TAG
TAG
About
- Username
- TAG
- Joined
- Visits
- 9,205
- Last Active
Comments
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2113595#Comment_2113595
Not what I said. I said in order for that tunneled, head trapped person to even have a chance of escaping, they need to loop the killer for 5 gens and the other survivors need to know to rush gens, and find and call out the hatch to the trapped person, then all escape so that the trapped person gets hatch. There's no way that's happening in solo, and even with SWF that's a toughie. So Pig, in her own way, can guarantee a kill or 2 just like Leatherface, regardless of the tradeoff of the 2 or 3 other survivors escaping.
they need to loop the killer for 5 gens
I understand what you are trying to say, but I should point out that this assumes that the Pig is able to get her first down + hook, the Survivor is taken off the hook, and then the Pig finds that person again all before the first gen is finished. A decent bit has to go wrong for the Survivors and/or right for the Pig to make such a scenario happen assuming competent players.
-
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2113166#Comment_2113166
I never said it had to be redesigned, but something to fix that issue would be nice. Like maybe make it when the pig is within 24 meters the time stops. It could be less but that's my proposal. It happens maybe every 4 pig matches for me and everytime it is frustrating. So ya I guess I did have a bad experience with piggy
They already tried that in a PTB and ended up reverting it because it resulted in a pseudo-Whispers for Pig.
-
@Phasmamain said:
So long as we get to use it at both hook stages I’d be okay with it deactivating at endgame
I think I'd be okay with this trade-off?
-
@BastardKing said:
Let's carry this man to behavior upon a throne.
You could even make it tiered instead;
Prestige 1 on David; all David perks on all survivors at rank 1.
Prestige 2 on David; all David perks on all survivors at rank 2.
Prestige 3 on David; all David perks on all survivors at max rank.
This idea specifically might get me to consider prestiging characters.
-
I don't really get your comparison to this Yuumi character. Based on your description, Yuumi was a strong character that was mistakenly buffed into being super OP. That certainly ain't the trajectory Freddy followed.
-
@OnisAngerCounselor said:
https://forum.deadbydaylight.com/en/discussion/comment/2109337#Comment_2109337
People's main complaint is that he was too weak. A rework wasn't the only solution to that.
Higher-level play complaints were that he was too weak and abusable.
Lower-level play complaints were that he was miserable to play against.
And I didn't say that was the only solution. I am saying those were why he was re-worked and why they likely won't change him back.
@OnisAngerCounselor said:
https://forum.deadbydaylight.com/en/discussion/comment/2109466#Comment_2109466
Complaints always outmatch praise.
You're more likely to give feedback if your feedback is negative.
Even with that in mind, the complaints were still REALLY high (especially among Killers).
-
I used to run both Kindred and Bond, but I have come to prefer Kindred a lot more and dropped Bond. Seeing other Survivors whenever is nice, but seeing the Killer is what I find valuable. Also knowing if someone else is going for a save so I don't have to leave the gen myself is good.
-
-EGC Collapse changes: Eh, don't see the need to make removal of the Trap guaranteed. At that point, it's only marginally better than the current situation. The rest of that seems good, though. Maybe make Traps de-activate if there's only one Survivor left to not screw them over.
-Reduce Trap setting time: Seems harmless.
-Reduce Skill Check chance: Also fine.
-Rules Set No. 2: Not a fan. There's a reason people always say to just do gens instead of get the Trap off with the current RSN2, and it's that finding the right box when you can't see them is miserable.
-Amanda's Letter: This feels like a hodge podge to me. I think stripping the current Amanda's Letter of all its downsides is good enough. Also the guaranteed Macabre Search thing should be basekit IMO.
-Amanda's Secret: I assume that the downside to not see boxes is removed in this version. In that case, I like it. This is actually a GOOD way to do an add-on that punishes missed Skill Checks on a Jigsaw Box.
-Jigsaw's Sketch: Don't support adding the increased search time without nerfing Crate of Gears. The extra percentage of Skill Checks feels negligible.
-Razor Wires: This seems like it would encourage tunneling RBT'd Survivors something fierce. Not a fan.
-Hangman's Trick: This would not encourage me to use the perk, sadly. Sabotaging is just too infrequent from my personal experiences. I'd rather just use something like Starstruck, if I'm being honest.
-Surveillance: I guess, sure.
-
Not particularly. Low-tier Killer with meme build? I shouldn't be able to climb up to rank 1. I think my rank is due to the large percentage of potatoes.
