Avatar

Steel_Eyed

Steel_Eyed

About

Username
Steel_Eyed
Joined
Visits
9,306
Last Active

Comments

  • I haven’t started but based on the 500/800 per fragment change, I expect I’ll finish it by the fourth week instead of the seventh now.

  • His addons need QOL touch ups including bars for how long an addon is active or will be active, and if they don’t want to change them from where they sit now, need many of the conditions or drawbacks removed.

  • It’s the addons. Like just compare his addons to Blights. Blight has turn speed, faster speed without a delay, undetectable without a delay, difficult skillchecks, slowdown on nearby survivors. So many more advantages.

    I still like Billy but his addons provide such a limited benefit.

  • Oh I didn’t know. That is a bummer. I like my Oni chibi.

  • When I do play Spirit I prefer not using Stridor. I feel I’m betting whether the survivors are running IW or not. If they are not, the sound cues are way too loud and throw me off.

    I’d rather M&A to sneak up easier and STBFL to do more damage faster. BBQ and Whispers/PGTW to round out the build.

  • Are all Trappers masks bugged or a specific one?

  • Rancor Wraith. Stalk all game. Take out the unsuspecting survivor. Use nemesis to change Obsession. Repeat.

  • I want to try out the addons. I’m expecting them to be sneaky good and cause some peevish responses from survivors. But need to see firsthand before I cast anything down.

  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162002#Comment_2162002

    This nerf is slight at the most, ten seconds is plenty of time to all remaining survivors just jump in the hatch in less than 3 seconds.

    I was in a situation recently where three survivors remained. One gen left and a key. Found the key holder by hatch and forced them out. I sat there waiting for hatch to close because two survivors with doors open is much more difficult then one.

    I could still defend the gens from two survivors if hatch was out of play. But thirty seconds is a long time.

  • Didn’t they reduce the hatch opening from a key from thirty seconds to ten? If the killer doesn’t close the hatch and waits out the ten seconds, EGC does not prompt.

  • Maybe have an event every so often where everybody gets 1.5x to 2x bloodpoints? Or an event where party streamers become an extremely common occurrence on bloodwebs, but maybe only once a year because that’s just too much benefit.

    Just messing.

    I think it’d be cool if they had more regular events and maybe even targeted events to specific killers/survivors for 1.25x points in addition to the two or three blood rushes a year.

  • This argument just never clicked for me.

  • Is it for each time an asleep survivor enters/reenters an exit gate or just the initial fifteen seconds?

  • It sounds like an auto win with a single survivor left. Maybe try it out. Our minds may change

  • They should’ve left LB longer. Bummer it won’t be included afterall.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158990#Comment_2158990

    The point is that killers need to put in way, way more effort and get less reward for it. Has it occurred to you that the killer needs to be directly behind the survivor to pull off a grab? Or that you can literally just stop the animation that lets them grab you and they can't do anything about it?

    Survivors progress their objective by holding a button and tapping a different button occasionally. They do this about five times. The killer has to find the survivors, chase down the survivors, put the survivors into the dying state, and hook the survivors, all in succession and all while pressuring the gens somehow, and if they waste so much as five seconds it could very, very easily cost them the game. And evidently it's all the killer's fault for not being good enough.

    I win most of the chases I'm in, and I know how to use all of my killers' powers. Making a thinly veiled insult doesn't really do much to prove your point.

    If you think that something should be taken away just because it's "unfun," you need to think about how that would turn out if the same rule applied to survivors. You wouldn't be able to start a blind while the killer was preforming an animation, you wouldn't be able to bodyblock the killer, you wouldn't be able to sabotage hooks nearby to the killer, you wouldn't be able to play with your friends (ever), you wouldn't be able to 99 the exit gates, and on and on.

    Survivors should be rewarded for playing well, and holding one button for 20 seconds isn't that.

    I’m not interested in insulting you. I think we’re having a good conversation.

    Killers are rewarded with far more bloodpoints then survivors. Even in efficient games.

    You probably play killer a lot like me. Do you know how many bloodpoints the killer gets for successfully camping a survivor to death?

    ..

    ...

    200.

    ...

    Killer button pressing is not more impressive then survivor. There’s more to take into account but like I said above, killers easily get above 25k a match and for survivor that’s a feat.

    I don’t have a problem with the list you provided in the second to last paragraph. None of those lead to wins. Saboing hooks or flashlights at pallets often do the opposite of helping. 99ing a gate is just a symptom of winning; the killer lost the match long before EGC if that’s the concern.

  • Maybe adjust one of the addons to remove the downsides of other addons. So just 20% reduction of charge time or just increased speed (Engravings), etc. Or just flat out remove all his addon downsides.

    Make them worth running again.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158710#Comment_2158710

    You realize that survivors get a total of 16 perks, and usually run at minimum two second chances each? The killer has to burn through every single one of them, since the they (exceptions being Deathslinger and Nurse) rely almost entirely on punishing survivor mistakes to succeed.

