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StibbityStabbity

StibbityStabbity

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StibbityStabbity
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  • Not interested. This will be the first chapter I don't buy.

  • @GoodBoyKaru said:

    It could, just not how you think.

    Game Health patch, that's what it needs to adapt.

    Amen brudda.

  • Gassy: Your terrible diet has become your greatest strength and weakness.

    Anyone within 12/10/8 meters can hear your consistent back-blasts. While in chase, the Killer will occasionally wobble while moving on account of the smell you leave behind.

    Video Games: Everything is a video game if you put your mind to it.

    If you complete an interaction within 10 meters of the Killer, you shout out "I'M SO GOOD AT VIDEO GAMES" and run at 150% speed for 5 seconds. You gain Exhaustion for 60/50/40 seconds.

    Total Bully: Insult and antagonize at every opportunity.

    While in chase with you, if the Killer misses a standard attack, they will take an extra second to recover. You will be marked with Killer Instinct for 4/3/2 seconds.

  • Spine Chill, Unbreakable, Borrowed Time, Inner Strength

    Inner Strength and Unbreakable are replaceable if you don't mind depending on teammates and aren't concerned with possibly getting slugged. That said, I make good use of both of these perks, so I rarely replace them. Also, Inner Strength is good for making you look for totems, but also a pain if you can't find any.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265368#Comment_2265368

    If possible could you ask them why trickster needs/has this but slinger doesn't? I don't quite understand the reasoning there.

    Because Trickster would be too strong without it.

    .

    .

    .

    I think I pulled a muscle trying not to grin as I typed that.

  • Me.

    I was selling tickets to the match and made more than the both of them.

  • I have dumped 3.7 million BP into Trickster and still don't have BBQ or M&A. I gave up on playing him because I literally can't get a perk loadout on him that I want.

  • @GoodBoyKaru said:

    Going from my experience in the general community, it's equal. There's a vocal minority on both sides that act like entitled petulent children.

    Going from my experience on purely these forums, killers, by a large margin.

    Going from my experience on nothing but Twitter, survivors.

    NO WE DON'T YOU'RE JUST BIG MEAN POOPY oh hey I need to change my diaper

  • If you go by quantity, Survivors, since there are more Survivor players.

    If you go by ratio, I'd wager it's about the same.

  • Do squats, tone them cheeks.

  • Personally, I'd love if they added Frankenstein's Monster, but it's too easy to say he would likely play like other Killers.

    Also, I don't know if there is an official thing to this, but they seem to go for Killers that are more 80s+. Classic movie monsters don't seem to be their target. Could be wrong, though.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243216#Comment_2243216

    Well, all my friends have quit playing and I rarely play more than a couple matches a week, so: mission accomplished.

    My post was a bit of a joke, but it has some truth to it:

    I DON'T want to be matched against brown rank Killers. I wish I had a way of knowing so I wouldn't bully them. The issue is that most of my looping and defense maneuvers are based on denying the Killer an easy hit, but I also don't know if the Killer is any good until I give them a clear avenue to hit me. Without just taking a hit to see how well they handle a basic scenario, I have no way of knowing how well I'm outplaying a Killer except "they are countering me" or "they aren't countering me". It's one of the issues with this game: You simply don't know what you're up against. Not fully, anyways.

    Also, this should go without saying, but Survivors and Killers SHOULDN'T have to adjust their gameplay or playstyle or BIG SWEAT METER based on what they are up against. They should just be able to play the way they want to play within the context of the game. It's not the red ranks fault that they are being pitted against Killers that don't stand a chance, and it's not the Survivors job to go easy on them. That's an issue with the game and the matchmaking in particular. In that regard, I completely agree with the point of this post, and I feel for what your friends are going through and putting up with. I really do.

  • I'm a red rank Survivor and I constantly get matched against brown rank Killers.