-
@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2110608#Comment_2110608
I didn't meant deleted completely I meant more like disabled until he's improved and buffed in proper way but I get it yeah
They're not disabling a character people spent money on. Not even temporarily.
-
@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2110010#Comment_2110010
Well, no. They technically remain wrong, because no speed difference and little speed difference is a lot. Yeah, it's a big improvement from that nerf we had originally, but it still means a lot.
In case of 101% you slowly close the distance between you and survivor, while in case of 100% you just don't lose distance.
It's not going to be VERY crucial, but it's still a nerf I personally wouldn't like seeing on live.
I said that you are technically right.
EDIT: Oops, I confused you with Mugombo. My bad.
-
@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2109958#Comment_2109958
######### has maths got to do with it, it’s clearly stated in the tweet
To be fair, it says "effectively unchanged." 100 vs. 101 could be seen as "effectively unchanged" while also being still seen as a (tiny) nerf to Rat Liver Demo (as opposed to Pig where her basekit crouch buff and Combat Straps nerf still resulted in identical crouch speed as old Pig crouch speed + old Combat Straps).
Assuming the math checks out (which I can't confirm because I don't recall the percentages off-hand), Profezia is technically right, which court of law legally dictates is objectively the best kind of right. :P (Of course, if their math is off, then you can disregard this whole post.)
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/242796/pallets-are-still-bs
O....K ? You're aware it is being fixed...Correct....? So not sure why this little rant is neccesary
It was supposed to have been fixed with today's update, I think.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2109702#Comment_2109702
Well, they obviously complained. Because they didn´t know how to play against him. Since he was a rare view, they didn´t learn to adapt to him. Experienced SWF players had an easy time against him. Using his 7 second timer to heal/protect downed survivors near the exit gate.
My point is that there were complaints for various different reasons at both high level and low level play for Freddy.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2109540#Comment_2109540
After his initial nerf he got little to no complaints from survivors. Main reason was, that his popularity dropped and very few people actually faced him outside of noob ranks.
I remember some people calling him boring, after getting a perfect 12 hook, double pip, 32k match. While others enjoyed playing against something else than Nurse on red ranks.
Obviously Killer mains complained way more, but Survivor mains (lower ranked ones) still complained about how he was miserable to play against. Miserable to verse for lower ranks, abusable versus higher ranks.
-
Damn, I wanted to wait until pallet stun bug was fixed to start playing again. :(
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2109466#Comment_2109466
Most of the complaints came from people that played against him during the free weekend.
People with less than 10 hours gameplay.
#GiveUsBackOldFreddy
I miss my main so much!
That is not what I am referring to. I am referring to all the complaints after he was initially nerfed that eventually led to him being completely reworked.
-
@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/2109472#Comment_2109472
If they're looking like trickster probably not. I just think they're some weird cosplayer guy. But if trickster really scares you that's you bro. He's not scary to me or most people.
Like I said, your perception is curious. :P
-
@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/2109466#Comment_2109466
It's always the same by such patches:
-Something gets changed.
-Complaints starting to get heavy.
-People leaving if the changes getting not undone.
-Then some guys come up and say something like "everybody likes the new XYZ, curse the old one!".
-New players coming in and say the same, because they didn't know it better.
And that makes it harder and harder to explain the whys, while in the meantime, the game suffers because it got 1 step more simplified.
Alternatively:
-Complaints are heavy about thing
-Thing gets changed in response
-People who liked old thing are now vocal about their disapproval of the change
-People see these new complaints and now are convinced that the old thing was changed for no reason
-
I think a better way to go about it would be to give a tip that explains the risks of cleansing vs. not cleansing and advising to use your best judgment.
-
@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/2109326#Comment_2109326
When theyre dressed like that its hard to take that killer seriously
Doubt you'd be saying that if a crazed killer came at you IRL with a bat and knives. :P
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2109337#Comment_2109337
But there were also a ton of people who did like Old Freddy. And I'm pretty sure most people nowadays would gladly take playing as and against Old Freddy than Modern Freddy.
Back then, the complaints heavily outmatched the praise.
-
"Hell, why the devs thought reworking Freddy in the first place was a good idea, I simply do not understand."
Because a TON of people voiced their strong displeasure of Freddy, both Survivor and Killer. This is also why they're not bringing him back.
-
@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/2109238#Comment_2109238
What the little sprinkles of blood he has? And not really if I saw that irl walking down the road id just laugh. Looking like a bootlegged joker to me. But like I said its up to the person what they think is scary.
