SquirrelKnight
SquirrelKnight
About
- Username
- SquirrelKnight
- Joined
- Visits
- 2,217
- Last Active
Comments
-
@TraitorousLeopard said:
https://forum.deadbydaylight.com/en/discussion/comment/1108692#Comment_1108692
In Spirit's case, daddy "issues" might be a bit of an understatement.
Well you know what they say about spirits with daddy issues ๐๐คฃ
-
Just gonna say this, I am one of the worst Billys iut there, cant get the turns right, veer straight into walls. BUT, HE IS A FAIR KILLER TO PLAY AGAINST, JUST SIDESTEP
-
Even killers have this problem, wraith, billy i think, spirit
-
@AAAAA said:
https://forum.deadbydaylight.com/en/discussion/comment/1107975#Comment_1107975
I don't think OP is necessarily saying it's a good idea, just that it's something they've seen.
Exactly, it doesnt fix the problem but it tends to happen
-
@Carpemortum said:
Well yeah, they tend to release perks and powers to counter what the community is mad about. Not always to the best results...but they try.
Side note, love your username. Best MTG deck I ever had/have is a squirrel deck with a few power knights.
Well thank ya ๐ squirrel knights are amazing
@Hoodied said:
His power doesn't punish that though if the survivor is healthy
No but it would if he had NOED for instadown
-
I think this would have been an amazing release if the issues with game speed had already been addressed and fixed. Right now we have a huge load of "Maybe, but what if, but give it time etc... " And a killer released at a time when his supposed strengths are minimalized by core mechanics and rules. He isnt good in a chase, cant really stop looping. Just a hard time to release this killer and go "Oh yeah, THIS is a REAL KILLER" (Not always the message but this is new content, lots of draw to it
-
@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1106383#Comment_1106383
Except now no one will bring a toolbox because they're completely useless if you dont have a Brand New Part
But... They repair gens even faster now.....
-
It sounds like this wall breaking mechanic is solely to make this guy better, cayse without wallbreaking wouldnt the reelin thing be dumb
-
I just like reading that the 2.5 seconds is a nerf because you cant spend 30 seconds to 99% the hook anymore. Thats stupid to me. Maybe im just a baddie tho
-
Legion is gonna falcon pawnch dat wall
-
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1102391#Comment_1102391
well that is Total BS, there better be some heavy restrictions on how many times a tool box can sabo a hook.
It does sound like uts fewer times (fewer toolbox charges) but sabotuer also can do it with (from current wording) no speed penalty. Im not too worried cause that version im sure wont make ut to live
-
@AChaoticKiller said:
i can see why you'd be concerned and i agree that this might make sabo saves a little too common but in the end it depends on how long it takes by default to sabo a hook. if it takes less than 5 seconds then i would definitely see this change as a problem. If it is at or above 5 seconds than it might be fair and could even encourage perks that never get used mainly mad grit, iron grasp, and agitation.
what i find interesting is that if they stop saboing a hook then it will reset their progress and since hitting a survivor forces them to stop working an any interaction than it could end up as a free hit. like i said it all depends on how long it takes to perform the action.
The current sabo speed they are pitching is 2.5
-
@Ksoni said:
Nobody said it's gonna be 3 second. I could spread my prediction too and make a post about how Hangman's trick will be OP, because it will let you see survs within 12m of the hook. And each hook would cover an area equal to 144*3,14= 452 m2 radious with would make reveal anyone in it. A
Actually peanits confirmed in another thread 2.5 second sabo
-
@heartstone_malone said:
All exhaustion perks nerfed
Loops shortened
DS nerfed
Healing speed nerfed
Auras nerfed (by undetected status)
Window vaults nerfed
Flashlights nerfed to hell
EGC is massively killer sided
Just a few things to keep in mind when ppl say the devs are survivor sided. Meanwhile, killers been getting buffs and maps reworked to be easier for killers.
Loops were infinite and heavily abused
DS was unmanageable, only counterable now with a tactic bemoaned by survivors (Slugging)
Healing speed, Healing could be done DURING THE SUCCESSFUL HIT ANIMATION
Undetectable status added because stealth killers were immediately GIMPED
Window vaults could be spammed. I got this game on PS4 early on, watched 4 survivors spamming windows, didnt even touch the game for a year afterwards.
Flashlights, when even the DEVS got bullied on a major live-stream showing off the brokenness of the system that had to be fixed ASAP
EGC was implemented because survivors would hold the game hostage t-bagging at exit gates.
Think before you smacktalk
-
What im concerned about is that we are only going to see maybw a 5 or 7 second difference with the toolboxes, which would be an almost pointless change, plus they havent changed all of the addons or anything, brand new parts still are brand new parts, that stuff hasnt changed
-
Give killers 8 perks then they can try other stuff safely
-
@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1101487#Comment_1101487
Ok? U do relize that the devs have to make some loops strong stronger to compensate the new mechanic. Which means as killer you are forced to break walls. And if that takes long, it might be even worse.
