Avatar

TAG

TAG

About

Username
TAG
Joined
Visits
9,205
Last Active

Comments

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2688160#Comment_2688160

    Spin around the snowman 3 times before hitting it. Counterclockwise

    Or crouch down and wait for the snowman to boop.

    So what you're saying is that this is a bad time to play Pig.

  • @I_am_Negan said:

    Well I guess we don't have to worry about this next year. Maybe no event at all that would be awesome

    https://us.v-cdn.net/6030815/uploads/AJ02CRLDVI8V/image.png

    I'd be okay with that. At best, I am indifferent to them, and at worst, I find the change in gameplay flow not terribly fun.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2687958#Comment_2687958

    Play trapper

    You can fake placing a trap at their feet, and when they jump out get a free hit

    I've played 3 matched and found 3 ways to not only deny the cosmetic but also to turn their so called safe haven into a death trap

    I don't think killers need to complain about this one

    I play Pig. What do I do?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2688036#Comment_2688036

    It seems you're missing the point somewhat, so let me try explaining it differently...

    The point is that the people who are complaining about it are talking almost exclusively in hyper-serious, competitive, tryhard terms, talking about how they're spending extra time in chases because survivors get "a free hit" (which isn't true on the face of it, but moving on). Nobody complaining about this even acknowledges that it's for fun, they're just mad that they have something to compensate for when they're trying their hardest to win.

    So, the solution to that ""problem"" is for them to stop taking the game so seriously during this event, because it is a fun and silly seasonal event thing. Surely people can approach the game a little less seriously for the holidays?

    How do I play the normal game mode during this time?

  • I'm gonna be the voice of dissent and say that the visuals of DBD are much better than they were previously. That said, it was not worth the loss of performance (ESPECIALLY on console), and some maps now are worse to play on than before.

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2686288#Comment_2686288

    Ah but you see that's the thing, you can have multiple people go for a save and you can get the person off the hook. The problem is that Leatherface can down the entire god damn team in one go.

    That's still a problem with camping, though.

  • @WeenieDog said:

    Our next story centers around a user who DC's a lot but is now faced with a dire circumstance the one time it was like... totally not his fault.

    "I usually leave games for what ever reason. like '9 times out of 10' usually. Maybe I don't like the killer, or maybe the survivors are burning through gens because I'm trying to mindgame an incredibly safe pallet. Whatever really... But this time steam went down."

    Truly heartbreaking.

    This is my hunch as well.

  • I use that one add-on that summons a pillar of light from the heavens.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685577#Comment_2685577

    agreed.

    maybe there should just be a build randomizer or something.

    idk.

    Build randomizer would be a lot of fun, and I'd be all for it.

  • @GannTM said:

    How about the trial warmup thing that was suggested 50 thousand years ago.

    To my understanding, devs have dropped the idea.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/298935/to-anyone-who-thinks-the-grind-is-okay

    Personally, I don't mind the grind. I like seeing numbers go up.

    I think the fact it's not skippable helps people play unique builds (since it forces them to), and unique strategies are good.

    However, it shouldn't be required, since it does limit accessibility.

    While encouraging unique builds is nice, the issue with the grind is that it heavily restricts the build that you want regardless of whether it's unique, meta, or anything in between. I have to pray to RNGesus if I want to hope that I can unlock the taxi Killer build in a remotely reasonable time frame.

  • @OverratedFool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685492#Comment_2685492

    I believe the opposite to be true. That might be partly because I have ~200 hours of playing pig (that you probably don't have) and any new killer I try, will always be against survivors I find easy to do well against with any/no perks. I think the separate rankings for different killers is one of the few positives of the MMR because you can just jump onto any killer you've never used before and do absolutely fine. Even if that isn't the case for you, it surely soon would be the case after a few games, when your MMR decreases.