You have a curious perception of people covered in blood carrying actual weapons. :P
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2108912#Comment_2108912
I'd still prefer it if they just make it so his chases aren't all or nothing. You should get something out of hitting people with less than 8 knives. Something impactful that gives him a chance to snowball like every other ranged killer. Main Event just isn't it, not with all its restrictions. Even after the buff I don't see it being good.
That much I definitely agree with.
-
Actual serious suggestion off the top of my head going by what devs are trying to do:
-Survivors become Incapacitated for 15 seconds when they fall asleep.
-Open Exit Gates become blocked for Survivors for 10 seconds when they fall asleep.
Now Survivors get slowed down while doing gens and are punished for being hit by Freddy before they can reach the exit.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2108874#Comment_2108874
I 'unno. I don't feel like it'd be as much fun to play though. Half the reason I like him is because he's a tracking aim killer. Reducing his fire rate and ammo to a point where it'd justify a lot less knives to injure someone would probably ruin his identity.
Yeah, that's fair. It's an awkward situation to be in where the power is weak as-is, but improving it risks it being made overly miserable to play against, but I'm not entirely sure how to strike the proper balance.
-
@[Deleted User] said:
with these buffs he's now going to be right in old legion's spot:
annoying to face because of the inevitability of going down in a chase, but weak enough to where he's likely to only get 1-2 kills at best, even against average teams, so long as everyone just...you know...does gens. unlike my teammates when I decide to play survivor. the only difference being is that old legion with frank's mixtape (3 hit down instead of 4 hit) was actually pretty okay in terms of strength.
they're either going to end up having to give him the legion rework treatment (115 with a weaker power) or get off this laceration decay wagon (to make him actually unique compared to other ranged killers). anything else is going to cross the line into obnoxious territory.
Would it be possible to alleviate this issue by making him more Huntress-like? Up the laceration damage each knife does by a decent amount, but also reduce the rate of fire and cut his ammo?
-
They are followers of the religion called Sluzzism.
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2107488#Comment_2107488
Saw is a big franchise, nobody would ever refuse the opportunity to make a chapter about it. And if you think that a disgusting pig head looks less threatening than a yaoi character, then I have no idea what to say.
They could pass if it doesn't fit their game since it's just some person with a mask and a blade. 😋
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2107400#Comment_2107400
As I said, Amanda is a licensed character so there is a limit to what the designers could do to her, so even if you don't like her design, it is not BHVR's fault. Trickster doesn't have this excuse as he is a original character. Also, Amanda's pig head is very characteristic and kinda of unsettling and the details on it make it seem like something rotten or gory.
"As I said, Amanda is a licensed character so there is a limit to what the designers could do to her, so even if you don't like her design, it is not BHVR's fault."
I don't see why that matters. BHVR could just not put Amanda in the game if that were an issue.
"Also, Amanda's pig head is very characteristic and kinda of unsettling and the details on it make it seem like something rotten or gory."
Not really that unsettling.
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2107149#Comment_2107149
The actual body of Trickster, which includes his garments, is just plain and simple. There is nothing a little bit scary there. If giving a killer a neon bat is a excuse for making a creepy killer, than just give Nea a knife and call it a day. I'm sure she will be much more threatening than Trickster.
The actual body of Amanda is also plain and simple. Moreso than the Trickster, if I'm being honest.
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2106925#Comment_2106925
First, Amanda is a licensed character from a well-known movie franchise. Second, a mask is something that is attached to one's body, nothing something that is hold and used as a tool. Using only the weapon to justify something being at least a little bit scary in DbD is weak. Don't try to excuse BHVR's bad design choices. Trickster doesn't fit and is the worst design they have ever done.
Neither of those two points are actual counterpoints. Take the mask and the blade away, and what are you left with?
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/2106680#Comment_2106680
If you take his bat and his knives from him, I would legit mistake him for a survivor.
That's like saying if you take Amanda's mask and blade from her, she looks like a Survivor.
-
@GlamourousLeviathan said:
I absolutely get it that Trickster is supposed to give that feeling that someone who looks fairly normal is an actual psycopath killer, but that's not the problem here. This type of killer could work on another game or a movie, but not in DbD. This type of horror, benefits on the feeling that anyone can be a murderer, which works on a situation where to viewer/player gets surprised in a scene which they discover the identity of killer. On Dead by Daylight, you don't have this same kind of build up that you would get in a long narrative. You just appear in a strange and eerie place, may it be a corn field or a meat palnt, and then you see the killer and you immediately know that you should fear them. The design of a killer should be scary because it is the way of the game to communicate that you should be running from that guy and Trickster design fails to communicate because he is not suited for this kind of setting.