    Yes, the matchmaking is bad. I honestly feel bad when that sort of thing happens, because I feel like I'm bullying a kid when I loop them for 5 gens. I can't just stop bullying them, though. I play Nea with cosmetics. The bullying must happen. They must learn. Nea demands a sacrifice.

  • Nope.

    I just happened to see the Steam discussion. I didn't comment on it there, because the Steam forums for DbD are a big fat mess.

  • @DoritoHead said:

    Legion (I don't know exactly how to buff him, but lethality is NOT the answer)

    Myers (Make it so Tier 1 is not a hinderance and maybe make him faster when he's not being looked at by a survivor (an effect that will persist for a couple of seconds after he is spotted, so Myers can't get free info so easily.)

    Trapper: make the purple Stitched Bag addon basekit

    Legion (I don't know exactly how to buff him, but lethality is NOT the answer)

    I agree, and doubly so because of the lethality clause you added. The reason some people want lethality on Legion is because it's the easiest (and laziest) way to address Legions counterplay: Split up, do gens, don't heal. It removes Legions power to injure, since everyone is injured. While this sounds good on paper, it's common knowledge that it doesn't work out too well for Legion in the long run.

    The point of Legion is to injure Survivors, which would cause them to heal and waste time, but there simply isn't a reason to heal and waste time right now. I have been thinking about this, and have come to the conclusion that Legion would need some kind of benefit based on how many Survivors are currently injured. Something to make healing more of a requirement to dealing with Legion rather than a detriment. One easy change would be to make Legions fatigue get a reduction based on how many injured Survivors there are. That would be a small benefit, however, as it would only really affect the last Survivor they see before turning off FF. Another would, perhaps, be to have Killer Instinct or some other kind of intel mechanic when not in FF that is directly modified based on how many Survivors are currently injured. With something like that, Survivors would NEED to heal in order to try and deny Legion information. I dunno, I haven't thought of a GREAT GOOD OKAY idea for that yet.

    Even if this all got addressed, however, it would also not fix the amount of hate Legion gets. They are considered by many to be one of the least interactable Killers in the roster on account of their power (in the rare instances it can be used) bypassing many defense mechanics. I simply don't know how to account for this or adjust for it. I don't think the devs know either.

  • I saw this exact same post in the Steam discussions. I laughed then, I guffaw now.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2243130#Comment_2243130

    I mean I like that it is unique but by god is it annoying

    Ya, it's cool that Swamp isn't flat like every other map in the game, it's just too bad Swamp is the map with that quality.

  • @Volfawott said:

    1) why is Legion still the only killer in the game that gets punished for basic attacking.

    since Legion has been really reworked at the fact this has not been addressed is kind of concerning.

    Especially when you consider no other killer has this problem demo and deathslinger can transition from basic attack to power rather quickly making Save The Best For Last really good on them. So why can Legion not use his normally for power after a basic attack.

    2) How is it been this long since legions change and Frank's mixtape and stab wound study still absolutely terrible add-ons that are at this stage more detrimental to try to get advantage out of than running without add-ons

    3) I think the 4 seconds stun for fatigue is a little bit too much the fact that it's actively more beneficial to get stunned out of frenzy by a pallet even without enduring than it is to take the fatigue says something

    1) why is Legion still the only killer in the game that gets punished for basic attacking.

    Great news! He's not! Trickster is also punished for M1 as well. So now we have TWO Killers that are punished for using standard attacks. For both, it's a terrible decision :D Trickster has one benefit, however, in that he can still throw knives regardless, it only affects his Main Event. Also, due to the fact that Main Event is EXTREMELY situational at best, it's not a real hindrance. For Legion, the penalty is far worse, as it stops them from being anything more than an M1 115 Killer for 10+ seconds.

