SirCracken
SirCracken
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1455260#Comment_1455260
He asked for rank, I gave him rank.
I'm not chastising your for obliging him. But I do find it weird anyway would ask for rank nowadays.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1455227#Comment_1455227
Rank 1 and 2.
Just to prove that I am that rank.
Rank has been meaningless for a while now. It is generally up to the skill of an individual survivor to try and evade a good hillbilly.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1455207#Comment_1455207
Oh, oh no, you have to aim? No other killer has to do that.
-and adjust for the curve, and predict where the survivor is going to go. But I guess those requirements don't count.
Tell me, have you actually played Hillbilly for an extended period of time?
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@anarchy753 said:
Yeah most killers have activation times, that's not really helping your case.
Are you just going to ignore all of the requirements for using those activation times effectively, or are you just going to claim that all Billy has to do is hold M2 and survivors will be magnetically pulled into his chainsaw?
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@anarchy753 said:
I mean you ask why they don't make a bunch of really broad changes that affect every killer.
Probably because while there's still a killer with insane mobility, one-hit downs, no downtime and no drawbacks is preventing them from making global buffs to killer as he benefits from them all more than the other killers.
Now that's not an issue any more.
Insane mobility, yes.
One-hit downs, yes.
But saying that Billy has no downtime or drawbacks is proof that you simply don't know what you're talking about.
His chainsaw takes time to rev, sprint, and down a survivor with. All of which is often done is less than a couple seconds during which both the Billy and the survivor must guess and react to what each other are doing.
Whereas you make it seem like all the Billy has to do is just rev his chainsaw and he magically gets downs without any factors involved.
The only thing unbalanced about him are his charge time add-ons. He doesn't need to be gutted the way he's going to be in the next patch.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1455140#Comment_1455140
Because he ISN'T the most balanced! His "balance" is from the Emblem system that a) is about to be scrapped, and b) punishes instant-downs or lack of healing. Something that happens against Hillbilly quite a bit. Or the Infectious Fright slug-chain. Another punished tactic.
The emblem system is a terrible way to judge balance. Previously, killers pipped based on the number of people they kill. Their main objective. It's even in the name "killer". Now they have to either delay the game and farm to pip, or play some of the killers that, although very bad, are good for ranking up. Such as Legion.
The ranking system wasn't perfect before but it should not have been changed to what it is now.
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@WeenieDog said:
I can't wait to 1 v 1 Deathslinger on coaltower 360 QS only. And if he doesn't update his win/lose count on his profile when he gets trashcanned, I'm reporting it as cheating.
Yeah. When AWPs were added to the chest item pool I was confused at first. But now I see that because it offers counterplay to killers with guns it has only improved the quality of the game,
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@[Deleted User] said:
I'd say the change are pretty fair now, imo. The nerf opens possibility of different buffs down the road, I mean, that's what I hope they are going for, giving a bit more "fairness" to the S and A killers so they can tune down survivors on some parts without outright making the top killers even more broken.
Add-ons are doodoo tho.
https://forum.deadbydaylight.com/en/discussion/comment/1455125#Comment_1455125
I think they are going to hold on to Spirit and possibly Nurse nerfs for a while considering they are both pretty much the only bastion left that can take down a mean SwF reliably.
In a vacuum the change is already questionable. But when there's loads of other killer's that have mountains more balancing problems than Billy, add-ons and perks included, then the change is completely nonsensical.
Why nerf what is widely considered to be the most balanced killer in the game where there are so many other changes that could be made to other, less balanced, killers?
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@DeanWinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1452697#Comment_1452697
This would’ve been way cooler. I hope one day they rework him and make this a thing. He’s still fun, but wow he had serious potential with that idea.
Exactly!
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1452897#Comment_1452897
Michael Myers and Leatherface want a word with you.
To be honest I think Micheal would just block a pallet about to be dropped on him and stab whoever was trying to drop it.
So his depiction is not entirely accurate.
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@Munqaxus said:
I like the idea that you can go to the upside down as Demogorgon and survivor through the Demogorgon's portals.
However, there would a problem if someone is hooked in the upside down and the survivors destroyed the last portal.