I'd be running from a blood-stained psycho armed with knives and a blades baseball bat, idk about you.
-
@YOURFRIEND said:
My problem with detective's hunch is that my mind is simple and I immediately forget where the totems are. I tend to run small game for this reason.
That's why I bring a map when I use Detective's Hunch.
-
For me, prestiging is not worth having to collect every freakin' perk again. The grind is too much as-is for me to want to effectively start over.
-
@Shroompy said:
Clementine is only 16 or 17 if I recall correctly making her too young to be added, it would be cool al though I don't see it happening
The in-game lore for Laurie specifies that she is still a teenager. :P
-
@Hi_Hello_Gooday said:
https://forum.deadbydaylight.com/en/discussion/comment/2091602#Comment_2091602
No, there's nothing to master, his power is just huntress 8 times there's no depth to it. He plays like plague because his powers weak so he has to m1 yes but skill from his power is just huntress fundamentals.
I'm suggesting that those players have just mastered the fundamentals of a Killer in general and can stomp potatoes as a result, regardless of which Killer they are playing.
-
What deception?
-
@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/2103533#Comment_2103533
That's why i said "kinda"
But it's not even kinda. A more apt comparison would be to compare it to other games that balance around top players.
-
That doesn't make sense. Dead By Daylight is not a single player game.
-
They love vague descriptions, huh? How's this for a vague description:
"You see when they're improving."
Which ability am I referring to? :P
But yes, I always disliked the whole "slightly/moderately/considerably" description. At the very least, make a toggle between "simple" and "normal" descriptions or something like that.
-
I don't really play Freddy, so most of these changes I can't really speak about. That said, new Black Box looks really weak.
-
No, IMO. The thing that pushed Irihead way over the top was the ability to mitigate its downside something fierce with add-ons that grant extra hatchets.
-
@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2102127#Comment_2102127
I personally think it’s enough, you still gain more pressure than when someone isn’t unhooked in front of you so the killer always wins in this scenario. But I’m also not against the suggestion pulsar made with the radius/time thing
See, I don't agree with that, personally. If the end result is you have to chase either the BT'd Survivor or the injured unhooker, you don't really have any pressure. If you leave, and the unhook happens by the time you are halfway across the map, that was time spent by the unhooker either running to the hook or waiting for you to leave, giving you some breathing room to push someone else off a gen. You don't get that opportunity really if you immediately have to deal with someone in front of you shielding their bad save with BT.
-
@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2102073#Comment_2102073
And I think that a health state plus free tracking is more than enough punishment. And again how is this worse than before? The timer is reduced, it just means the perk actually works against stealth campers but for all other killers it’s a buff
I don't think it's enough. The end result is still 3 people back on gens and no gained gen pressure.
I don't think this is something that is necessarily exacerbated by the new changes, but it's just something that's bothered me about BT for a while. If you can make it so BT punishes camping WITHOUT enabling the scenario I'm describing, I'd be all for it.
-
@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2101999#Comment_2101999
You sound like you’ve never played solo queue survivor. There is still an overall punishment on the team, it’s just more so on the unhooker rather than the unhooked. Also the timer has reduced so it’s even more of a benefit to the killer, it now just works against stealth killers too so how is this change bad?
I mostly play solo queue when I play Survivor. I don't think just an injury is a reasonable punishment for a bad save. I think a reasonable punishment for a bad save is that one of the two Survivors doesn't walk away from the hook, making the unhook attempt a failure.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2101999#Comment_2101999
Ah yes its totally my fault as the solo q survivor when the steve with borrowed comes up and unhooks me 3 feet after the killer left. I should be redowned and think of what I've done being on the hook how dare i.
I didn't say it was your fault. I said that it mitigates the punishment for the team. If the team plays bad, the team should be punished. BT, as I said, severely reduces that punishment for playing poorly.
-
@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2101960#Comment_2101960
It mitigates the punishment for the person being unhooked, and since they have no control over when they get unhooked I agree with it. The unhooker is still punished if you go for them.
It mitigates the punishment for the whole team by making it so Killer can't just put someone back on the hook as punishment for a dumb save. The amount of leeway the unhooker gets is increased significantly, which allows these bad saves to not be punished properly.