Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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Comments
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He needs to be 25(?)% visible and in the middle of your screen. That works most of the time
As a rule of thumb is he is leaning and you don't see his knee don't bother trying to reveal him
And like someone already said he tends to be buggy. Sometimes he just can't be revealed no matter how in the open he is
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As a killer player: Good but a tad overrated
Boons have won me more matches then lost cause survivors are slowing themself down so much by setting up boons constantly. I have ofcourse lost games because of boons, they are strong. But saying they are this busted unbeatable thing is exagurating. especially if you bring a build to beat boons they are managable. Shadow Step also very rarely gives me an issue. either they are injured and leave a nice bloodtrail or i can listen to their footsteps. In short boons have never gave me any issues as a killer. Not more then the other meta perks anyway
As a survivor player though I can see why people have trouble with them now that i played a bit with them and i can understand the frustrations around them much better. I have got away with simply stupid stuff and they kill any momentum a struggling killer could bring. If the killer is behind and they are set up then the survivors need to mess up massively to lose at that point. Killers who are behind already face an uphill battle, boons bassicly make it a sheer cliff.
While i don't think they should be nerfed I do think there needs to be a healing cap of 100%. You should never be able to heal someone in less then 8 seconds and a self heal should never be shorter then 16.
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It increases the self heal of CoH to 20 seconds from 16 seconds
It increases the healing of others in CoH to 10 seconds from 8 seconds
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@BabuDweet said:
I'm not denying it's sweaty but....
Unpopular opinion alert:
People are extremely over exaggerating the current state and balance of the game.
I agree.
Like yes survivors have the advantage.
But people pretend that if you pick something else then blight or nurse you load in to the entity displeased screen.
Killer is the harder role. It's far from the impossible role though
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Sigh I miss ClownIsKing
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Why wait for a response?
If the game is miserable for you then quit or take a break. You don't need to play it to keep an eye on any changes that happen.
Mcote's quote of play civ is often used as a meme but is in general great advice.
A step back is all it needs.
I always have a game i can play outside of dbd and at most play 3 matches a day and i can't remember the last time i felt truelly miserable in this game.
Most of the frustration in this game is self induced. If you keep playing while being frustrated already it shouldn't come as a surprise that the experience is going to be miserable.
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I still get free stand still mindgame hits so i guess not a lot?
I was under the assumption that it was really obvious now if she phased. I haven't seen her since her nerf
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Would be nice if it was like phasmaphobia.
Distant screams are hilarious
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@Firellius said:
Nothing's worse than clearing four totems by yourself and then getting one-hit-killed by NOED.
It needs a rework.
Don't try to cleanse all totems. Cleanse the hard ones/ the ones near the exit gate and remember where the easy ones are.
Cleansing one totem and remembering 2 of the others already has a 50% chance of finding noed. Without any input from you team and a 14 second cleanse from you
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I equiped no one left behind and did it first match. I don't think it's that rare of a circumstance.
It's not a super easy one where you know for sure you'll get it in a match. But if you leave it last and just play normally with the exception of not 99ing the gates it's bound to happen sooner then later
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Old freddy was so much fun. It's a real shame
The incapacitated effect from twins while transitioning would have solved 90% of his issues
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He slung his last death
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653481#Comment_2653481
To compare how good your opponent needs to be... that comparison has to come from you? So it totally has to do with each other.
The best tactic against a facecamping killer is to rush gens, but to rush gens, you need to focus only on gens, not waste time doing totems.
I never said this MMR is based on skill, that was exactly the point of my post, saying it's not based on skill but escapes/kills.
It has to do with eachother but you having to face better opponents doesn't always have to do with how good you are.
Best example is the camping with noed. There is nothing skill based with it. It's the definition of a cheese tactic.
But if you get kills with it you really should go down in mmr but go up and face survivors who can run an inexperienced killer like that for 5 gens.
If you went down in mmr by doing that you are being rewarded for it. Cause you're going to keep facing survivors who get 4ked by such tactics.
And eventually low mmr is going to be infested by such players and good luck increasing your mmr as a survivor by escaping through the gate while the killer camps everyone and your teammates hide or try to resque anyway. You would create an inescapable mmr hell.
