Sonzaishinai
Sonzaishinai
About
- Username
- Sonzaishinai
- Joined
- Visits
- 13,829
- Last Active
Comments
-
That makes more sense, wonder who the baller survivor was that didn't bring it.
-
5 killer matches
4 survivors per match
4×5=20
23 DH
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2751297#Comment_2751297
Dollmaster is kinda op, unlucky exp for you.
I have hope for VHS but it has some problems. The streamers i watched won +90% of monster games. And they were facing with exp teens. I don't know how to will be live version but if they keep like this, game can not survive. They should balance game and make fair for everyone. I will give chance after release.
That sounds really familiar.
I think it's just going to be a curse of these type of games that they just can't be balanced
-
I usually chabge builds every match to keep the game more interresting but i am never taking of windows of oppertunity. Not without regretting it atleast
I'm crutching it hard
-
It's such a weird mindset.
You easilly get more bp if you chill a bit and play the long game.
Even as survivor when you don't escape you typically have more bp then if you leave in 4 minutes without interacting with the killer.
-
number of nods
-
@GeneralV said:
My all-time favorite build will always be the Spooky Freddy.
https://us.v-cdn.net/6030815/uploads/U3GHJF0RQNT0/image.png
It doesn't work anymore. But back in the day this build was a blast, and I had tons of fun with it.
Omg i remember that.
It was amazing
-
@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2749871#Comment_2749871
Been playing since jump street. Been at red ranks and in that range just as long. Albeit those first 2 months I was hella noob. I think you're missing the point though. Back then, we had much larger maps. A tiny ass dead hard wasn't going to completely flip a match upside down on its ass, even if every survivor ran it, because they would dead hard, and be just out of range of anything before they got popped by a killer at sneezing range. DS was the problem child back then. And I'd argue you'd have a bias motive if you said anything otherwise.
I raise you the same question of if you're new. Or maybe just tunnel visioned, into thinking that that massive shift in tiles didn't also buff DH. Or the fact that survivors can drop pallets behind themselves 5 meters away from the center of the pallet and get sucked over safely to the other side. Or the fact that the general public now has access to an auto dead hard cheat that would have never been possible nor as effective without the miraculous 1 sided gift, that is hit validation, in all of its terrible glory.
The skill has been the same, with the exception of them adding in more obvious animation wind up so you can see it coming.
Its not the perk. Any more than NoED, or Franklins, or people whining about self care before. Its the systems around it that make it overtuned. Not the perk itself. NoED got a buff in strength when maps shrank as well. No more lobbying halfway across a map to find the next person, that distance got cut. Which gets further assisted by NoED's speed boost. Pan forward after that change and survivors are freaking the ######### out about NoED when the skill itself hasn't intrinsically changed at all. Survivors before then would simply either find the hex break it and continue rolling the killer or ditch the hex and leave the map. Self care used to be a problem before they adjusted med kit healing and stacking. Now Self care is in a meh state and boon totems bring people back to a time when self healing could get ridiculously out of hand. And I say this from experience, as when I play survivor, I usually run botany and healing builds, and am guilty of running those cheese healing tactics to heal people in like 4 seconds....or extending chases with insta heals <----Which by the way, were WAAAAAAAAY more powerful than a few frames and a leap from dead hard.
It seems to be, that these "changes" to improve killer quality of life, have done the exact opposite as systems tied into each other get ignored. We lobbied for smaller maps because killers who aren't Nurse, Hillbilly, Oni, Blight, Spirit, can't zoom 50 meters away in 3 seconds. OK fine....you now have to deal with the side effect of smaller tiles <---Which for some reason you've forgotten were the bane of killer before the map changes. People HATED smaller tiles, because survivors could link and chain loops more efficiently without even needing an infinite to abuse. The reset time for those vaults and the time needed to mind game effectively make tripple tiles near infinites. Or maybe you don't remember when survivors were complaining about dead zones (rightfully so considering the map generator) so they made that "small" adjustment to fix it after shrinking maps. I wouldn't expect you do....most people have short term memories here anyway so the big picture is always ignored.
