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Skittlesthehusky

Skittlesthehusky

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Skittlesthehusky
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  • yep! a lot of the older "legacy" maps have these golden toolboxes. good eye. ;D

  • each to their own!

    i personally find freddy enjoyable to go against because of his mindgame potential.

    as several others have stated before, though, freddy has the same lunge range as all the other killers. it's just the illusion that makes it look longer because of his model. just go ahead and try to have fun regardless! it's not worth missing out on a killer and risking a DC penalty just because you don't like them. sit back and enjoy making the attempt of trying to escape the fog. <3

  • personally i don't exactly see much wrong with noed on both sides. if it really needed a change due to being problematic, it'd be better to adjust killer speed once the perk activated while keeping its exposure status. noed is meant to be a last-ditch effort to win a game, and even then, can be completely countered by actively working towards getting rid of all 5 dull totems, which isn't too much of a task if you know your tiles!


    i think it's a matter of people being upset that they have a possibility of losing their chance to escape due to the last ditch perk, which is understandable, but you have to realize that this game is all about doing what you can to get to the objective, and each is entitled to their own!

  • i know that @GrootDude is laughing at all my posts because of the one time i called him smelly. :Dc

  • it's part of the problem with dedicated servers, unfortunately. the best thing you can do is just do that you can, or try to find ways around it.

    good luck, friend!

  • sometimes the complaints and agony can bring people together, and that's something oddly admirable about this community.

    cheers to you for being a good sport, and thank you for being a part of the fog with the many others that cherish this broken but beautiful game. <3

  • unfortunately, the match ranking system isn't entirely the best right now, and i do hope that it can be adjusted soon.

    but as of right now, it's better to not take it as seriously and just play the game how you would normally play for yourself. it makes it more fun and lessens the frustration.

    after all, it'd be better to improve your own experience by doing what's entertaining for you. this is a game, after all. <3

  • when it comes to game development and community management, it's important to realize that there has to be a balance between information that is given out the community and information that is sitting in the background. you cannot simply bring a community into a discussion literally all the time, because there's going to be plenty of clashing ideas coming along the way, and it'd become an unfair mess to others if they aren't heard or their suggestion was missed. it'll cause severe division and harm the platforms dead by daylight stands on.

    transparency is important, yes, but too much transparency can ruin a business since they're constantly bringing forth their plans. plus, if they're planning a certain event, it'd be better to keep the element of surprise for the sake of marketing, otherwise it won't have its sparkles, if this makes sense?

    not to mention this community isn't exactly the best, at least with those who are most vocal about their opinions and are strong on what's considered right and wrong to them. there's been multiple cases where certain parts of the dead by daylight community essentially shut down remotely any information that the developers given, despite it being something they asked for. i can understand the distrust, but people are challenging bhvr way too much, and then complain when they decide to leave something alone for the sake of their own heads or business.

    it'd be better to think about what may have caused this/why they would do such a thing rather than instantly jumping the "oh it's for the money, oh they don't care, skjdnsknfdjsfds" bandwagon. by purchasing dead by daylight and being a part of the community, you're opening yourself up to these things anyway, so you're bound to see changes or differences regardless on whether you like it or not.

    give the devs a break.

    -

    and before i'm hit with a "but they're constantly making changes we don't want!!" argument, these changes that are not being looked back upon may have been done for a reason. you have to accept that things aren't always going to be sunshine and lollipops. you'll see it across all sorts of game development companies. that's just how games and communities work, unfortunately.

  • as much as you may hate the spirit, you have to realize that as common as she's used, there is still ways to have fun against her.

    sure, it could be annoying to be tunneled at some points, or going against prayer beads (personally i find prayer beads fun to go against due to not being able to hear her approaching via "whoosh", makes it all the more suspenseful?), but if you know what to look for + what to do against her, you can mindgame her and escape her quite easily.


    spirit is the type of killer to make you work hard for the escape, and that's something to admire about her, as most killers don't really have this trait unless if someone is super good at playing as them and has the correct build or add-on pair. she isn't overpowered like people think she is [aside from the whole add-on debate], and is meant to be a pretty challenging killer to go against in the first place. C:

  • @Mochan said:

    The detection part of BBQ needs to be removed. I find this a reasonable nerf because Killers only use BBQ for BP anyway, not for its detection ability.

    and that's where you'd be wrong! i use it for its detection ability all the time on every killer, as well as for bloodpoints. :P

  • @TragicSolitude said:

    I love hearing the Demogorgon in the distance as survivor. It almost makes me think I'm playing a horror game.