I'd assume that the portals would have a stricter max limit but also unable to be destroyed if survivors had to use them to save a team mate
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@Veen said:
https://forum.deadbydaylight.com/en/discussion/comment/1452701#Comment_1452701
Maybe they got limited by the game ressources or engine. If I remember correctly the base game code wasent supposed to support the game that long.
They managed to launch old Freddy. I think it can be done.
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I agree. Quite a lot of other perks could do with the same treatment.
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@TKTK said:
I agree but I'd like to add that Demogorgon on screen is a almost unstoppable monster that took psychic powers to banish it while in this game a person tackling him from a locker with no real momentum can stun him for a period of time. It's pretty laughable tbh, thats why i don't want super monster type killers in the game like predator and alien cause the game wouldn't do them justice. Idc if DBD makes there own monsters but when you get things that on screen were shown to be nearly unstoppable and then they come into the game that just doesn't match what they are it, creates a dissonance for people that expect one thing and get something completely different.
I understand what you mean. We can't have the exact Demogorgon seen in Stranger Things because it would slaughter everyone. It needs to be limited so it could fit within the confines of the game.
But I still think they should have stuck with the idea of an alternate dimension, rather than the portals we have now.
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@Booper_Of_Snoot said:
In his initial game file leaks, there were going ot be lights like in the show around gens, hooks, etc, and he would have 2 worlds, upside down and ofc, main realm, and the way to tell if he was coming towards you well, was the lights, and the hooks would also be only accessible in the upside down.
Damn. I wonder what made them change their mind during development.
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@Seiko300 said:
It's absolutely incredible how I actually agree with your overall point that Springtrap should not be in the game, but I disagree with almost every sub-point you made.
- "He cannot be taken seriously"
- This is probably the point I can most get behind, there's a kind of Stigma that surrounds Fnaf and it's playerbase and it's something I sincerely don't want Dead By Daylight to have any part of or connotation with. At the same time however, this point brings me flashbacks of people from back in the day in 2016 / 2017 / 2018 who told me that nobody would take Ghostface seriously and that "he's not even scary" yadda yadda yadda which still intensely pisses me off even today. (Although I can now relish the feeling of knowing that Ghostface not only now scare people frequently in the game, but is also a highly viable killer who consistently sits at the top of mid-tier or bottom of high tier)
- So much to my own dismay, this is the exact kind of evidence that would favor springtrap. A killer like Ghostface who also saw opposition to being included from people who felt he would be "a joke" draws obvious parallels to Springtrap, which is especially interesting considering how that story ended: he not only did make it into the game but as one of the most well liked and viable killers.
- In fact plenty of licensed characters saw some kind of opposition to their inclusion, certain people had no idea who would be the featured killer in a Saw chapter and for that reason they weren't on board. Some people didn't want to see Leatherface because we already had a killer who featured a Chainsaw and therefore he wouldn't be unique. Up to our latest Pyramid Head who many (including myself) didn't want to see for various reasons but one of which was because he was from a lesser known video game, for others (like myself) it was because they simply had a preference to see a different licensed property.
- "The Game Does not Need more Licenses right now"
- This is the most intensely frustrating and outright egregious point out of your three. Dead by Daylight is an amalgamation of different horror stories, both original AND licensed. Dead By Daylight is the Super Smash Brothers Ultimate of the horror genre it is quite literally defined and characterized by your ability to play as or against some of the most historic and recognizable figures in all of horror. This is a good thing. It is exactly the reason for what puts Dead By Daylight on the map for circles of people largely outside the gaming industry and media / news sites. Were it not for the licensed characters we do have, Dead By Daylight would undoubtedly not be as successful, popular, or as well known as it is today.
- Because of this, if anything we both need and want to see more licensed characters. Your point of "there are seven licensed characters" is exactly a point that can be used against you that is under half! How can you in good conscience say that "we can't have more" when under 40% specifically 35% of the roster are licensed characters. Some of the most popular and well liked characters in the game licensed, Steve Harrington, Nancy Wheeler, Bill Overbeck, Ghostface, Freddy alongside his rework became one of the most powerful killers in the game and rightly so, etc. You pointed out 2 licensed characters that had a less than popular reception and failed to provide any more examples than that, one of the 2 of which is getting a rework right now on the upcoming PTB coming out tomorrow!!