While what we have now is far from perfect it's the probably the best thing we could have hoped for. All these ideas people have with basing it on hooks or chase times or whatever could easilly be abused to smurf.
Again, I'm not saying that what we have is perfect. But the idea behind it really isn't as bad as people make it out to be.
They just explained very very very poorly. And executed it poorly too as killers gain mmr way faster then they lose it on comparison to survivor
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2653481#Comment_2653481
Tbh when it's called skill based match making you'd think it'd be based on the skill of everyone
Yeah, like i said in my post. You can't blame people for thinking that way when they foolishly called it that.
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@Marigoria said:
Unfortunately MMR is just flawed, since it only considers kills/escapes.
Got kills because camped+noed? = skill
Hooked everyone twice but didn't get a kill? = trash
Did nothing all game but escaped? = skill
Did 5 gens, got max on chase and max on altruism but died? = trash.
Not really, thats people having the wrong mindset that mmr is a rating of how good you are. It's not and it never was.
It's not an indication of how good you are but how good your opponents should be.
If you get kills with camping and noed you should start facing stronger survivors that can deal with those cheese tactics.
If you like hooking everybody twice but don't get kills you should start facing weaker survivors so you can play nice and get kills
If you did nothing and escaped you should face stronger killers who don't lose what's essentially a 3v1.
Where would the logic be that a person that does nothing and can escape keeps facing weaker and weaker killers? Why should a killer that can camp and get a 4k by one hooking everyone face weaker survivors?
The mindset of high mmr= good and low mmr = bad is flawed. But you can't blame people thinking that when they start calling it skill based matchmaking while it has nothing to with skill.
It's just an equaliser to the number of deaths and escapes. Nothing more, nothing less
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Don't know about how meta it is but i do know that for me at least having an excitting end game is more fun then having a slog with gens
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2649323#Comment_2649323
I really didn't understand the uproar from the killer mains at that time, flashlight saving has always been easy to do, wasn't it?
IIRC, insta-blinds were already gone by that time, and the timing for flashlight saving has always been the same since then. I've gotten better at flashlight saving so maybe my opinion is a bit blurred.
It mostly was the pallet stuns. And i wouldn't call it easy, a lot of survivors still mess up the timing
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1277 hours
probably 60% killer, 15% survivor and 25% sitting in the main menu/ lobby/ tabbed out
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2651359#Comment_2651359
Except it is mostly used in horrible situations to put blame on the victim of a tragedy, and here you are comparing it to losing in a videogame to an enemy doing their objective. If i'm playing COD, stay still in the open and get killed, and someone tells me to not do that. Its not victim blaming, its getting gud. Same principle here.
Very disrespectful to actual victims
100% agree.
The term victimblaming is so misused here on these forums that it's a slap in the face for anyone who actually got victimblamed.
Same thing with bullying. Comparing losing a videogame to the trauma that is being bullied is straight up insulting. Doesn't matter how badly you lost
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I find boons insanely overrated. They're good but that's about it.
While the effect is strong it causes the survivors to spend so much time on totems that they are better slowdown perks then half of the killer slowdown perks.
Especially if you run thrill.
I think people are making boons stronger then they are cause they go out of their way to find them and waste a huge amount of time hunting totems instead of survivors.
I only go for them when i hear them. At most go close to totem spots i know of. I have zero issue with boons and would take them over the actual meta any day.
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@asirirsprime said:
I think BOONs created basement meta. CoH is ridiculously strong and it only gets weaker when you reduce quantity of people able to heal on it
Basement Bubba was always a thing the second he came out.
Boons had nothing to do with that.
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Rpd is tricksters worst map by far. There are so few places where you can use your knives. Just run away and you will make a chase take minutes without even touching a pallet.
Sorry but this is very clearly mad cause bad
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Idk when i think of Amanda Young i don't think of someone that busts through stuff.
I would much rather see more traps added or something.
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There is no collision when you are down so you can crawl away. If the killer keeps following you just crawl away from your team so they can do gens without fear. In theory they could easilly do the remaining gens open the gates and come save you before the 4 minutes of your death timer were up
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No no you don't understand.