    Look, I agree with you that the system is "a little steep" (as I said) for killer. I really do think you're making too much of it though. The game should not be designed so that any random noobie can just hop on and try any build they want. A lot of people enjoy grinds like this. You get it when you earn it. It encourages you to play more, which ultimately will lead to you buying more, so the developers will never make it too easy.

    I'm personally in the situation now where I have every survivor and killer at 40, with Pig, PH and Kate having all perks. So I still have to dump multiple millions of BP into any killer I wish to truly experiment with. I've played ~700 hours to get here but honestly I never had any large annoyance at the system along the way. How many killers do you seriously want to play a lot of? If you want to master multiple, then the amount of BP you'll earn along the path of doing that will fund their webs just fine.

    I play only Pig partially because the grind for any other Killer is unbearable.

  • @OverratedFool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685476#Comment_2685476

    I play Xbox. I don't even know how the PTBs function. Not sure they're a good measure of this topic though.

    For the purposes of traversing the blood web, it functions identically to the main game.

  • @OverratedFool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685404#Comment_2685404

    You think that the grind for just the perk BBQ is "disgusting"?

    Yes. In the time that I played as Artist in PTB, I never saw even the Tier 1 version of it.

  • @Phasmamain said:

    Well then what do we balance around? It’s not a good option but it’s the best one I can think of

    The same thing the vast majority of games balance around: Making sure neither side wins too often compared to the other.

  • @OverratedFool said:

    https://forum.deadbydaylight.com/en/discussion/comment/2684719#Comment_2684719

    The grind is fine.

    IN MY OPINION, it's acceptable for survivor, but perhaps a little steep for killer.

    The two main reasons I believe it's worse for killer are:

    1) The strong perks are much more spread around the characters/ more exist in the DLCs.

    2) You need to unlock the perks on every killer you want to use them on. Survivors are all the same, so you only need to unlock on the one.

    Most people however, new and old to the game, main survivor. Survivor grind is in my opinion, absolutely fine. More than fine. You can have the unlocks from just a single character and have a top tier build with ease. ALL FREE. The free characters have amazing perks.

    Generic: Kindred. Spine Chill. Resilience.

    Meg: Sprint Burst. Adrenaline.

    Bill: Borrowed Time. Unbreakable.

    David: WGLF. Dead Hard.

    If you've barely played the game. You're still a certified noob. You've earned 2-3M BP. You can be playing as one of those three survivors, with the perks unlocked from the other two. You have nine fantastic perks to choose from, as well as all the other mediocre ones. It speaks VOLUMES, that I haven't listed Jake above, as he only has a single top tier perk, which is more than most survivors. He has Iron Will (only level 30 too), which is arguably the best survivor perk in the game (most of the competition for that title coming from perks listed above).

    I don't think new players can have any complaints about the strength of the perks available to them, or even the variation available to them. I really don't. So they can't try out every build in the game... Well that's the fun of the grind, but if you're a noob and you think you've not got access to top tier builds, then the good news is that you're just plain wrong.

    I don't want to try out new Killers because the amount of time it takes me to grind for even the perk that will let me grind at a less horrifying rate is disgusting. It's more than "a little steep."

  • Clickbait title, but I'm sure that was intentional. :P

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682793#Comment_2682793

    Ah but you see you missed the point. What if I want to play the game but don't want to play the game when the killer is being a total jerk to me? This not the survivors fault. This is entirely the killer's fault for making the game so unfun to play that survivors d/c just to get away from them.

    Simple: You don't play the game instead of ruining the game for everyone else.

  • Been a bit of a while since I properly played, but I play pretty much exclusively Pig.

    EDIT: Oops, I misread the topic title. I do not consider the Pig underrated going by general consensus.

  • If you want to follow faulty logic, you have every right to. Good day.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681840#Comment_2681840

    DS and BT are both designed against tunneling, and if you're doing that even in endgame than survivors should be allowed to use their perks. They played with 3 perks the whole match, same with killers who played with 3 perks and they got to use their noed.