- Interesting is very much a subjective term, and what may not be interesting for you is very much so for others. For many of the people who play DBD especially and most specifically those newer who came later, it was the interest in the licensed characters that brought them to play in the very first place. Not to mention, it is the exact interest of the community itself that pushes the developers to continue releasing licensed content in the first place! it is exactly because most of us want to see this content that it is created and released, for the reason that we (aka the overwhelming majority) asked for it.
- Of course it is important to recognize and appreciate just who well written and created many of BHVR's original characters are, the fact that there are people more interested in their content rather than what was created by other people is an impressive feat on it's own and something the devs should be commended for. But this has absolutely no impact or influence on whether or not the game should continue to see an influx of new licensed character that are well liked and well known on a wide scale. Without question if more characters are coming, some must be licensed
- This is the most intensely frustrating and outright egregious point out of your three. Dead by Daylight is an amalgamation of different horror stories, both original AND licensed. Dead By Daylight is the Super Smash Brothers Ultimate of the horror genre it is quite literally defined and characterized by your ability to play as or against some of the most historic and recognizable figures in all of horror. This is a good thing. It is exactly the reason for what puts Dead By Daylight on the map for circles of people largely outside the gaming industry and media / news sites. Were it not for the licensed characters we do have, Dead By Daylight would undoubtedly not be as successful, popular, or as well known as it is today.
- This has no impact or relevance on whether or not Dead By Daylight can and should be getting updates of new content. The fact is that the Dev Team is broken up into multiple different parts, one of which is dedicated on creating and producing new content, the other works on bug fixes.
- And you can't tell me "just have them all focus on fixing bugs!" because that's quite literally not their specialty. The people creating new content are artists who develop concept art for the original or licensed designs, create the 3D character models and animations, you've got sound designers and composers working on the new sounds killers they make - their breathing, their weapon, their power, the music track or theme that's created for the chapter / character, and you have writers who are detailing the accounts of these characters writing their backstories and lore, descriptions for each cosmetic and in-game add-on or offering, etc.
- By telling me "we should have all of them focus on fixing bugs!" you're telling me you want Artists, Writers, and Composers to fix complicated programming issues and bugs. Good luck with trying to push that idea through to anyone who has even a smidge of common-#########-sense.
- By also telling me you want to halt the production of new content, you are also indirectly saying "let's not give these people work for a period of a couple of months while the health of the game is improved". That's just flat out a ######### thing to say.
- And to address your comparisons to Rainbow Six Siege's Operation Health, anybody who's played Rainbow Six Siege for any decent amount of time knows that Operation Health had an incredibly negative reception. Not only were people intensely disappointed new content that was promised for that season would be put on hold for a period of multiple months, but also for much of Operation Health, nothing actually got done or fixed.
- Quote from a simple google search found from a user on Reddit discussing Operation Health:
- And you can't tell me "just have them all focus on fixing bugs!" because that's quite literally not their specialty. The people creating new content are artists who develop concept art for the original or licensed designs, create the 3D character models and animations, you've got sound designers and composers working on the new sounds killers they make - their breathing, their weapon, their power, the music track or theme that's created for the chapter / character, and you have writers who are detailing the accounts of these characters writing their backstories and lore, descriptions for each cosmetic and in-game add-on or offering, etc.
"Essentially, a week before the Chinese operation was suppose to hit, they cancelled everything and said. "Sorry, game's broke." and that they needed to cancel an entire season in order to fix things. This would have been fine, but the timing could not have been worse and the announcement that there wasn't going to be a Polish map pissed pretty much everyone off as the Polish operation was one people were looking forward to.
What followed was one of the most pathetic excuses at communication I've ever seen from a game company. Multiple times, they would change their philosophy without telling anyone, make drastic changes with less than a weeks notice and release pathetic patches that did nothing to actually fix the game."
But again to bring this around full circle, yeah, I don't think Springtrap should be in the game. But almost everything you said was flat out wrong.
Finally, a well worded response.
About Ghostface, I never thought that adding him would be a joke, nor have I ever spoken to someone had that view. I don't see how what people said years ago is comparable to what I am saying now.
But that last part, "but [Ghostface] is also a highly viable killer who consistently sits at the top of mid-tier or bottom of high tier", is objectively incorrect. GF is nowhere near the likes of Nurse and Huntress. At best he's an improved Wraith/Myers that can stomp noobs fairly easily. Good survivors have little problem looping M1 killers, with or without the red stain. GF is no exception to this.