Considering the big picture, what do you hope to gain from a DH nerf? Remove I frames? Lower the Distance? Remove the perk? Won't matter. You're still going to have to deal with what you asked for in the end, which are short scale tiles and longer chases by any survivor with a brain bigger than a pea. Dead Hard will just be replaced by sprint burst meta, and you'll still be crying because your precious M1 can't catch up without wasting 40 seconds of chase time. AKA extension, that is, if you don't get sprint bursted and double backed into losing track of your target, since in most peoples short sighted pleasure, forgot that sprint burst also got buffed with the shrinking of maps. I can be so long gone from a sprint burst it'd blow your mind. And in some cases completely lose a killer shortly after they tap me, run halfway across the map from the double boosted speed and heal by a totem so you can do exactly what you just did again playing this ping pong game all day long. You'll still have to deal with broken hit validation, and you'll still have to deal with tripple tile safety nets.
I'll admit that I'm a bit of a pessimist, but you should probably pick your poison a bit wiser. Or we could keep focusing on DH, while the other hand we can't see is slowly bleeding you out..
Holy moly, you might want to condens your post a little bit when talking to people. You did not need a 500 word essay to say what you said.
That DS was a bigger problem child then DH in the past doesn't take away that DH was and always has been strong and complained about.
asking me if i'm new when i said in the post you quoted when i started playing is a bit silly.
You keep mentioning map's shrinking. When did that happen? The latest map is still around the avarage of map sizes at around 10000 m2. They have always been around the 8500 m2 and 11000 m2 with a couple of outliner. That hasen't changed at all. I agree people here can have a bit of a short memory but you seem to create memories out of nowhere. I don't even think the realm beyond maps changed in size at all.
Survivors have always complained about Noed. I don't remember self care ever being a problem except vs ancient freddy. To my knowledge it was always a killer perk in disguise when they slapped that 50% speed penalty on it
I never even said to nerf DH, I said it was always complained about. And even then. You're saying we shouldn't look at DH cause there will be other problems when we do? So we'll never fix anything then? That doesn't really make sense now does it.
The poison picking part is also not really convincing cause in the end Dead Hard is a perk and not a base feature. And while it's the most used perk there still is a chance you don't see it. I have played against Sprint burst only survivors and i know it's a lot easier or atleast less frustrating to deal with then dead hard for me.
I feel you're kinda venting against the wrong person here. All i said was that DH was complained about way before hit validation. That wasen't wrong
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2750519#Comment_2750519
Yea, it's not worth it for you. For someone who uses deliverance or gets the 4% is well worth it.
Not even then.
It used to be like this. And accidentally kobing to then get smacked down instantly and slugged for 2 minutes cause the killer wanted to make absolutly sure you didn't have ds when all you wanted was just go to the next game sucked hard.
It was bad for survivor and killer alike outside of the 1/100 times the survivor actually could escape. And even then it felt like a cop out for the killer
It changed for a reason, it's not changing back.
Also same deal if you have deliverance but somehow end up as the last survivor without getting hooked then in most cases you really don't deserve it anymore. Use your perks when they are relevant.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2750492#Comment_2750492
Just because it's uncommon or niche doesnt mean it doesnt exist.
We are not saying it doesn't exist. We are saying it's not worth 2 extra minutes doing nothing every single match for the few times this happens.
-
"PHD from looping school" is going to be my favorite quote from you.
And i do have to agree that certain tactics are really hard to deal with as a solo/casual survivor.
-
@cordonrouge said:
https://forum.deadbydaylight.com/en/discussion/comment/2750371#Comment_2750371
It must be the third time i say this, but i already proposed several very easily applicable solutions to prevent BM that everyone just decided to ignore in order to make their strawman argument seem more sound.
