality its a counter play to it. Same as one who really hates the doctor takes calm spirit, or some one who hates being slugged takes the perks for its counter. That is what perks are, its the player trying to either cover their own weakness or trying to implement counter play to another strategy. Gen Rush is a thing and is fine as long as the other side has options and strategies to try and counter play it. Perk choose is just one step towards that, and noed happens to be one of the best options at the moment.

    Except the doctor, calm spirit, or perks to counter slugging aren't massive, game breaking issues. Gen rush is and it needs a real fix, not a band-aid. But at the same time, I've seen comments, one in this very discussion, that says NOED 'punishes' gen rush, as if survivors doing the only objective to escape warrants punishment. And even if NOED is a counterplay to a broken gameplay mechanic, than it isn't a very good one. Even if you get a kill out of it, the game was still over stupidly quick.

    I will agree that the game can go by too fast at times, the killer is always the one counting down how much time every thing takes them to do given the nature of the game. However as some might see it as punishing I see it as setting up a last line of defense, but perspectives differ for differ people. Tomato Tamato.

    In terms of fixing gen rush as an element, do the devs want it fixed or is it acceptable to them. Some people don't like it, just like some people don't like camping (stratgic camping! Not talking bout 1st hook face camping). However its a part of the game but why? One reason I can think of is the fact that DBD is a simplistic game. If you add gen time to fix gen rush survivors complain "oh i have to hold m1 even longer now". Secondary objectives is often suggested for it, which is what noed and hex's offer. How do you address the issue then? Noed mere existence can cause some people to stop and do totems regardless if its used or not, and that is more effective than even ruin. However its all a game to game kinda thing, case their are so many variables to try and balance.

    The difference between NOED and direct secondary objectives is that those objectives would be necessary to do and easier to track due to the fact that you can see the generators being done on the HUD. And since they're necessary and would be part of the core of the game, randos would be more likely to do them instead of brush it off as a "I'll do it if I feel like it." kinda thing. You're completely right about the variables. While NOED can hurt solos, it's very weak against a coordinated SWF team. But I think this only makes it worse, at is makes the divide between solo and SWF even bigger.

  • @TeaLeaf said:

    @ShrimpTwiggs said:
    I hate this 'punish genrush' mentality. That's the only objective survivors have to open the gates. What your essentially saying is "it punishes survivors for doing their objective as fast and efficiently as possible."

    I agree that genrush is an issue, but stop defending band-aid fixes. The devs need to actually fix it. So what if NOED nets you a few kills? The game was still over in five minutes after waiting who knows how long with how inconsistent lobbies are..

    Noed isn't a anti-gen rush mentality its a counter play to it. Same as one who really hates the doctor takes calm spirit, or some one who hates being slugged takes the perks for its counter. That is what perks are, its the player trying to either cover their own weakness or trying to implement counter play to another strategy. Gen Rush is a thing and is fine as long as the other side has options and strategies to try and counter play it. Perk choose is just one step towards that, and noed happens to be one of the best options at the moment.

    Except the doctor, calm spirit, or perks to counter slugging aren't massive, game breaking issues. Gen rush is and it needs a real fix, not a band-aid. But at the same time, I've seen comments, one in this very discussion, that says NOED 'punishes' gen rush, as if survivors doing the only objective to escape warrants punishment. And even if NOED is a counterplay to a broken gameplay mechanic, than it isn't a very good one. Even if you get a kill out of it, the game was still over stupidly quick.

  • I hate this 'punish genrush' mentality. That's the only objective survivors have to open the gates. What your essentially saying is "it punishes survivors for doing their objective as fast and efficiently as possible."

    I agree that genrush is an issue, but stop defending band-aid fixes. The devs need to actually fix it. So what if NOED nets you a few kills? The game was still over in five minutes after waiting who knows how long with how inconsistent lobbies are..

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