I'm mostly in the dark if he is liked by the community or not. I'm leaning more towards unliked because of his clunky reveal mechanic and his unparalleled BM potential. He's the only killer in the game that can properly, (
looking at Pig), t-bag.The next point I actually need to bring up my current views on dbd. Mainly how I don't like how it's now the "Smash Bros of Horror games". Smash Bros was always about pitting characters from different games against each other. Dbd was not. I feel the continued addition of licensed characters has only served to diminish the game's already weak horror atmosphere.
I can't quite explain it proper. But when I see a Nurse,Trapper, or other original killer I try to immerse myself in the universe in dbd's universe. Even though I'm now an inexperienced survivor, I can still remember my first time playing and can still relate to that feeling of terror. But when I see a licensed character, especially in a map from another franchise, I stop thinking about the universe of dbd and am suddenly reminded that I'm just playing a video game. Like, "Hey it's Micheal Myers from the Halloween movies. Oooooh isn't he scary?" I may be alone in this, but this heavily takes me out of the experience and I feel cheapens the game as a whole. Which is ironic considering how successful licensed chapters usually are.
It also doesn't help that licensed characters are either laughable weak, (Pre-rework Freddy and Bubba) or have powers that don't fit their appearance in their medium, (Demogorgon). The fact that Freddy and Bubba had to be buffed so much in the first place is honestly just a testament to how licensed characters are usually not well designed. Hell, just how killers in generally are poorly designed.
Legion, Plague, Clown, Deathslinger.For the last point, I am absolutely not saying that I want Artists, Writers, and Composers to fix complicated programming issues and bugs. Nowhere did I even mention the idea of forcing people who are literally not paid to fix bugs, to fix bugs. I feel like you've taken my issue with how new content always brings in bugs that are left unpatched for months or even years and extrapolating from that, that I want no more new content at all until all bugs in the game are fixed. Not the case.
What I would like is for Behaviour to allocate for more resources in fixing the game. I have no idea how they operate as a company but I refuse to believe that there isn't a way that the game could be made less broken without suspending the employment of every non-programmer there.
And you completely ignored my next sentence in speaking about Operation Health: "But ideally a version that actually fixes the game a bit."
I am fully aware what a failure it was. But even despite that Siege is still doing well. Even after wasting an entire updates worth of work the game is successful. Most likely because Ubisoft had the resources to at least try and fix the game and still keep it running despite the low profit margin that comes with fixing bugs. That's what I want for Behaviour to do. Just spend some extra resources in trying fixing the game. I mean, does that fact that survivors can all instantly die at complete random not seem like a sign that the game doesn't need more bugs right now?
I appreciate you the taking to time to respond to me in the way you have. But I feel like you put lots of words in mouth with your later points.
- "He cannot be taken seriously"
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@Elena said:
The problem with point 3 is if the developers were to skip a chapter, a lot of the community would be disappointed.
I don't speak for everyone. But think that the majority of people would be fine with delayed content if it meant the game had some of its many bugs finally fixed.
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- Pyramid Head can now only move at 50% movement speed, to keep more in line with his appearance in the Silent Hill titles.
- Oni now has a random chance to contract a blood-borne disease when he absorbs blood orbs. Requiring him to visit the Doctor between trials to get treatment by paying for overpriced healthcare until he can be played again. Players can spend Auric Cells to speed up the treatment.
- Deathslinger will now receive a 10% movement speed penalty for 20 seconds when stunned, as it better fits his lore since he has a bad leg.
- Spirit can now be seen while phasing.
- Added new killer, Springtrap, who can't injure survivors but can jumpscare them while they are repairing gens.
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@clem1710 said:
That's by no way a buff for him. If you cage a survivor on the middle of the map, you're screwed. And relocating the cage to prevent a save is very situational. Most of the times you don't have the time to reach it before the save because of how safe it is for survivor to save from cages. Before the nerf you could just use your M2 attack and hit the 2 survivors at once. That's even better that teleporting the cage. It's definetely a nerf that makes cages even more situational.