Let me explain it again. you get hooked and you dont attempt to free yourself? the progress bar goes extremely fast until you reach hook state 2 ,then you die instantly, like it already is.
you decide to try the 4%? you still get the 3 attempts, leaving the % regression penalty unaltered despite the faster progression rate of the sacrifice.
Other people are just arguing against dead strike and the perks i used as an example, completely missing the point. if you have a problem against these perks or the mechanics in the game, that's fine. but that's another issue. as long as they're in the game to be used, i don't see a reason why the developers can decide when you can and can't use them on a whim.
Other people are complaining that people can struggle on phase 2 to waste time. again, i never proposed that you should be able to do that, i just think you should still be able to interact during PHASE 1 not PHASE 2. if you reach phase 2, you die instantly, simple!
So you want them to completly change how hook progression works just so you can 11,5% of the time kobe into the killers face and die anyway?
It used to be that you could kobe as last survivor. It was changed for a reason.
I say if you are the last survivor left and never got hooked you don't deserve another chance most of the time. You should have taken agression earlier so all the other survivors didn't die while you stayed away from the killer all match.
-
Love it
-
That doctor head fits disturbingly well
-
@GannTM said:
It’s cute
Very cute in a disturbing way
-
I think the idea of furtive chase is that you could chase a survivor and then switch to another survivor who was caught ofguard cause of the lack of terror radius.
Problem is that that's a very niche scenario and that the vallue's just aren't good enough for it.
If it reduced the terror radius by 8m per stack you might actually see it have effect once in a while. It would still be meme tier but atleast the good kind of meme tier
-
Are you a newer player by chance?
People have been calling out DH waaay before the validations. I can't remember a time where people didn't call dead hard op and i was here since bubba which is like the chapter after David released iirc
-
Switching around the obsession. And ghostface adept
That's about it
-
It is so op that even without flashlights it wrecks the survivors
-
You know how when you miss a skillcheck you don't progress anymore for about 3 seconds?
Wish that regressing gens had this. 3 seconds to stop tge regression and progress can be made again
-
@lauraa said:
I like to be awares as survivor. I like to run something like Bond, Windows, Kindred and Open Handed.
This is a meme build but I like to keep myself situationally aware by always doing what needs to be done and knowing where to go and minimize my downtime.
I find that just surviving doesnt cut it: you need to be a boss gamer
Wouldn't even call that a meme build. Information is pretty good for us solo players. Sometimes more important then the usual meta perks
For OP, you need 85 pips to reach rank 1 so if you need to advance 3 pips each day and you should get it before rank reset. both for killer and survivor
Legion and Trickster are pretty good killers as grades go. I feel like it's almost impossible to not get iri chaser if you try a little bit. Other then that don't end games too fast. If you can toy with the survivors a bit after one is sacrificed to get as much emblems as possible. you generaly want 9-10 minute games
For survivor as Lauraa said surviving alone doesn't cut it.. Escaping is only worth 1-2 emblems on 9+ minute games so if you want grades it isn't really your goal anymore. just make sure you stay alive longer then 9 minutes, do gens by yourself and do bones, get as many safe unhooks as you can. taking hits from a killer while he's carrying a survivor also helps if you have a good way of healing back up again and if chases isn't your forte staying inside the terror radius helps evader.
-
This community is a disaster.
They really can't change anything without atleast one person complaining.
Like seriously, you are complaining about more bp...
In this game where people with 3000 hours don't have everything yet...
-
Huntress.
I'm like a magnet to hatchets. I have more succes dodging deathslingers actuall rifle then those damn volleyballs
-
Sweet, this is amazing!!
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2748411#Comment_2748411
Instadown killers negate a lot of ex perks, but they are almost always very easy to loop (which is why none of them are considered high tier).
Overcome is strong, but requires some coordination in perk selection to shine. It's a great choice for solos too, but is somewhat less useful there - not because it's weak - but because other ex perks (Dead Hard is the biggie) are too powerful and thus are chosen by nearly everyone at high MMR.