    Survivors didn't play with three perks. They played with four perks but pocketed the DS until the end. If there was no way to use DS until the end (like Adrenaline), you'd have a better point.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682845#Comment_2682845

    The second biggest problem the game has below the power of SWF is the relationship between Gen rush & Tunnel/Camping, which everyone complaining.

    DS on both hooks & BT as basekit can totally hard punish Tunneler. Kindred basekit for Camper.

    Then Survivors should spawn somewhere that they cant instantly jump into Gen/Totem instantly, and a second objective is really needed.

    For the spawn, Killer has no idea where Survivors spawn. While 4 survivors can either spawn on 5 Gen/5 totem. It can be fixed that Survivors should spawn at 2 Gates (2 on each gate). Killer spawns 70m distance equal to both Gates, while able to see Gates' aura for 10sec. That way Killer knows where they should go, and force Survivors to be immersive in the beginning because they have 50% chance Killer comes directly to them.

    I'm not sure that sort of immersion is enough to balance things out. What stops Survivors (specifically SWF) from just spreading out anyways and hammering out separate gens? Most Killers will only be able to find and go after one anyways.

  • Be VERY careful with which teachable perks you choose to unlock for all Survivors/Killers. The more perks you unlock, the harder it becomes to find the ones you want in a character's blood web, and there is no way to undo the damage.

  • @C3Tooth said:

    Its sad how the game designed to tunnel.

    1. You want to keep chasing injured one down, because if you leave him, his Exhaustion will recover.
    2. You cant make spread out damage because if the one you're chasing success hiding somewhere, he can instantly healed up with Boon.
    3. You have to tunnel off hook to remove DS, so DS end game will not happen to you. I played fair as Trapper and able to do 5 hooks before 5 Gens done, constantly down with Noed, but then I ate 3 DS and all escape.
    4. And mostly, MMR either makes every survivors a weak link which you can freely tunnel with fear of BT,DS,DH because none of them have. Or makes every survivors good in chase, with (1) & (2) you should not break chase by any mean.

    Im up for DS basekit, but should disable when the last Gen done.

    @Thunderfrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681527#Comment_2681527

    I agree. I'm fine giving the players an anti tunnel tool for free. Maybe a DS with a 3 sec stun and no scratch marks or something, but agree it shouldn't activate during EGC. BT maybe even the same.


    I think the game definitely needs some noticeable balance changes first before we consider the idea of a basekit DS.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682785#Comment_2682785

    Survivors don't scream with Jolt...

    and you don't hear it if that gen is inside building etc

    That CD is really good that it works as notification. It could be replaced wtih something else to show when it is triggered tho.

    My bad, I was confusing Jolt with the new Scourge Hook perk for screaming.

    That CD is really bad because it punishes a Killer for killing someone slightly too quickly while not having enough of a reward. If notification is an issue, there are easy ways to do it without needing the CD. Give a minor score bonus for each gen affected by Jolt, for example.

  • @Aven_Fallen said:

    You cannot expect anything else if BHVR decides to design another Killer which cannot be looped.

    When a Killer can be looped, Killers have a miserable time. When a Killer cannot be looped, Survivors have a miserable time. Where is the middle ground that allows both sides to be happy?

  • @KateMain86 said:

    I personally do not like the DC penalty because I'm of the opinion if you don't want to play a game you shouldn't be punished for it but at the very least the DC penalty should only be 5 minutes and never go above that. A lot of survivors d/c because the killer is playing like an absolute toxic jerk and I don't blame survivors for leaving for that. I've seen killers tunnel down survivors to their death hook before they even had the chance to touch a generator. That is completely unfun and honestly why should anyone be penalized for leaving a match like that? I'm telling you if more killers played in less toxic ways less survivors would D/C. Everyone needs points to buy new perks and items. Everyone wants those shards for new cosmetics. Survivors will need to complete matches to earn those points but when the game is so frustrating for you that not even that is reason enough for you to stay then something needs to change.