Unless you somehow down a survivor smack-dab in the centre of the map, it's usually easy to tell where they're being sent. I really don't see how you're "screwed" just because you don't know exactly where the survivor is.
The cage relocation is situational, yes. But before this change it wasn't even an option. Now it's another tool that PH has in his arsenal.
You can literally still down both people when they are performing a cage save. Just stand back at least 5 meters, which is a tiny distance, and smack them with your power. Get the timing down and it's like this change never even happened.
It's definitely a buff.
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@Inji said:
When playing survivor I do have music or youtube videos on in the background. I wont be able to do that if I'm playing killer. The amount of times I have found people because of their breathing is too darn high.
You mean you can still hear survivors breathing after the patch?
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@Lumen said:
https://forum.deadbydaylight.com/en/discussion/comment/1381698#Comment_1381698
Wow I didn't think of spine chill! That's actually a really good idea, thank you so much! I was thinking maybe Resilience, but spine chill might actually be better in a general sense.
https://forum.deadbydaylight.com/en/discussion/comment/1381705#Comment_1381705
I was thinking Mettle of Man would be a really good perk for the build! I really appreciate your input! I didn't even think of using a styptic agent, but that's actually next level haha.
On second thought, do you think that Sabotage is worth putting in the build? I almost feel like it's too slow if I'm going to really utilize Breakout... now I'm questioning myself. Hmm.
Depends if you want to bait the killer to swing at you. It takes some practice, but over time it's possible to consistently avoid the killer's attacks while they're carrying someone thanks to Breakout.
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@SewerSwans said:
Fantastic analysis. If you want to stop tunneling, make it not optimal to do! My DbD balancing dream might be a strong trial warmup mechanic so I could actually exert pressure before gens gain substantial progress. On top of this, a dramatic speed-up to gen repair speeds, but the first time you hook a survivor it permenantly and dramatically damages their ability to repair. So there's an actual tactical decision between 'hook diversely to slow gens' vs 'rush a kill'. Currently, rush a kill is the ideal choice.
Alternatively, recently hooked survivors could suffer slower repair speeds and possibly be given another objective, meaning you counter gen pressure more by not tunneling someone out.
This seems like a possible solution, reducing the overall gen times but making hooks against different survivors slow repairs.
Perhaps this idea could be tested on the PTB at some point?
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I sometimes run my Martyr build of the same nature:
Breakout, Sabotage, Mettle of Man and Dead Hard. Along with any med-kit with a styptic agent.
- Shadow the killer while they're chasing a survivor and take a hit as soon as they pick them up
- Reach the nearest hook before the killer and pop the styptic agent
- The moment you get hit start sabotaging. If you time it perfectly the hook will be broken just before the killer recovers
- Either DH away to avoid getting downed or take the 3rd hit. Taking the hit will proc MoM the next time you're up
This build and strategy is gimicky as hell. But it's really fun when it works.
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@LetsPlayTogether said:
Yeah and they get tunneled every game. Seems fun. DS is necessary, cause killers play as scummy as possible. I got tunneled 3 games this night by Spirit players. Was sooo much fun. They also didnt care a bit about the laughable stun.
It is not.
Killers always have incentive to tunnel survivors. 3 is easier to deal with than 4 after all. Implementing a perk that punishes a killer for doing their job efficiently, (and even killers who aren't tunneling), just encourages killers to eat the stun early as to avoid it if the gate are opened later.
I'm not saying the game shouldn't be changed so getting a player out of the game as soon as possible isn't always the best option. But DS isn't a solution. It's a poor band-aid fix for a fundamental problem.
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I find this kinda funny.
PH has always had a problem with being able to consistently inflict Torment since, unless you go out of your way to blanket certain spots with it, survivors usually avoid it easily.
So people taking off DS and BT just at the mere chance that the perks won't work is a bit telling about the survivors running them.
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Thanatophobia is laughable weak.
Spinechill is meta and always has been.
People who say that "X killer is boring" often don't know how to counter them and just want them nerfed, regardless if the killer is poorly designed.
Repressed Alliance is not very good.
Toolboxes are were not nerfed. They were buffed.
Survivors who use DS generally play worse than survivors who don't.
Deathslinger, with the right build and decent aim, can be better than Huntress.