This is true of many other perks, and is why people say that the survivor meta is stale. It's always Dead Hard, and a handful of other 'SSS tier' perks. This does not mean that those other perks aren't also powerful.
Fair enough.
I don't think Overcome is ever going to be a perk for me though. The biggest crime the perk has is how god awefully boring it is for me.
-
I love playing him but i can see why some people wouldn't.
His flavour and little giggles are just *cheff kiss* for me
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2748339#Comment_2748339
Yes, you're seeing those due to the double blind effect of solo. Overcome is a brilliant perk for SWFs, as it basically allows 3 extra slots for something nasty like PTS. To shine though, you need 1-2 booners and nobody else to run ex perks.
I do have to admit i have never played swf so i don't know how much difference that makes.
That said swf or not, a insta down killer is still straight up going to deny it right? All the same downsides still apply with the only difference that you know you have a team that can back you up. Or am i missing something?
That you need the advantage of swf before the perk becomes good tells me more that it never was that good in the first place. Is Overcome good in swf or is swf so strong that it can overcome Overcome's weakness?
You also say you need 2 booners. So again is Overcome amazing or is it just carried by CoH?
Like i said i have never played in swf so i don't really know just how much of a difference it makes. I'm also not sure what you mean by PTS?
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/304886/was-overcome-greatly-exaggerated
No.
Overcome is cray-cray.
The major issue, as @Pulsar pointed out, is that it competes with Dead Hard (and to a lesser extent Sprint Burst). If Dead Hard was nerfed, you'd see it a ton more.
It's basically a strong exhaustion perk for the entire team, for the price of one slot.
It's also a perk that you won't see as much as there's no way for solos to coordinate perks, and if you bring Overcome and everyone else brings DH or SB, you're causing a problem.
Not really
Lithe and balanced landing also compete with dead hard and i see those waaay more often then overcome.
The problem is that people estimate overcome to always be at the best case scenario.
If the killer leaves them there will always be a CoH totem or they will always have a medkit and they will always be able to heal before being found again and if the killer chases trough it will always save enough time to do 3 gens atleast.
In practise it just doesn't all fall into place as nicely. Face a one shot killer? Your perk is dead, any kind of exposed? Dead perk. Totem got snuffed midheal? Better pray your not found or you once again have a dead perk. Medkit slapped out of your hand with franklins? Better hope you find another way to heal or be able to retrieve or once again, dead perk. Tunneled of hook? Any other exhaustion perk could have helped. Overcome doesn't.
Facing a Legion, Wraith, Nurse or Blight? That extra distance is not going to matter as much. As they'll zoom right after you
See what i mean. At it's strongest it's indeed pretty good. And Devour Hope is S-tier at it's strongest. That best case scenario just doesn't always happen.
Remove dead hard and Overcome still won't be used. It simply has to many downsides to make up for the slight upside against other exhaustion perks.
-
Not really.
It just makes me sad.
Even if their salt is completely undeserved and they are acting like children.
It's just sad to see.
-
I guessed it was a bird based on the perk discription but if i saw the icon by itself i probably would have been wrong too.
DbD perk icons are like ink blots
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2747928#Comment_2747928
I have one and I'm working on remaking it when it gets a year old to account for new perks (not that I think it'll change much tbf).
Sweet thanks
-
I'll make my oppinion when i see what the powers and perks are.
I'm not a big enough fan of ringu that i will get it regardless
-
@GoodBoyKaru said:
"And if it goes down then the power would stop immidiatly and not go further"
This has absolutely been in the game since day 1. I mentioned it in a guide I made for him back in May 2021, and I've known about it for even longer.
There was no buff to his power that I'm aware of through my own games recently. He's always been able to go down something, provided it isn't too steep and you begin the power on a flat surface instead of already on the slope.
I cannot comment on the other two as I don't play those killers, but you're absolutely wrong about this one.