Thats what i said, most of this stuff isnt killer buff, just more workarounds and bandaids
-
I assumed this was a troll wait is this serious?
-
It will need care, if it takes too long or in useless spots and its no buff but gonna risk bein hopeful
-
@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1101007#Comment_1101007
That's a bit exaggerated I assume, but yeah... That's one point that can make breaking walls either to strong, or too weak (depending on the time it will need...), besides that we will be able to destroy some of the god loops - that will of course always be a advantage.
Little bit but point is still valid
-
Thats a cool addution ๐
-
That moment when "Walls take 6 seconds to break , we found that the wall breaking was troubling for survivors so we made it take a more realistic time to break walls for survivor fun. We brought in a new animation to adjust for the added time.
-
They made toolboxes go faster and no changes to brand new parts..... As far as the walls, depending how long it takes to break them and how important they are ut could be more.of a time waster. The walls could be good or bad, toolboxes i could argue werent nerf. Faster gen completion, fewer charges, better sabo options, ABLE TO BE KEPT WHEN USED?! I get that the addons are lost but thats still a ridiculous amount of buffing for a few less charges. Meanwhile everyones shouting "SeE sUrViVoRs ArE nErFeD kIlLeRs ArE dUmB!!1!"
-
Depends on whether or not killers are gonna have to waste time on walls, breakable walls are cool but if they make the loops stronger to compensate then it could be the equivalent of re-adding more pallets,
-
Reworking these perks this way would be so abusable it wouldnt even be funny, instaheal off of hook for 20 seconds of exposed? 34 seconds extra hook timer for staying by? Rather cool ideas but so heavily abusable
-
@karlofflugosi said:
When there are no more killers left, who will you nerf then?
At the end of the day DBD has a few options on what to do.
1. Continue balancing as they have been, survivors have easoer and easier time with no challenge as killers who cant keep up drop the game for something else.
2. Consider the other side when balancing and try and keep their player-base stable, making killer a power role and try to prevent a vocal outcry everytime something is changed for survivors or killers.
3. ( Unfortunately i think we may be heading toward) Remove the killer role by creating a killer AI, thereby letting survivors be as easy as they wanna play while completly forgoing the killers. You lose your killer player-base but survivors should be happy, althought tbagging and flashlight clicking wont aggravate anyone anymore (Except those survivors who remember what playing a pvp game was like).
-
My build is mainly endgame, relying on my skill to down some people before endgame, then use my perks to extend the endgame. If people think its a no skill strat then cleans totems and get out of my way. This build includes noed remember me amd blood warden
-
@JohnofPA said:
It took me entirely too long to figure out what perk ED was.
Endurance is so stronk tho rite? Run full STONKS build
-
Maybe we should be asking why survivors can loop and troll killers because every survivor is a trained olympics master, rather than why when a killer manages to catch one of these infinite stamina survivors, he stays and makes sure they die?
-
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1096326#Comment_1096326
My complaint is that you can list all the counters to the meta perk: No ED
But they're all very situational and require you to waste time and slots to anticipate what's going to happen without knowing for sure
Here's an easy solution make No ED increase the number of totems to eight. That way If the survivors see extra totems, they know its in use BUT they know its in use so they have the option to counter it.
No ED be could a perk to slow down the game because it wastes the survivors time due to the extra totems and the requirement to cleanse them. Instead of being the lame end of game camping perk that's a crutch for mediocre killers to prevent saves or win by slugging
Focusing on the back half of this comment, survivors have been throwing fits because of anything that causes you to have to be on gens longer, any perk that rewards the killer for "cheap" tactics (aka slugging, camping, tunneling etc..) and any perk that the "rewards the killer for playing badly" so what perks are killers allowed to run? Or should we simply get rid of all killer perks because they are all simply too busted to be used?
-
@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1097475#Comment_1097475
That didn't answer his question.
My bad, tryin to say the reason people are complaining about survivors doing it more is cause mire killers v survivors are in thread and cause there are more survivors than killers they get more toxic cause +( with exception of good ppl) you are likely to have survivors gang up
-
Go ahead and nerf noed, in return how about a MS buff for all killers across the board with maybe an extra effect blindness exhaustion etc for 60 seconds. Id almost be willing to do that ๐ bwahahah
Edit: After reading some more comments, even better idea, lets remove the hex requirement of NOED. That way when people say DUH KILLUH GUTS REWURDUHD FER PLUYING BUUUDDD NUURF NO COUNTEROPPPP" then they will be right ๐
-
@Fibijean said:
I'm very confused. Why are so many people using this post as an excuse to attack survivors specifically? Is it because of the example OP used, even though the post as a whole was very clearly about the community in general, regardless of who mains who? Did people not read past the first paragraph? What am I missing here?