    Agreed!

  • I wish there were an option for "in the middle" responses;

    flashlights are okay! they have a decent mechanic, and they're definitely a lot better than they used to be. however, sometimes they don't exactly work the way they should, as unfortunate as that is. you have to be somewhat specific with where you point the flashlight at in the killer's face, and sometimes even the killer doesn't get blinded like they should.

    also, some players use them as a way to taunt killers [by excessive clicking], which is also a bit of a pet peeve of mine, but that's personal! :'D

  • @KillerKiryu47 said:

    Doesn't body blocking fall under exploits?

    nope! an exploit is considered the abuse of a glitch or a failure of game design. body blocking uses body physics as a way to prevent someone going a certain way, while they still have the ability to move and do some things (situational).

  • @PrincessPoop said:

    Can we change the camera when you’re opening an exit gate? I’m trying to look behind me but all I can see is David’s fat tiddies blocking my view.

    i choked on my water at the "David's fat tiddies" comment oh my god


    but i agree, the camera does seem a little too close. it'd be nice to be able to adjust it just a little (client-side) in case if your resolution messes with it or makes it appear like it's right up against the survivor's back.

  • this is something you should expect when changes are made and they add/remove features and tweak values. it's a public test build for a reason! it's not like they won't be fixed or that they'll remain after the ptb!

    as @Kabu stated, if you're unhappy with the bugs or weird gameplay, you're always able to revert back to the original game.

  • it really depends on how the games go. sometimes i'm relaxed and having a really chill moment, other times, i'm conflicted because of over-the-top survivors and killers. :P

  • i personally disagree. i think it has been changed immensely due to the delay that its been given!

  • not only would it buff good spirits, but it'll also horribly damage her play-style for those who are still trying to get used to her, or cannot use audio to their advantage. it greatly harms her tracking abilities, as they may also need to feel for a survivor if they're counting her via. sound by a perk like iron will.

  • same, though i've loved this game ever since it got released.

    it is. big sexy. big good. :ok_hand:

  • i actually snorted so hard that water came out of my nose

    you're paying for my hospital bill


    Edit: I KEEP CACKLING I CAN'T GET OVER THE CONSENT FORM AND RESTRAINING ORDER JOKE

  • ??? not all killers need to be inherently balanced around swf, because if that were the case, solo survivors would struggle the most based on how much pressure the killer would bring to the map if they're built to consider people using voice coms.


    overall, there has to be a time in this weird world where people need to realize that changing all the killers' base play to handle the altruism against swf would pretty much tip the scale entirely and screw up the balance between survivor and killer. i'm not saying that survivors have all their t's and i's together, some combinations have a bit more of an advantage than others, and some killers struggle because of this, but it doesn't mean that gameplay is impossible.


    whatever 'trend' you're noticing, could solely be based off of the stigma that swf is completely impossible to play against because of the communication and altruism. and even if swf wasn't a thing, people can still struggle because of the chances of good solo survivors being paired up with each other through lobbies. some teams are more efficient than others, and that's fine.

    admittedly, in my own opinion, some people need to learn how to adapt to pressure that survivors can cause, both solo and swf. but rather than taking the time to try and find different methods to help you win a little more or help your chances of having a better game, most people complain about even the slightest bit of a balance issue or just overall anything that they can because they hate losing, rather than trying to grow.


    games that involve survival/strategy like most first person shooters, or multi-competitive games in general, have this same issue. do you see people consistently complaining about how strong parties or linked up players are in teams? not all the time, no.

    people learn to try harder when faced with a challenge. eventually, these players become equal, if not, better to the team that they've face previously.


    overall, it's all in the psyche. please note that.


    edit: i'm making this statement because of the general discussion about power between killers, solo survivors, and swf happening in this thread. i'm not directly addressing OP.