    2) How is it been this long since legions change and Frank's mixtape and stab wound study still absolutely terrible add-ons that are at this stage more detrimental to try to get advantage out of than running without add-ons

    The last time Legion was brought up during a dev Q&A, Almo said Legion is fine and MIGHT get an addon pass later. I don't think Almo has a hate boner for Legion (though he may), but I think it more points out that the game designers are hesitant to adjust Legion in any capacity on account of Legions bad launch and fear of that happening again.

    3) I think the 4 seconds stun for fatigue is a little bit too much the fact that it's actively more beneficial to get stunned out of frenzy by a pallet even without enduring than it is to take the fatigue says something

    Getting pallet stunned to avoid fatigue has become a Legion tech. You aren't the only one that thinks that: This is an accepted and preferred method of avoiding a 4 second stun by the vast majority of Legion players. You are also right if you think this is absurd and that eati8ng a defense mechanic is more of an advantage than actively controlling the Killer. Pallet stuns last 2 seconds, but obviously only happen around pallets. For the stun to NOT be a preferential method of ending FF, Legions fatigue would likely need to be 3 or 2.5 seconds so that chasing into a pallet is less of an advantage than simply turning off FF.

    All of these are points that have been raised for years now, and we've not seen a single change. At this point, I honestly think they will nerf Legion even more before we ever see any kind of QoL changes or buffs.

  • @CoalTower said:

    I don't know HOW to buff them, but Pig, Myers, and Trickster.

    I can only speak to Trickster, but Main Event needs to be stored once charged like Onis power. Laceration Decay needs to be DELETED and instead just have Laceration reset whenever a Survivors health state changes. That way, Laceration creates an emphasis to heal or hide, and can be used by Trickster to snowball.

  • Pro: It's one of the only maps that isn't flat ground the entire way through. It actually has variance in the topography that isn't the result of a hill asset or flight of stairs.

    I know they intend to address that, which is cool, but Swamp still sticks out to me for that reason. I don't outright hate Swamp, but I don't like it much either. The land not being flat, however, gives it that ONE quality that I can respect.

  • @Mandy said:

    I just want Feral Frenzy fatigue to be reduced, even 1s down to 3s I'd be happy with.

    Now you sound like a proper Legion Main.

    "Forget reworks, we'll take literally anything as long as it's positive. "

  • @Aneurysm said:

    To be fair, you have to be a very skilled killer to play Spirit. The timing on her phase attack is extremely subtle, without a solid grasp on your mouse to use it, which the typical killer simply is unable to do, you're going to 0k. There's also Spirit's mindgames that you have to take into account, do you use your phase at a pallet to hit the person on the other side, or do you simply do nothing and wait for the survivor to do it on their own? The best Spirit mains understand this stuff; they have the intellectual capacity to truly appriciate the precise timing of Spirit's m2, to realise that its not just a "boring power with little to no counterplay", they show SKILL in the GAME.

    I'm so glad to see this is still in use.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2238285#Comment_2238285

    You don't drop SAFE pallets on the first chase, nor when you're not injured. Just saying...

    Non safe pallets actually don't matter if they're dropped

    Drop

    Every

    Pallet

  • Just drop every pallet on the first chase. Boom, countered.

  • @odra said:

    please prove it by accepting scottjund challenge.

    IIRC he shelved the challenge due to hundreds of requests.

  • Unbreakable.

    I actually rarely get slugged. Maybe 1 in every 20 matches. However, if it happens, I have UB on standby. It's the most unused perk in my loadout but I'll never get rid of it. The passive recovery bonus is nice, though, and I get use out of that.

  • This is going to sound so backwards, but for me, the easiest is Blight. I play him on and off and consistently do extremely well with him. I put far less effort into him than I do with any other killer and almost always 4k. I almost feel guiltly when I play him now, so I don't play him often.

    This is probably because I've always gravitated towards characters with physics based abilities in other games. My mind is already wired for working out bouncing, ricochet, pathing, etc. So it felt natural. His lunge still confuses me sometimes, though.

  • Long story short, yes. They are just cosmetic.