People are using their experiences and frankly, 4 times as many survivors as killers soooo, more likely to run inti them, even if toxicity rates were even. (Personally i think its about a 60/40 split maybe 70/30
-
Its simple, make killers a.little better, with a little fix to gen speeds, small tweaks to fix both will gi further than massive buffs or game wide gen changes, heck maybe killers should move a little faster, some of the low mobility killers getting an extra 1-2% MS with maybe a slight mobility ability, give killers a touch of control in the chases, more than (respect pallet or tank hit, break off chase or keep chasing) mind-gaming is cool but as it stands killers can be infinitely looped or stun locked while they watch a survivor sprint off into the distance. These small hits can be literal game changers. Its all fine and dandy to say "git gud" but low ranks are where this can be felt some of the most. We are already seeing new players have bad experiences because killer is so demanding *IN COMPARISON TO SURVIVOR* again, not saying (OMG KILLER SO HURD) just in comparison to playing survivor. Sorry for going off topic.
TL;DR Tweak a little bit of everything instead of gutting any one problem and it will be healthier
-
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1094791#Comment_1094791
Oh, but it is DS for killers.
Both of them reward failure, and DS also can be countered.
By slugging the person for 60 seconds, leaving them alone for 60 seconds or tunnel on purpose and eat the DS early.
Its just as absurd and wastes you just as much time and potential pressure as searching for all 5 dull totems or having to use perks and red items just for that purpose.
Heres a thought, if another player has been hooked ds goes away entirely. Then its equal
-
Survivors want to be in the power role v a single killer and thats why theres so much salt
-
So few perks on survivor side require effort besides playing the game or ACTIVELY SCREWING UP. Killers get one perk that helps them be a terror in the end game and everyones like " WhAt?! KiLlErS OPOPoOpppo NuUuRRFFFf IiEETTT I cAnTt IgNnnNoRrrEeee TooTTemMmMssss"
-
With SWf OoO is ludicrous because if you are comms you can literally pinpoint the killers location at all times, its not a matter of "Hey killers on me do gens" its a matter.of "Hey killers.on other side of the map but spotted me, eta 20 seconds based on his direction.
-
@BubbaSawyerMeats said:
just remember your playing the heel. your the bad guy in a horror movie. Keep in mind the killer rarely kills everyone. The game is designed around that.
True but look at the ease the killer has in these movies. The killer in the movies doesnt have to make clutch plays or deal with survivors being able to jump through windows like pro athletes. If these games were like movies how boring would it be if in Friday the 13th for example, the people fleeing jason were looping him in circles and smashing him with pallets while the others started laughing and t-bagging him as they hopped into a car. Last person jumps in last second and they call him a ######### and laughing as they leave. Pretty boring movie, amusing but certainly not a horror movie.
-
@Umbrae_pk said:
You guys literally complain about buffs too? What?
Its thats its a QoL change not a buff and ppl are wondering if thats it
-
Hopin itll be a cool killer. Wont buy the chapter. At least till first nerf, likely wont bother
-
Looping and evading the killer are so freaking easy on some maps, when i play killer i either steamroll people who are having a rough game or i get 4 tier 1-2 survivors on comms where unless i am playing perfectly I cant even hit the survivor. Honestly chases are very heavily controlled by the survivor its just dumb. The killer has to either follow a survivor and waste his time to try and get hits and downs, or he can break off the chase, get no reward for leaving early and just check gens. Right now killers have 0 control over game pace.
-
@Peanits said:
I wouldn't really want to see that, personally. I definitely get the idea behind it, but you would effectively be punishing the survivors for doing well, which isn't something I think should happen.
Killers depip for winning too fast at higher ranks
-
S/A rank killers? Maybe low A tier. But nothing that'll really change up the meta. Its about survivor frustration, killer has to be fun to play sure but that comes second to survivor playability. The second a killer is deemed "Unfun" they will be changed until they are on the same level as myers and plague. Not necessarily bad killers, but certainly nothing top tier
-
@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/128570/simple-qol-changes-to-survivors-meta-perks
No.
DS is already easy to work around. Survivor doing a gen in your face? Hit them instead of grab. Or better yet - go after the unhooker!
BT doesn't expire while in a chase to encourage killers not to tunnel once BT proc'd.
How does anyone complain about DH on dedicated servers?? It's almost unusable. IF a survivor gets it to proc then just bait it ffs.
If you're struggling with basic tactics like not tunnelling and camping then you just need to play more. The game shouldn't be brought down to new players level.
Thats literally what the last few rounds of killer nerfs have been for though, to center the game around new players.....
-
3 SWFs in a row using OoO kinda killed my effort, im takin a break for a bit
-
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1067577#Comment_1067577
Thank you for the tl;dr.
You are welcome, I am here to serve
-
An entire thread dedicated to " sURvIvOrS T-bAGGinG ISS sTrAtEgY GiT GUD"
-
@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1065729#Comment_1065729
Iโm actually partially blind in one eye. So thatโs offensive. Maybe try thinking about what you say before you post.
Maybe you should have mentioned that instead of using your disability as a weapon.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1063638#Comment_1063638
Yes and no. What they actually said was that there are lots of good players in the streaming community who can offer tips for tactical gameplay. In other words, if you're struggling, try learning from someone who's better. Should go without saying, really.
Okay, thats my mistake then, my b ๐