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With Legion, I've had a idea that is probably never going to be implemented because it would take too much development time, but I think it would fix them and give them an actual killer identity.
- Legion is back to 110%
- They can summon another Legion member for X amount of time and give them basic commands. Such as chasing a survivor, or patrolling a gen
- Survivors now take a total of 3 hits to down
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1377908#Comment_1377908
I’m afraid I don’t follow your logic. M1 lunges are the same for every killer in the game. Therefore, if ANY killer makes the noise that implies they are lunging, I as a survivor can look behind me and accurately judge if that attack is going to land. If suddenly every killer lunged differently, you are now demanding that survivors and killers learn 20 different lunges. Why is that preferable to learning exactly one lunge?
If Freddy is the same distance away from PHead is the same distance away from Deathslinger, they will all hit or not hit with a lunge. This is easily understood by both sides. I cannot see why suddenly making both sides learn 20 different lunges is a good change. Realism in games is not worth horrifically obfuscating the mechanics.
20 different types of lunges? Most of the killers already in the game have similar sized weapons. I only want to change the ones that are particularly long or short. In fact, just to prove my point, here is a list.
Small -
- Clown
- Legion
- Ghostface
- Pig
- Freddy
- Plague
Medium -
- Trapper
- Wraith
- Hillbilly
- Nurse
- Michael
- Spirit
- Doctor
- Leatherface
- Demogorgon
Long -
- Oni
- Deathslinger
- Pyramid Head
There's only a total of 3 killers in the entire game that have long weaponry. And as you can see, most killers fit into the first 2 categories. There's no excuse for everyone here sharing lunge range when most of them don't even need to be changed.
And furthermore, why would it be a bad thing to learn specific killer's lunge ranges as a survivor? Wouldn't that then make certain loops more dangerous or safe, meaning good survivors with apt knowledge of killer hitboxes could better avoid them? This only make the game more engaging.
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@kate_best_girl said:
I agree I mean Identity V has been doing this making all their killers have different hitboxes and they're doing fine lol
Oh. So there's already an example of a game doing the exact same thing I'm talking about, and the change is literally a direct improvement?
I'm surprised anyone is defending the current state of killer hitboxes.
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There's nothing less consistent than not knowing if you're going to get hit because you cannot see the killer's actual range.
There's a very simple solution to being able to consistently land lunges across multiple killers if this change were to go through: Learn the lunge ranges for each killer. Hell, knowing when, and when not, you are able to land a hit is the easiest skill floor to reach when first learning how to play killer. It is literally the first thing you learn. Why not add that little bit of extra skill requirement for killers that are otherwise piss-easy and boring to play?
I don't care how consistent it is to play as an edgy teen with a knife bought at a Wall-Mart, or a dude with a triangle for a head and a regular Australian kitchen knife.
It's dumb, makes technically fair hits seem janky and unfair, and should be changed.
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I hate getting farmed, into a Mori.
So I guess I'd rather be killed right off the bat than waste my time with sentient potatoes.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1377853#Comment_1377853
That’s a thing from dedicated servers, not anything to do with ranges. If you’re getting hit from a meter away on your screen then the killer saw you just finishing your vault. It’s gotten worse lately, generally speaking when I’m killing it’s more uncommon to have the survivor I downed right at my feet, usually they teleport a foot ahead. Less noticeable when it’s in the open, but from a vault you notice it.
Also that generally sounds like a nerf then, if that’s your basis for it. Because no matter what Wings you give Legion, unless they can fly through the window during a lunge now a 100% accurate knife hitbox won’t hit nearly as far as PHead’s great knife.
One thing I’ve learned as a survivor is how much of the red light I’m able to see without getting hit from a fast vault. It’s actually pretty consistent in the end. If I see too much of it before I vault I’m going down, even if on my screen I cleared the window before the hit connected. Simple as that.
It has nothing to do with dedicated serves. I messed around with my friends in KYF games to prove it. Since that knife has the same hitbox as a hammer, cleaver, rifle bayonet and a huge knife, that means that it will still hit you even if it isn't physically touching you. The teleporting downed survivor thing is unrelated to the killer's attack range.
It would absolutely not be a nerf. It would be a much needed change. For example, Legion would be less likely to hit a survivor who had already started their vault, but would be better able to hit them around tight corners. PH would be the opposite, having a slightly harder time hitting around corners but an easier time against windows. Finally adding some much needed distinction between killers and making them more unique.