They've seen you can genrush if you just don't heal and focus gens.
Let's ignore that to pull that off every survivor needs to atleast be decent to good at looping while injured.
And that different killers might need different strategies.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2650040#Comment_2650040
I can agree with removing hawkins but I see no good reason to get rid of demo.
You do realise removing the stranger things dlc wasen't a choice right?
Netflix revoked the license.
Not being allowed to sell something by law or get sued into oblivion is a pretty good reason to not sell that thing
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20% chance to unhook, 6 attemps
0.8^6= about 0.26 or 26% to fail
So 74% you unhook yourself in one of the 6 attemps
If i'm not mistaken, i'm tired
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2649990#Comment_2649990
erasing seems to be on the rise lately. Got rid of old Freddy, removed Hawkins and they took away Demo pupper for any who didn't buy him already.
I mean hawkins and demodog atleast had a good reason.
Not the devs fault the licence wasen't renewed cause netflix has video game plans of their own
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650014#Comment_2650014
Oh, O.K.
I mean, that's totally fair.
but, what about, like, food waste? food waste is super environmentally damaging, but it's not really a taboo.
A lot of things are environmentally damaging. Most of those things are more important then an nft though.
I don't know the exact numbers but i know it's not a small amount of wasted energy. It's very large for how pointless nft's actually are.
Other people can probably explain it better though. I didn't even know what they were before the whole pinhead debacle.
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Mostly cause of the high energy cost associated with them.
It's not really enviromental friendly.
That's the gist of it i think.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649980#Comment_2649980
Thats a cool idea but I believe it shouldnt be possible at all do look over jungle gym walls xD Thats the point of them beeing walls not small random loops..
That's the thing if you detect a survivor is using stretched res with this then you can have proof to issue warnings or bans.
This is mostly theory crafting though. This would be very risky to put it in the game now with all the hackers about
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2649673#Comment_2649673
I thought Freddys rework was a good thing? I know that forever Freddy was lost but I do not miss having to put someone to sleep and wait 7 secs before you could do anything to them.
It erased a killer from the game.
Ancient Freddy wasen't strong but there were people that enjoyed him
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There is actually a way for the game to detect if stretched res is used by a survivor.
They can reveal ghostface over a wall so add an invisible wall with a invisible ghostface behind it outside of normal collision and if they can look over it you know stretched res is used.
(Not my idea, another forum member came up with this)
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It most likely is a bug
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If you feel bad that the survivor has no way out after closing the hatch you shouldn't equip a perk called no way out
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2649618#Comment_2649618
They can still do that lol or stun lock you with a pallet then flashlight
But it doesn't drop the survivor if they mistime it.
I don't care about being blinded. I have ears. Not being able to pick up at pallets cause someone could drop a pallet at any time to force you to drop the survivor was the problem in that patch.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2649323#Comment_2649323
Yea that is horrible because the killer is locked in a animation and cant do anything. Last night I was picking up a few survivors and as the animation started there was a flashlight sitting there ready.
Atleast now they have to time it right.
In that patch they could blind you, run half a mile and then get the stun on you
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Nothing will ever beat the tragedy that was "stuns in animation locks count as saving a survivor from yohr grasp"
I still have nightmares about that one
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@Beaburd said:
I'm gonna suggest what I've been suggesting for years in different variations but will never be implemented because apparently I'm the only person in the world who likes these types of restrictions and differentiation among survivors.
Permanently assign one insanely good perk to each survivor, and restrict it to that survivor.
Every other non-assigned perk has to have less impact than linked ones and be balanced around each other in terms of strength.
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Example:
- Bond becomes a Dwight-only perk and is global
- Self-Care becomes a Claudette-only perk and takes 20 seconds to heal at base
- Adrenaline becomes a Meg-only perk and activates on the third and last generator popped (no exhaustion applied)
- Saboteur becomes a Jake-only perk and disables a hook for one or two minutes
- Decisive Strike becomes a Laurie-only perk and can be used after both unhooks regardless if used before
- Unbreakable becomes a Bill-only perk and has unlimited uses
- Dead Hard becomes a David-only perk and has a 30s cooldown
- Boon: Circle of Healing becomes a Mikaela-only perk and... hell, it's already broken enough
- Power Struggle becomes an Elodie-only perk and you wiggle out 40% faster
- Built to Last becomes a Felix-only perk and has infinite uses
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This would allow you to create new meta perks since they'd all be distributed and linked to their respective survivor. You could also then buff otherwise uninteresting survivor perks to insane levels by restricting them, encouraging new ways to play and build diversity.
