Stalker_Tube
Stalker_Tube
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- Stalker_Tube
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The moderation here is so overly strict. Why do you think the forums have been declining? Because you guys ban everyone. You pick the smallest things to punish someone for and have an excessive "three strike" policy and strikes can't be removed, nor can you appeal a forum ban. People are probably scared to post things because they're afraid they'll be punished. I rarely see a week old or older thread where someone in the comments isn't banned now. The moderation is probably a huge reason why the forums have been declining.
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It seems to me like in general the game is unplayable if you're deaf, because there's a lot of things you need to hear to play properly…
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@Crowman said:
Deathslinger isn't even the only killer who can ignore endurance so I fail to see why this change is really needed. Let killers have their strength and weaknesses.
You must also think what I said about Wesker and Houndmaster should be removed then…
@sizzlingmario4 said:
I don't think this should be done for all sources of endurance, but I absolutely agree there should be some kind of built-in protection system for recently unhooked survivors, kinda like what Pinhead has maybe. Spearing a survivor who just got unhooked and reeling them in and waiting the 10 seconds should not be allowed. But I don't think he should lose the ability to counter DH
If the spear were made to trigger an endurance hit, then Dead Hard could in theory be used to counter a shot, but obviously it would take really good timing. But if it were just made so that you escape faster while you have endurance, then Dead Hard will barely help at all against the spear as the endurance duration is so short. Personally, I'm fine with either. The purpose of my suggestion is mostly so Deathslinger can't ignore longer endurance durations.
@Zuiphrode said:
Why should you get an entirely safe unhook?
Maybe ask the same about Wesker or Houndmaster lol. Also, you wouldn't get an "entirely safe unhook" as he could still wait it out before shooting or hitting you, which wouldn't be as laughably easy to do as shooting them and then waiting the endurance out before hitting.
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While it's an interesting thought, I highly doubt they'd use a killer from a kid's movie.
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It's fine… lol. Both invocation perks and no mither are garbage. An inability to combine them would just be insulting.
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He can still scamper though….?
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A big issue with tombstones is that they're easily countered with lockers or just performing any animation, denying the killer the "Evil Incarnate" achievement, but at the same time this is the only way to really counter the grab, but it doesn't take any skill to do.
I'm fine with tombstones being able to kill without hooking them, as it's unique and fitting to Myers, but tombstones seriously need changes. If you ask me, it should not be counterable by being in a locker or being in an animation, and the kill animation will automatically start when pulling them out of a locker or interrupting an action. However, in exchange for this, add some other kind of counterplay to it, one that takes skill and not just a cheesy jump into a locker where he can't do anything about it to kill you. It could be made to take even more evil than it currently does to reach T3, making him only able to kill someone who is completely drained of evil, and/or both tombstones could be combined into one add-on with both downsides (slower movement speed in T3, and you lose T3 when killing someone.) This way, the counter would instead be to just try and avoid his stalk to keep him from getting to T3, as well as stay out of the range of his grab if he DOES get to T3, which takes skill unlike just jumping into a locker. Additionally, tombstones are problematic when combined with an add-on to speed up evil gain, most notably J. Myers Memorial, and it could perhaps be made to not stack with those.Allowing him to do it from locker grabs and interrupts solve the issue of the achievement being one that requires survivors to play a specific way (in this case, not deny it with lockers or staying in an animation,) and nerfing it in other ways I mentioned would compensate for the removal of the ability to deny the grab via that, as well as make up for the lack of "lives" in the form of hook states, since it takes him so long to get to T3, that would extend the match instead of hook states extending the match.
However, if they really must make it so that they have to be on death hook before they can be killed with a tombstone, instead of nerfing it in other ways like I mentioned, then they should most definitely also allow Myers with a tombstone to kill them from locker grabs or interrupts, just so the achievement isn't so easily denied by something the killer cannot do anything about.
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@Crowman said:
An already strong perk doesn't need to be buffed more.
It's not that strong.
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@TimberGoingDown said:
And SWFS, who know this, will just run 4 Ada's and just trade hook states back and forth. You'll never get someone out of the game before hook 9.
Can already be done anyway, lol. Like this is really a big deal… you literally give yourself the hook state when you use it.
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@TimberGoingDown said:
So… make it impossible for killers to know anybody's hook stages?
Well, I don't see how that's an issue, but you do scream and give away that you have the perk. Plus, the survivor's hook stages are already hidden from the killer.
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Update on this, this issue also seems to be present with Infectious Fright, as well as some other screaming perks, a flare-up still happens despite not screaming. Though the issue isn't present with Phantom Fear, or when shocked by the Doctor, no flare-up happens in those cases.
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@cheesentoast said:
Speaking nicely, you call things "normal", whereas others will maybe disagree. You say you asked a girl if she played games, but depending on the type of person you ask, playing games is automatically associated with "big fat useless guy". To others, not so much. It could literally be anything, but people don't have the balls to try talk more and see if they share other interests
But to be less nice (and more honest) people are #########. I generally try to just avoid making friends anymore, it's boring talking to one person for a few months then they randomly leave because of, well, I don't really know. Going off the advice of others, just try join discords or other chatrooms that are about your interests, for example roblox. I can usually find people to talk to on different servers, but it's discord, most people are not who I'd ever want to talk to irl. Also, I'm just stereotypical autistic nerd boy, so you can imagine how most friendships go with me
The fact of the matter is, I'm also trying to make nearby friends. Ones I can actually meet. I've got plenty of online friends. And I just can't seem to "connect" with people nearby. They always lose interest.
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Please don't.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943694#Comment_3943694
How are you not close to the killer if you're following a survivor being chased for a flashlight save or protection hit?
You can still get them close to the killer…
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@Daniel_Silva04 said:
You won't accumulate afk points if you're near the killer, so your criticism doesn't make sense
And so what if you accumulate them and then they get close? You'll be found unfairly.
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@sizzlingmario4 said:
The aura still showing is intended even if the scream is blocked (as they are 2 separate effects) however the scream bubble showing there with Calm Spirit is a bug and should be fixed.
Well, here's the thing - Phantom Fear, a new perk for Springtrap, causes a scream and aura reveal, however, Calm Spirit prevents the aura reveal too in that perk's case.