    I am of the opinion that if you don't want to play the game, you shouldn't play the game and ruin it for everyone else when you decide to leave mid-game.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675431#Comment_2675431

    It would be kinda OP, if it worked for M2 and no CD.

    Slugging builds would be really strong with that.

    Well, I am not sure really OP, but it would be possible to balance with with lower %.

    Problem is that 0 CD is not really that big buff, because you would lose information part from that perk, right now you know if it was used or not, because of CD. So I would keep CD, but maybe lower it to 20s.

    Disagree that it would be OP. If you can down multiple people that fast, you would already be in an advantageous enough position to be able to win anyways. In that position, it would just be win more.

    Also, I don't understand what you are talking about with CD. You'd know if it was used if you hear a gen explode, hear someone on a gen scream, or see a gen start to regress. Drop the CD, drop the M1 requirement.

  • @Mandy said:

    And how do you propose this will work?

    That would require the game to check all PC files not just game files which would be incredibly invasive. Also, people can always use Discord on their phones.

    "New feature of Dead By Daylight: Each copy of the game comes with its own in-person Behavior employee to smack the phone of your hand when you try to start a Discord call mid-game!"

  • It means the Killer has Borrowed Time equipped.

  • This is why I think the game could have some pre-written messages for solo Survivors to be able to send out.

  • @GoshJosh said:

    Yep, Plague’s is one of the most broken (pun intended) designed powers in the game. It’s especially fun with her new infecting gens for over a minute build. No other killer can force you to play the game injured (no point cleansing, you just get infected again repairing gens or do nothing all game). Negating a host of perks and items.

    So it’ll be a five minute wait/kill me right away Vommy Mommy until she gets a rework.

    "No other killer can force you play the game injured"

    Legion?

  • I think letting go of a gen while Dead Man's Switch is active should always pause it for a set time, not just for however much time Dead Man's Switch has left.

    More bold idea: Let blocked Generators be kickable and be allowed to regress. As far as Ruin and Repressed Alliance:

    -Make Ruin function at half strength on blocked gens (50%/75%/100% regression instead of 100%/150%/200% regression)

    -Make gens blocked by Repressed Alliance immune to progress regression of any kind. Also give Survivors the ability to manually unblock a gen blocked by Repressed Alliance so they can continue working on it without having to wait out the timer.

  • I mean, is it tunneling if the unhooked person tries to do everything in their power to stand between you and the person who unhooked them?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678017#Comment_2678017

    If you don't believe the quality warrants voting for it as a winner, then by all means, don't vote for it to win, but people keep responding to me as though they aren't a legitimate nominee and as though they're corporate scumbags pumping out lazy, uncaring cash grabs, which is what I'm disputing.

    As for what I'm basing it on, I'm basing it on how much work and care is put into the content they produce. Maybe less so the events, those are getting a little sloppy, but each DLC clearly has a lot of work put into it, far more than any cash grab. That's not to say there aren't problems with them, nor that they're even really needed, but they clearly aren't a product of not caring about what you're pumping out.

    I think what they are doing right now is about the minimum they need to do. I don't think they're going above and beyond. Characters, maps, and some costumes, with the occasional barebones event. Rinse and repeat. That's just their quarterly cycle. I don't see what makes that stand out effort-wise compared to a game like, say, Fortnite.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2678000#Comment_2678000

    Because that's not what that phrase means? Either there's the literal definition- something undertaken out of passion without being paid- that doesn't apply to this context, or there's the definition supplied by Steam; developers who continually update and care for their game in an active capacity.

    That doesn't imply quality anywhere. I don't think the game is as dramatically busted as others, but even if it were, that doesn't technically apply here. What's being measured is how much developers care for their game, and I think it's incredibly obvious that BHVR care deeply- they're just inconsistently competent at actually applying that to the game's quality.

    The implication is that a product of a labor of love will generally have a quality that matches that labor of love. Hence, the expectation that a labor of love will stand out in that regard, even if it can be a little rough around the edges in places.