    The Killer needs twelve hooks, and each one requires at absolute minimum 40 seconds (10 seconds for first hit, 15 seconds for the second one, 15 seconds to hook) by just the standard chasing method. This is assuming that the survivor has no second chances, no pallets, and that their teammates aren't doing anything to help them, although it does assume that the survivor heals between hooks.

    The amount of time needed for that is about ten minutes. With that in mind, just chasing and M1ing survivors is basically pointless unless they're absolute potatoes.

    The survivors need five gens and the exit gates. Each gen takes 80 seconds (assuming that only one survivor is working on one generator at any given time), and the gate switch takes 20.

    The amount of time needed for the survivors to complete gens, assuming only one person is working on them at any given time with no toolbox or buffs or anything, and the killer isn't running any sort of slowdown, combined with the opening of the exit gates, is seven minutes.

    So, in the best possible predictable scenario for the killer, the survivors complete the objective three minutes before the killer, or more realistically two minutes if the one guy doing gens doesn't have a map. Once again, this is assuming that the killer can reliably hook survivors within 45 seconds, is never not in a chase and thus knows where survivors are at all times, only one survivor is doing gens and lacks a toolbox, no one has any second chances, there are no pallets on the map, and the survivors are being completely useless when not in a chase.

    Second chances can easily add ten further seconds to the killer's chase time, unless the survivor somehow makes three monumental screw-ups in sequence. This assumes that the survivor doesn't have the skill to use what is basically a passive ability correctly.

    Killer in general does not need to be nerfed, and there is no reason why a situational, broken to the point of worthlessness one-hit down ability should be removed from the basekit.

    That’s a whole lot of not talking about hook grabs. If the point above is killers cannot exceed in this game, then that’s wrong. Like really wrong. Like 65% wrong according to the developer statistics.

    Some killers are just bums and need the crutches taken away because camping isn’t fun. Not fun for the killer. Not fun for the survivors. Learn how to win chases and use the killers ability.

    Killer should be rewarded for playing well and the hook grab standoffs is not it. It’s the killer giving up with the hope of squeezing out the lowest of effort kills after probably getting manhandled all game long. Undeserved. Bad mechanics.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2157708#Comment_2157708

    "Rewards losing killers?" I'm sorry? Given the state of the game, that shouldn't even be a problem.

    DH, DS, BT, UB, Lucky Break, Iron Will, and so on and on and on, all reward the survivor for failing, often by negating mistakes that should've lost them the game mere moments after making one of said mistakes.

    I'm vaguely okay with saying hook grabs should be removed because they promote camping, because, even though I disagree with it, it's an actual argument.

    DS, DH, etc are perks. The two health state grab is a base mechanic that’s pretty lame. Like imagine getting grabs at windows on a healthy survivor.

  • The two health-state grab should be removed. It does promote camping and rewards losing killers. If the killer is an m1 killer, they shouldn’t get effectively a chainsaw down.

  • He needs to be reviewed again. Addons need to feel like they are providing a benefit and at least many of the old ones were actually worth running. The only ones left that are fun are the ('Monto') Drift King addons.

    They nerfed the hitting obstacles addons ('Bumper Billy'). Like these were not even popular or considered abused and were nerfed. No ones noticed because they are not popular.

    They kept two chainsaw charge time reduction addons but penalize them into useless-ness.

    Engravings feel terrible to use because of the overheat mechanic.

    Just remove all these negatives/drawbacks to all his addons. It's not like there's an addon to increase his movement speed or counteract the other drawbacks.

  • Billy needs to be reviewed again. Very few of his addons feel like they add anything to the match.

  • The Game isn’t that different from what it used to be. Pallet heaven with basically no windows.

    Most maps have windows throughout so when the pallet is broken there still is the jungle gym window (etc) to contend with. The Game just slowly becomes a massive deadzone.

  • I like them both and I guess I’m the first to prefer Deathslinger over Blight. The playstyle is unique and different enough from the other killers. Plus when you’re hitting your shots, DS is very oppressive. One of the best 1v1s.

  • They should fix this. It’s annoying as killer too because some killer perks become unreliable.

    The mid chapter patch is expected next week.

  • Repressed Alliance is probably what led to the Pop nerf. When it came out, PGTW was still sixty seconds and I don’t think they wanted to increase RA to 60.

  • I wish I knew how the addon worked. My guess is its: first hit, 50%. Second, 100%. Third, 150%. Four+, 200%.

    If true, it’d take six straight knives for a health state. 10 straight for a down.

    Add in the less laceration rare addon and five for health state, nine for a down.

  • Trickster is a bloodpoints machine too. They lost really bad.