  • but at least you were sneaky before you all perished! 3:

  • oh god he's so OP, i agree.

    please nerf him kjnjsdnskndnksjd im gonna cry i cant 360 him, hes too fast and deadly devs please nerf please nerf please ne

  • if it's such a problem, simply don't invest your time into it. tbh complaining about it may get you a few people that agree, but the reality is, the devs need their money, and you can't simply just negotiate the price. you pay what's asked, and that's pretty much it.

  • houdini claudette for the win! \m/

  • i never thought that i'd ever see a stand-based killer and a jo-star survivor suggestion as a joke. oh my god this community is amazing

  • but trapper is just a big, grumpy boy with a lot of love to give....


    through his traps

  • going alongside @NoShinyPony here, queue times would make up my decision more than anything. it's more or less about the fun and being able to be immersed in the game than it is for bloodpoints for me.


  • @NoShinyPony said:

    @Skittlesthehusky We have quite a few threads on this topic here on the forums, yet I've never seen the devs even hinting in the direction that they consider changing something.

    If we want to discuss this topic further, it probably makes more sense to have a discussion along the lines of "reasons for a 2nd objective" in general and not "this is how a 2nd objective could look like".

    (Btw, a couple of months ago, I also made a suggestion how a 2nd objective could look like. If you are interested, you can check it here: https://forum.deadbydaylight.com/en/discussion/65083/concept-for-a-2nd-objective-for-survivors/p1

    But as I said, as long as the devs don't give any indications on their plans, a general discussion makes more sense.)

    wholeheartedly agreed. which is what i was kind of aiming for in this thread, making it a general discussion, though i more or less made it a pseudo point that there might need to be some sort of balance here, noted that all these new killers with different powers, mass changes to the game, etc. are coming out too, it'd be better to start considering a second objective in the long run.

    (checked it out, and i genuinely like your idea! gave it a vote-up in the process.)

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637613#Comment_637613

    Thats what i mean, i just meant the first bounce would extend the cooldown after he commits to bouncing.

    ohh okay! you didn't exactly clarify that well in your initial post. ;w;

  • @NoShinyPony said:

    I'd like to know whether the devs see a problem with how fast survivors can get their objective done.

    We can discuss 2nd objectives all we want, if the devs don't see any need for something to change, it feels pointless.

    you have a fair point there, but there's a sliver of hope in them possibly seeing there being a issue so these ideas don't go to waste. it'll at least make them consider checking just in case?


  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637591#Comment_637591

    https://forum.deadbydaylight.com/en/discussion/comment/637595#Comment_637595

    Yeah after his normal chainsaw time, where bumping into things will simply extend that slightly. it would also be cancel-able, which canceling the chainsaw would enter the tantrum.

    the penalty would be the lack of control from bumping into something :D you'd go in the opposite direction and essentially be unable to course correct, whilst it also being a strength, allowing you to predict a survivor might move around a corner, allowing you to "bounce into them". if you miss, your penalized by losing distance on the survivor, or possibly bumping into another wall which will gain time in both chainsaw and cooldown.

    there's another issue with that; that's a little too large of a punishment when it comes to bouncing off of walls, and would force leatherface to become a bit of a M1 killer if that was the case, since using the chainsaw in, per say, jungle gyms or woody areas, would be too risky. a better alternative would simply be just forcing him to bounce off the wall and change directions, and if he hits another wall, he continues his tantrum, but with no added time to the cooldown.

  • i would assume after his normal chainsaw time. (5s i think?)

    though my issue with this is, it has less of a penalty and rewards mistakes, which is why hillbilly has a cooldown after bumping into objects.

    so how would we make this work? well, its up to the ideamaker, i'm just sending my input. :0

  • soon enough, they'll nerf the developers! :D

  • it depends on the circumstances, honestly.

    i think her addons need a bit of work to strengthen the rbt, especially for endgame, but otherwise the basekit is perfectly fine.