    TBH, I don't really believe that what BHVR is doing is necessarily a sign of caring deeply. No more than any other game that continuously pumps out content. Like, what makes BHVR's efforts toward the game more a "labor of love" than other games?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677891#Comment_2677891

    I'm deathly curious to know what people think "labour of love" actually means. It seems like everyone expects some implied baseline of quality from something described that way, which is really weird to me.

    Why is that weird? You seem to be the only person who doesn't have some expectation of quality. Even the one other person in this thread who said yes is speaking about the quality of the game.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677869#Comment_2677869

    Sure.

    But since it's still a labour of love, and since I don't think the end result is nearly as bad as the majority of this thread, that doesn't really change much.

    Well, unfortunately, I can't really say I'm convinced at this being "labor of love." I'd say the amount of content put out is base line for a live service game, and the lack of polish does not speak to me as a labor of love.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677292#Comment_2677292

    I don't quite get that argument. They do put out paid DLCs, but those DLCs clearly have a lot of work put into them, they're not lazy cash grabs.

    Also, their bad decisions are about video game balancing, don't cheapen the very real damage drunk driving does with that comparison.

    I'd say the end result of that labor definitely has to count for something. it could be your pride and joy, magnum opus, etc. etc., but if the end result is no good, then it's not going to stack up well compared to something that is someone else's pride and joy, magnum opus, etc. etc. while also having results to match that dedication.

  • @ReverseVelocity said:

    I wouldn't. It's perfect as it is, it's the ultimate Ace up the sleeve perk that gives you another chance for a comeback without being too oppressive. Freddy's other perks are far more in need of buffing than Blood Warden.

    Remember Me could do with the 2.7.0 nerf reverted (so back to 6 stacks for 30 seconds extra time), and maybe let it get stacks on special attacks as well.

    Fire Up just needs extra numbers, I'd like 6%, personally.

    Also while we're at it please let me play Old Freddy again, thanks.

    As long as 99ing the gates are an option, Blood Warden may as well not do anything.

    I'd make it so hooking a Survivor after the Gates are powered but before the EGC begins will set up Blood Warden to automatically activate as soon as a Gate is open.

  • I'll personally avoid using NOED as Killer unless all the perks I have are crap because NOED feels a bit too crutchy for me (also I don't like relying on a Killer perk that only does anything during the end game).

    For Survivor, nothing is off the table for me.

  • @jesterkind said:

    While I do like that idea, let me pitch you a slight difference:

    Monstrous Shrine rework that lets the basement hooks be considered Scourge Hooks, as well as giving the current Monstrous Shrine effects on Scourge Hooks.

    From what I understand, the numbers on Monstrous Shrine are so insignificant that they barely accomplish anything even when you do hook someone in the basement. I definitely like the idea of Monstrous Shrine converting basement hooks into Scourge Hooks, but I think the actual effect of Monstrous Shrine still needs to be changed anyways.

  • Pig and Artist. Imagine getting sniped by Crowdouken while at a Jigsaw Box.

  • @GoodBoyKaru said:

    doing this just because of @TAG's comment

    30 seconds with ruin up = 15% regressed.

    Pain Resonance = 15% per hook.

    90%-5% = 85%

    85%/15 = 5.67

    So within those 15 seconds you'd have needed to hook 5.67 survivors on scourge hooks.

    Thank you for doing the math. :P

  • That's not possible unless you managed to hook people onto Scourge Hooks, like, four times in 30 seconds.

  • I think what you're suggesting is a buff to Coup de Grace. :P

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675604#Comment_2675604

    It does when those killers are considered the top tier in the entire game, if anything it proves that when you have top tier survivors and top tier killers that it's almost a even split

    What is considered a top tier Survivor and a top tier Killer?

  • Question: Do Survivors have the option to cleanse a Totem if they have a Boon perk equipped, or is their only option to bless a Totem?

1 … 31 32 33 34 35 … 218