You make guides? I never knew
-
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2685973#Comment_2685973
And some may even take offense to doing that lol
Can confirm, had a player call me a good for nothing showoff after escaping with zero perks
-
It's still greatly exaggeratted.
It's on the weaker side of the exhaustion perks.
The effect is strong but being worthless when you get unhooked and it never activating at all vs instant down killers are just to big downsides to call this perk good in any way.
Even against a lot of the m1 killers it's really not that good. Legion typically injures you in frenzy and either leaves you or will make up any distance you make easilly cause frenzy refreshes of hit. Wraith also will cover the ground quickly. Get trapped by trapper and it doesn't activate at all.
It can be good with a specific build against specific killers. Those killers being the lower tier ones you could beat with any build.
Dead hard being strong has nothing to do with Overcomes rarity. It's just a bad perk. Running it is holding a giant neon sign saying "tunnel me of hook cause i'm defenseless at that point"
-
@lauraa said:
If we had to get an anime/manga chapter/paragraph I think Parasyte would fit dbd a little better.
Imagine a Claudette coming to your generator and her face opens up like Demogorgon, that's nightmare fuel right there
Demodette
-
@KingSlay3R2928 said:
Dumb question but where and how do we use the codes?
There is a redeem code button in the store
-
@GoodBoyKaru said:
Fun fact! The hitbox of a killer shrinks in size when on basement stairs to prevent them from bodyblocking people inside there, as it would be far too easy to cause hostage situations.
So no, maybe let's not do that one!
I thought they widened the stairs, not that going on the stairs would be such a workout that the hitboxes of the killers shrunk.
Thanks for the fun fact, it actually was fun.
-
Love any kind of undetectable/oblivious perk/addon.
Nothing like thinking you are safe cause you know it's a killer with a terror radius and they suddenly are in your face
@lauraa said:
Survivor players: "dbd isnt scary after 15 hours"
Me playing Tinkerer Oni with double speed addons on lerys: "Allow me to introduce myself"
I can't imagine how high i would jump if big boi oni suddenly appeared out of nowhere and kanaboes me to the moon
-
It used to be narrower iirc.
They widened it so you couldn't bodyblock survivors for all eternity
-
Thanks!
Also
@tippy2k2 said:
Thank you for your service. Your reward is my cat Holly enjoying her new toy:
https://us.v-cdn.net/6030815/uploads/J948RSOX2PFP/pxl-20220107-155255646.jpg
That's a cute kitter
-
I like artist once in a while, she's fun.
Really like the noises she makes, very disturbing
-
Ow no i need my audio queues
Finding a survivor purely cause you heard them breathing feels amazing. One of the few times you really feel like a supernatural slasher.
That said i can totally see banging to heavy metal while playing killer
-
Yes, but only cause it would open the door for other visual novel based chapters
-
Only thing i can think of is give penalties to repair speed on survivors based on how often they been hooked but bonusses on repair speed based on dead survivors.
So it's more benificial to leave them alive then to kill them untill everyone is hooked a couple of times.
Probably wouldn't work well in practise
-
really like this artist one too. even if it is a bit buggy at times
-
Friendly ask for it in the loading screen and hope people play nice out of the good of their heart?
-
Been rocking Feng's mime costume.
Don't know why but i'm loving it.
On Legion i often switch, mix and match what i have
-
@lauraa said:
I've got my dbd vr rig setup to instantly pierce my heart if a killer actually kills me.
This is why I urban evade across the edges of the map only
That sounds like a movie idea.
Bunch of people forced to play a game that's rigged to kill them if they die ingame
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2745985#Comment_2745985
The trick is to let them use their boon to heal and instantly down them again. Big Brain Bubba Boasts.
It is true that CoH effectiveness has had a serious impact on how smart the survivors play.
Had so many times that i hook a survivor, snuff their boon that's right next to them, hear the unhook and find them trying to rebless the boon that's 5 feet from the hook.
Like c'mone people