  • So, if we're looking at ALL backstories for ALL characters, Ash would single handedly be the best Killer. To date, from what I could find, he has dispatched 61 deadites, many with special powers that far surpass what a man could reasonably deal with. The RE characters will clearly dethrone this, but for the time being, he probably has the most experience killing.

  • Honestly, it's okay to give up on him, and maybe go back when you feel more confident or he gets some buffs.

    People keep saying he is "viable", but as one guy here pointed out, he wasn't actually saying that Trickster was good. Only viable. That's honestly a very low bar to clear in this game. Trickster is not good. You're not missing some big secret to playing him well. The only thing you can do is take his playstyle (which is land knives when you see someone) and tighten that gameplay so much you could play a tune on it. HIs skill ceiling, while higher than many will give it credit for, is still very set and lands him at being less potent than the majority of the Killer roster.

    Main Event is basically a joke and does nothing for Trickster 99% of the time. Horizontal recoil means you have to just accept that hits won't always land despite your aim. Laceration decay is a built in timer that requires you tunnel anyone you hit or accept a loss of time and resources. Trickster cannot punish a Survivor that fails a mindgame as well as other Killers because he requires so many hits to cause a loss of health state, and can lose that progress if a mindgame takes too long.

    I have said for a while now that Main Event needs an overhaul, but that a big help would simply be to make Laceration NOT decay and instead just get reset whenever a Survivors health state changes. This would add long term set up and pay off, giving Trickster some strategy and snowball potential. At this point, that doesn't seem like it will happen, but it would go very far to open up his playstyle.

    I mained Trickster since he came out, and recently threw that out. His playstyle is very restrictive, his counterplay is easy, and even when I was getting 4Ks, I felt like I had just finished a fight to the death and was worn out. It just didn't feel good to play. I never felt like I was in control of anything, merely reacting to what was in front of me rather than setting up a play and watching it pay off.

  • It said my highest match was The Twins.

    I hate Twins with a burning passion.

    So no.

  • So everyone has brought up consistency, but I'd like to share a thought on this from a dev PoV:

    More than likely, several common aspects of Killer and Survivor gameplay are chunks of modular code. Basically, there are chunks of code that define gameplay mechanics that are loaded into a trial for the Killer or Survivors and makes up what we see as common gameplay mechanics. The fewer unique mechanics, the less of these modular codes that need to be in the game, and the less that the game needs to run down the list of mechanics to fetch the ones needed for a trial. Essentially, "consistency" is really just the devs reducing the amount of needed code so that the game reads and applies the needed functions faster. This reduces bloat.

    I'm not saying this is the only reason they changed TRs to be more standardized, but I doubt this benefit was lost on them either. To the devs, reducing the amount of TR types in the list so that the list was simply smaller was likely an added benefit in the very least, though I wouldn't be surprised if that was actually the motivating factor to the decision.

    Also, while it may seem like TR is just one thing, it all adds up. Oblivious was turned into a standardized mechanic as well, which greatly affected Killers with stealth mechanics. Exposed did the same thing. Instead of needing a bunch of different mechanic profiles that did something similar but with small differences, it all became a single mechanic that has a variable or two that can be easily set with a float number. All of these added up to likely clean up the list of applicable mechanics immensely.

  • What's the Survivor perk that makes you poop too much?

  • Hag, Nurse, and MAYBE Blight. Any Killer that can very rapidly get close and spread the love. There simply aren't many of them, and Blight is even iffy on account of the timer attached to the perks affect. He might not be able to get close enough before it's up.

  • @KingFrost said:

    "Gah, KWF is so hard! Why can't we have comms with Zomms like survivors have comms with their friends."

    Wasn't that a thing in one of the older Rainbow Six games? I wanna say Las Vegas 2, but on Xbox, you could use your mic to order your bots around in the campaign and they could follow basic instructions. Might've been another game, though.