  • i'd probably collaborate with the other developers into finding out a good way to balance m1 killers (adjusting speeds, lunges, powers, etc.) in hopes of accommodating some of the main issues.

  • honestly the idea of leatherface chucking his chainsaw makes me laugh. imagine a big, lumpy boy flinging a sharp stick LMAO


    but this does seem ideal to me, though it might make him a little too overpowered. a balance suggestion would be to make his chainsaw cooldown slightly longer if he breaks a pallet mid-chase. kind of like him taking time to recover from excursion.

  • i'd figure so!! i don't want you to feel targeted, friend. D':

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/636644#Comment_636644

    All killers need perks to consistently have normal games against decent survivors... Well... Except for very good Nurses and Spirits.

    Perks are supposed to make up for a killer's weakness. That's why perks are permanent... Except for hex perks that is.

    Now what does Nurse AND Spirit have in common? People call them op BECAUSE their basekits are so strong that they feel completely broken with a strong build.

    Therefore you can't say a killer is weak unless you can't even get said killer to perform well regardless of experience AND builds. Just my opinion.

    i mean then again, it also depends on the skill level of the player using only the basekit of killers with no perks. it doesn't have to be nurse or spirit level for a player to succeed either. keep that in mind!

  • why does everybody always have to be at each others throats? jesus


    anyway, the game is pretty okay as of right now! the only issues are some broken mechanics and features that need to be reworked, but there's not too much of an issue. :'0c

  • @Yamaoka said:

    Most people don't understand how to play Leatherface efficiently and thus often end up thinking he's weak. He's one of the strongest if not even the strongest mid tier killer in the game but a strong perk build is required for consistent results.

    which kind of coincides with my statement. he's most likely going to need something to help players understand him a bit more, since it seems like the majority of the playerbase don't know how to use him properly. and if he's dependent on a strong perk build for consistent results, that means he's lacking somewhere, as killers shouldn't entirely depend on a build just to be able to win. :0

  • some people also may hate OoO because they think that the survivors using it will abuse it to the max and act as toxic as possible, frustrate them, and overall waste their time and discourage their gameplay.

  • not a good idea because builds are builds for a reason, and classifying them would remove variety and hinder gameplay. it also might start making people "main" classes, so you'll end up getting comfortable with going against certain builds, weakening your killer gameplay against others.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/81888/does-anyone-else-think-that-leatherface-is-kind-of-weak

    The main problem is that he lacks a clear gameplay identity

    The only thing he can do that you can't also do with Hillbilly is AoE which is pretty much irrelevant

    @GrootDude said:

    Without add ons he is weak but with add ons he can be good.

    i agree with the both of you.


    though about the addons statement; using addons can improve his gameplay, yes, but it still exactly doesn't help with map pressure. most of his addons assist with chase only. he needs something that can help him out just a little bit, as almost all the killers have a super great form of map pressure aside from him. myers has a bit of the same issue, but his is not as elevated due to his ability to gain speed as his evil within tiers up.

  • i honestly don't know what to say on these threads at this point.


    if you're really that upset about "toxic players" playing ghostface and just having fun with the game themselves, this game isn't for you. :/

  • it's not impossible! you just have to do your best as a killer. i'm currently in the green ranks, close to purple, and games aren't as difficult as they're claimed to be. i'm even getting red survivors and other swf groups.

    just keep trying! <3

  • personally, i believe a good rework would include faster progression of a select few hooks with a bloodpoint bonus. kind of like event hooks, but it's less situational.

  • @miaasma said:

    situationally, sure

    if the survivor was really good and their 3 teammates weren't, i'll intentionally leave them for last so they can get hatch

    if they're an adorable baby survivor i'll probably give them hatch

    if someone makes me laugh i'll give them hatch

    basically what miaasma said. though often times, i usually close hatch for those extra points, but let them take the door instead!

  • killers' whiffing recovery is perfectly fine. it's a decent speed. :0

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