I'm confused as to why you think this change means giving killers with short weapons a pair of rocket boots. It's not like they don't already glide across the floor during a lunge.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1377803#Comment_1377803
Imagine the balancing nightmare that would come out of doing that. Not to mention the time spent fine-tuning it.
Again, assuming the code isn't that broken, it shouldn't take too much effort on the devs part.
If the code is completely however, then it's a different story and I can understand why the devs haven't done it yet.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1377803#Comment_1377803
Because it creates inconsistency. I don’t care if Freddy suddenly has rocket boots and Pyramid Head suddenly can’t take a half step forward only when he’s lunging, that kind of discrepancy would actively turn me off of playing more than one killer in a night, because my muscle memory for killer 2 would be all sorts of screwy having played killer 1. And that ultimately means fewer games played for the day.
Inconsistent? Are you telling me getting whacked by Legion though a window with their tiny combat knife from a meter away is somehow better because it happens consistently?
What's inconsistent is having a person with a spiked glove and another person with an over-sized butchers knife share the same attack range.
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@LordRegal said:
Because it would severely undermine some killers and majorly buff others. You can’t tell me PHead with his massive knife and Deathslinger thrusting a bayonette wouldn’t have absolutely busted range, while Legion, Clown, Freddy, etc...would need to be in grabbing range to make a lunge connect. Just one more thing to balance. Plus it would make swapping killers much harder and interfere with general killer muscle memory, and that’s not great when the M1 is the reliable touchstone while you’re learning a new killer.
Did you read the text beneath the title? All that would need to be done, (assuming dbd's code allowed it), would be to change the lunge speed of each killer. PH could have massive range but very little lunge speed, meaning survivors still have to be within striking distance to get hit. Same is true of DS. I'd argue that learning each killer's lunge distance would make learning a new killer more enjoyable and unique.
Overall, I really don't see the devs don't do this. Especially since it would make getting hit by the killer feel less janky at times.
*cough cough* Freddy *cough cough*
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Now that I think about it, I don't even know for certain how hit detection is calculated.
Is there a video explaining it anywhere?
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Really? It seems like a fairly simple change to some number values and hitbox sizes. But then again, I don't know how DBD is programmed.
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I've already made a post that explains how RA doesn't even counter the one perk it's, (poorly), designed to counter. But I'll reiterate my points:
- The absurd repair time needed to activate it. A whole minute worth of repairs.
- Useless if the killer doesn't have any gen regression perks.
- Lasts only half as long as PGTW, meaning the killer can just chase you for 20-30 seconds and then go back to the gen the moment it's unblocked.
- Good killers will just go and pop the nearest gen, fully aware that no pressure can be applied to the blocked gen, literally helping them win the game.
I don't know why people think it's good. In very specific situations, maybe. But OP? Not in the slightest.
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I agree. The rest of his P3 outfit looks pretty good though.
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@Puffieball said:
Is anyone else besides me excited for The Last of Us 2. I love and replay the main story of the first game a lot so I am definitely looking forward to the main story of the second game. Before playing dead by daylight I pretty much mostly play the online factions of the last of us and still do when I'm not playing dead by daylight so I am really hoping they put a online factions or some similar online multiplayer thing with the second game.
The new chapter for dead by daylight comes out on the 16th so I am going to have to binge play the new chapter before friday on the 19th when the second last of us gets released since I am going to play that game like crazy for the few days after it comes out lol
So... How'd you find the game now that it's out?
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This thread didn't age well at all did it?
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It's a bit underpowered. Especially when compared to Adrenaline.
I buff I would like to see is having the haste effect proc for a short duration every time a gen is completed. Reward the survivor for keeping the killer busy while their team does gens.
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The perk is very good on Oni as well. Because as soon as it proc's you know where a whole bunch of blood is.
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- Not everyone. But anyone who wants to perform as best as possible will. Invalid argument.
- That fact that it isn't premonition also isn't an argument.
- Combine it with Resilience and an experienced survivor. See how "little" that boost is.