I also just want character differentiation for survivors really badly.
For me this sounds terrible.
Survivors just being skins means you can level up one survivor and keep thr others at lvl 40 and have acces to all the builds
If you like build variaty then with your suggestion you would need to level up every single survivor.
No thanks. Grind is bad enough as it is
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2648731#Comment_2648731
then make the killer approve
because if i'm the killer i'll just approve it and we can move on
You might, most won't.
Chases is a 3v1 aren't much different then a 4v1 except they are more chill.
I loaded in to play the game and i'm not going to stop everytime someone dc's or every game is going to end prematurelly.
I just make sure everybody is on death hook before i start removing people from the game to make it somewhat fairer.
All this does is give more reason to be angry at the killer rather then the person who dc'd cause they didn't accept the surrender.
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I just compremise and cleanse halfway
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/2648303#Comment_2648303
abusable how. the unfair game just ends and everyone gets to play a new one?
wow, what a terrible thing to have happen
Play with 3 friends.
Whenever a match does not go your way one of them DC's
The rest take this free out
1 person waits the small dc penalty
Rotate
Now you can DC 4 times as much before the penalty starts stacking to high
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The false feedback is annoying but if you pay attention of wether or not you wipe your weapon it's not that bad.
Eating the powers isn't as nice though
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2648594#Comment_2648594
Worst part was my friend I was SWFing with wasted both pallets so quickly. He was so boosted lol.
SWF, not always an advantage
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Yeah DbD has changed so much that seeing this is a good thing for a killer
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@k0reant3a said:
https://forum.deadbydaylight.com/en/discussion/comment/2648529#Comment_2648529
The yellow bottles are pointless a survivor gets haste off it and also u need to wait a few seconds in there to get the movement speed which is awful
If the survivor ever gets the haste effect and doesn't get hit in the process the clown player messed up. Against someone who knows what they are doing that should never happen.
Honestly I believe clown is fine at this point. His weaknesses are the same any other M1 killer has. It's pointless trying to buff every M1 killer sepperatly to work in a game where m1 isn't that viable.
It would make more sense to try and change the game untill m1 killers can compete instead of changing every m1 killers to fit a game they just doesn't support them
Making the maps smaller for example would make Clown a whole lot scarier without changing him at all.
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Probably better that survivors are just afflicted with afk crows once the 20 minute timer is up.
It really wouldn't be hard to lock down a 3 gen hard with certain killer for a easy 4 sacrifes every match
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Thrill slows down blessing a dull totem to 28 seconds and a hex totem to a whopping 56 seconds.
Run a all hex build with thrill and boons will rarely be a problem.
Thrill+plaything allows you to hit every totem eventually but that has a risk of losing thrill early
Even thrill on it's own is decent. 28+16 seconds for a heal is a long time. If you snuff it twice and the survivor keeps reblessing it you have an amazing slowdown
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Yeah perk tiers need to go.
Would also allow them to be more creative with perks without having to add a scaling element to it like with shadowstep where it has a lingering effect purelly for the reason of being able to split it into tiers
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First one sounds really cool.
Second one seems kinda bad and promotes the lame gameplay of running to a corner of the map where the killer can't hook you. You're asking to be slugged to death at that point.
Third one is a hard no. Movement speeds matter a ton in this game and any changes to it need to be very limited. It would make an entire area unchaseble. Also doesn't really make sense. They are boons not curses. I don't think they should ever negatively impact something
Also the chime effect the boons talk about is only for the survivors so you don't need to awkwardly split the ranges up like that
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Would rather they have some form of blindness effect where they can't see scratchmarks/aura's for a couple of seconds so they are actually usefull outside of saves