  • About 45 seconds. Got tunneled out of the game, and my teammates basically helped.

  • It would be nice if the game was designed in such a way that DCing wasn't such a major issue for everyone else. This is one of the only games where I have to plan my day around playing it because I can't just quit when something comes up. Ya, it's only a 5 minute penalty at first, but that builds up, and I don't want it to build up, so I still have to plan my life around when I want to play DbD. The honest result of this is I simply play it less than other games.

  • That's very odd.

    I had (perhaps) a similar issue with a generator. Despite three sides of the gen being completely open, only one side was repairable. I've also run into that gen a million times without that issue, so it was very odd that only one person could work on it.

    If you have a screenshot or something, I'd send it in, but file a bug report regardless.

  • Yup

    They'll get to it in a few years.

  • Was not aware. I personally wouldn't, but if it's not against the rules, my bad!

  • On Pyramid Head, I legit made an entire build that revolves around kicking gens.

    Trail of Torment, Dragons Grip, Pop, Tinkerer (not sure if I was actually using this last one, but I THINK I was)

    Sometimes, it was miserable. Other times, it was kinda hilarious. Very much a "works or doesn't work" build.

  • @konchok said:

    People being salty has nothing to do with rank. I'll show you the post game chat for one of my recent games verses 4 rank ones (well I'm pretty sure they were all rank ones before our game started)

    https://us.v-cdn.net/6030815/uploads/D6C87V8QICOD/4-rank-ones.png

    Just saying, you're not supposed to show usernames. :C


  • @konchok said:

    They were on comms and some days I play well and other days I play poorly. I'm only human after all.

    You can fix that.

    Untitled Image


  • @FFirebrandd said:

    I honestly do not want them to make Trickster a 4.6 killer. I would very much prefer any Trickster buffs be aimed squarely at Main Event. It very much needs some help and is by far the worst burst power in the game. But Trickster's base kit? Honestly it has some very good strengths and some weaknesses both sides need to play around and... I'm good with it.

    This, though I also think Laceration should not regress and should just reset every time the Survivors health state changes. That way it can be used more strategically and not hurt Trickster to drop a chase.

  • I just played a game as solo.

    Checkmate atheists.

  • I'll wait, but I refuse to breathe. I know what the government puts in the air, and you won't put your 5G in my lungs.

  • Would you arm wrestle me just to hold my hand?

  • Tell them you're too busy kissing dads to care about their opinion and move on. If it's not hurting you, just ignore them. Let them sit in their tub of sweat if that's what they like to do.

  • @Crypticghoul said:

    There's 2 things I'd like to see changed that would stop this:

    1) A "give up" option if you're slugged for over a minute straight, the ability to make your bleedout bar tick 4x as fast, or something similar.

    2) Better baseline anti-stealth for killer. By this I mean crows appearing on a survivor if they do nothing to progress the game for a while. If they're good enough at hiding on a huge map and don't do objectives it can take the killer forever to find them because the crows just aren't good enough.

    2) Better baseline anti-stealth for killer. By this I mean crows appearing on a survivor if they do nothing to progress the game for a while. If they're good enough at hiding on a huge map and don't do objectives it can take the killer forever to find them because the crows just aren't good enough.

    I don't think anything like that will ever happen. The game was originally intended to be a hide-and-seek game. While it is far from that now, if you look at the mechanics through that kind of lens, you can see where some mechanics make a bit more sense than they otherwise would. I honestly feel that some of the gameplay design team want to keep this playstyle in the game, and therefor won't outright punish it regardless of how detrimental it can feel to anyone else. Passive stealth isn't just a playstyle that is available, it was originally a major point of the game, and will always remain a supported playstyle by the design team.

    I could be wrong, they could change their minds, but it seems like someone is keeping the torch lit on the dev team for the originally intended playstyle of the game.

  • It's basically resigned to its fate as a pretty map that is also the absolute worst mix of why indoor maps are not good.

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