    1. Remove killers being able to 'grab' healthy survivors when unhooking. I do not think the camping killer/waiting for unhook to grab part of this game is all that great. Killers should have less reason to camp hooks imo.
    2. Anything that has a timer in the game should have a display. Nurse has a handful of addons that when activated or on cooldown display in the bottom right. For some reason Hillbilly has addons with timers that do not: Mother's Helpers, Lopro Chains, Iridescent Brick. We could also tag this as a buff Billy request. Several of his addons are just terrible and most of them do not have a particularly large impact on his power.
    3. Remove Hag's ability to mark within radius of an unhooking action. She should have the Executioner treatment of not being able to put trails by the hook. Having to crouch up to a hook with a teammate on it is pretty grueling unfun part of this game. She probably needs a heavy hand in regards to her kit but this is the problematic part of it to me.
  • I haven't had this issue. Just played several matches as Trickster and vaults were easy four/five knives. It could be like bloodshade said above with the hitbox. I could see a fast vault from an angle being 'misses.'

  • If they removed overheat, what would they do with the four addons? I think breaking pallets faster could be a good replacement.

    I think Tuned Carberator and Mothers Helpers both need buffs.

    Also more turning addons. I personally love both boots. Make a third and fourth version.

  • He’s got a lot of good addons. These decay slower when out of blades ones are not.

    The idea is to temporarily pause the timer while reloading. I don’t care for them.

  • @twocansofbean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2134486#Comment_2134486

    Those were my same thoughts. But I couldn't think of a situation where you got that extra zoning benefit. You don't save any time if they can reach another pallet connected window or pallet before then.

    Though now I'm thinking about how you can use it mid loop. And the survivor is in a bad position. This perk seems more useful on unsafe loops

    To your first paragraph: just about every pallet on The Game map is zone-able.

    Your second paragraph describes what zoning is. Killer pushes the survivor to an area where the survivor's escape is either to a dead zone or past the killer's radius in order to save the most time before getting hit. If they don't go along with the killer's zone push, they get hit.

  • Honestly, I really like the bloodpoints from Self Care. But for a similar effect, run Bond to find teammates more easily and get healed by them. Then you have the other advantages of bond - finding generators and knowing where chases are taking place.

  • There’s a chance it increases event items on bloodwebs as well.

    @DeadByMittens said:

    It also helps increasing the changes of getting high rarity items and add-ons on your blood wed. I don't know by how much tho.


  • I find him completely fine now. I’m sure there’s going to be some arguments anyways though.

  • I really enjoy playing against Hillbilly, really bad Nurses, and mostly not-Trapper.

  • They fixed Spirit Fury, but definitely not pallets. I’m always surprised now when s pallet stun actually occurs. Removed Enduring from my killers because it’s just as unreliable on my end as the survivor’s.

  • They've completely overhauled the game multiple times. From I've played in the past, what I've seen from older videos, and what we have today; I'd say we're at least on Dead By Daylight 3.

  • I see them pretty often but they rarely get to use them 🤷‍♂️

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117571#Comment_2117571

    Well, I call it "Cheating" because you're using resources outside of the game. High level players with the benefit of coms and high level players without are VERY different, but perhaps you have understandably never seen how coms can actually be used if survivors had to min - max them more.

    That said, I love SWFs and would rather have at the very least voice coms integrated into the basic game because the game is more balanced with them and they give the survivors a better chance to put up more of a fight / give ME, as a killer, a more entertaining game.

    Comms are intended. Consoles have comms built into them with a simple friend system that makes it easy to party chat. On PS4, players would call me in the lobbies before a match.

    On PC, Dead by Daylight has an official discord channel where players can make an unlimited number of rooms dedicated to SWFing with strangers.

    I would let go of this line of thinking.

  • @TTV_WAWAbyWibWib said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117305#Comment_2117305

    i think a big part of the "problem" people have with SWFs is that you can cheat with coms but that's also why I like them. I think the game is more balanced when the survivors play optimally but only if the killer can play optimally too.

    It’s not cheating though. It just feels like politicking for the game to become easier for more people. High level players still lose and I like that about the game.

    Dark Souls, not Candy Crush.

  • SWF lose all the time. This is a bad idea imo and overblown. Sometimes you get outplayed, sometimes you make a bunch of mistakes, and some of these complainers give up before the games over even though it was always salvageable.

  • I like the new Game map and it’s really not that different from before. It’s always had like twenty strong pallets and no windows. All they did was open up the middle area.

    Plus trickster can throw over pretty much every pallet. He’s so strong on the Game.

  • I’ve met players online that don’t want to communicate while SWFing. I prefer friends who do but theyre Still better than solo queue.

    It’s probably why solo queue can be so bad. The good players gather together.

  • Have you tried getting gud? Helped me, bro

  • Supply and demand. I’m of the belief this is the best outcome currently because the alternative is long queue times waiting for more qualified matches.

    Killers often have the same problem and you don’t know which set you’re going to get (High Rank or Low Rank) until the End Game Screen.

1 … 37 38 39 40 41 … 73