- Another mute argument where you compare things not even remotely related. Every single killer perk that has aura reading as some sort of requirement. BBQ requires a hook, Bitter Murmur requires the survivors be near a gen when it pops unless it's the last gen, NOED and Devour aren't even remotely comparable since they can be permanently disabled for the entire game and don't offer information. BW is one use and the aura reading is easily avoided by just not going near the exit gates once it's triggered and waiting out the timer.
- Spinechill is unbalanced. Has no one read my reasons as to why? All of the arguments to the contrary that I've seen are the exact same. And each time I give my counter arguments, but I just keep seeing people reusing the same ones as before.
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I have not noticed anything like this. Toxicity seems to be spoken about more or less equally. If anything there's a slight bias towards people talking about killer BM. How did you come to this conclusion?
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A day where photos of games are uploaded without context so everyone has to guess what happened and assume that their bias' are correct.
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@Rex_Honeycut said:
Wow, we're to the point where people are calling for a nerf to spine chill. I personally think it's useless without resilience and if it needs a complimentary perk, it can't be that strong.
Take into consideration the history of this game in reference to how perks can create counters to mechanics. Urban evasion was to counter the hag's traps, saboteur used to counter trapper's, bamboozle to counter looping, hangman's trick to counter sabo and so on. Spinechill is simply a counter to stealth killer mechanics.
I used to run premonition as for a time as I could zero in on which direction the killer was and never even considered spinechill. But then when I saw combining it with resilience to quick vault while you're hurt I ran it for a little while. I don't think that the perk is as much strong as it is trendy.
A comparable killer perk would be whispers as it also offers short range tracking. If spinechill gives survivors unfair info for a head start to run or hide then whispers gives killers an unfair info to not leave a certain area of the map.
I kid you not, in this very thread are an ever growing list of counter arguments that no one seems to read. I'll add to it now.
Just because you personally think it's useless does not make it true. It has already been extensively discussed as to why Spinechill is so powerful.
Dbd's balancing has changed over the years, yes. But decision to have perks that act as counters is outdated when compared to how the game is now. The fact that the game was once balanced like this, (during which it was basically a different game altogether), does not make Spinechill balanced now.
Again, your personal opinion does not make the perk good or bad.
There is no single killer perk that comes close to Spinechill in terms of utility, as I have already said. Your comparison is false
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1354834#Comment_1354834
It happens more often than you think if you play survivor enough. The point still stands that this would basically punish survivors for completing gens and eliminate what is probably the most interesting part of the game...the period between gens done and exit gate opened when the most exciting saves are done or at least attempted.
It does not happen more than I think. It's unlikely as hell and your point is void. You're just remembering the unlucky games and forgetting the good ones because of the negativity bias that people have.
Ignoring that, changing the EGC timer to proc on the final gen is absolutely not punishing survivors for doing gens. It's making the most boring part of the game, where often survivors have a very small chance to lose, and make it actually engaging.
Contrary to what you say, going for a save when the gates are open is often not very exciting, as the gates are open and escape for the survivors is all but ensured, while the killer has to camp for 2 minutes or more to secure the kill. This is not fun for most people.
Adding in that count-down timer would now make saves actually risky and would encourage killers to try and down as many people as they can, wasting the survivor's time in the process.
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@KingFrost said:
Nobody would use premonition even if you nerfed Spine Chill. So that argument is pretty weak. Premonition isn't used because it's got a ridiculous cooldown. Spine Chill is fine. Yes, it gives good information. But that information is limited.
I disagree. The perk was thankfully made when cooldowns weren't stupidly long, so the only real downside to using it using it is that it's not useful during a chase. The only reason it's not used because, as I've already stated, Spinechill outclasses it completely.
There is an entire thread here filled with arguments debunking your claim that Spinechill is fine. Can you please read them?
I'm sick of this life. I just wanna scream. How could this happen to me? -
@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1354864#Comment_1354864
Couple of reasons - one, it's the internet. Two, I'd guess that a fair number really like Spine Chill for the exact reasons it's busted.
And you'll always have the internet strongmen looking for an excuse to say "quit whining I'm so awesome nothing gets in my way IM NUMBER ONE IM NUMBER ONE you must be beta lmao."
Nice to know they're just as prevalent here as in the actual game. Oh well.
How could this happen to me? I've made my mistakes. Got nowhere to-run. And life goes on as I'm fading away.