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Tactless_Ninja

Tactless_Ninja

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Tactless_Ninja
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  • @BabyDweetMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1578780#Comment_1578780

    You're not understanding what this game is. Killers don't get penalized for killing too fast, they just don't earn as much bloodpoints as they could of since they didn't have the time to do other things throughout the match.

    Also finding the hatch IS an intended way to escape. When you're the last survivor, which is usually when people use the hatch, it literally tells the last survivor that they should look for it. Its their last way to escape.

    This game is a team game. Getting the pity escape is your failure to function as that team. It should count as a fail state because you failed.

    Unless the Blendette who was hiding all game was just #winning that entire time she watched her friends die.

    I've been playing 3 years and it's always been the case outside of keys shenanigans and the all gates open hatch flex.

  • Obsession perks work great on him. See the obsession? Feral Frenzy and find your real targets. Won't reduce stacks like with Save the Best for Last. People bemoan the power changes but it's still functional if you use it that way.

    Bamboozle was already mentioned but it is real good for shutting down loops right before you go into cooldown.

    Blood Echo and Deathbound can really screw with them too.

  • You're bypassing the intended means of escape. If killers get penalized for expediting the match (killing too fast) survivors shouldn't get rewarded for doing it either.

    And should you really be rewarded for letting your whole team die? It's not a glory hole, it's the pathetic pit.

  • That's a lot of words for something that boils down to "I like being op at chases".

    Yeah, I can see why. An organized team will do that to you. But the pot has everything stirred in. Swf and uncoordinated teams.

    Simply put, they need a new mechanic that desyncs a swf swat teams rhythm without compromising literally the entirety of the rest of the playerbase. Hardcore mode? I dunno.

    But hearing grunts while phasing is just too much currently. She's invisible, gets a speed boost, and sees your scratch marks. She's Wraith without any downside. Might as well have a marker showing your position too while playing survivor.

  • On the flip side, they should nerf the points for hatch escapes into the ground.

  • More emotes in general would be a great addition. Humping the ground can only relay so much.

  • Ever wait in a locker waiting for your teammates to do something? Same principle with locker killers. You're going to waste a lot of time doing nothing.

  • Old Freddy had bond lol. Outside his terror radius, you had wall hacks.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576273#Comment_1576273

    True, infinites don't exist, but if Survivors play a loop right, they can easily waste 20-30 seconds by playing around one decent loop. That likely means you will lose a gen (if they work together) by the time you hook that Survivor.

    I'm still not convinced you're incapable of gaining any ground on someone who's already wounded. It's basic gameplay.

  • @NursesBootie said:

    Bro. IT DOESN'T MATTER IF YOU CAN INJURE PEOPLE IF YOU CAN'T DOWN THEM.

    Infinites don't exist anymore. What are you doing?

  • The people saying Legion is awful are the same people that say if you win with a killer that the survivors were potatos, and if you lose they were an swf. They're too deep in their own ass to see anything being viable outside 1 hit downs.

    His power is injury, and tracking. Knowing where someone is, is just as valuable in a chase.

  • A month ago maybe? And I found the picture on my PS4. It was on the left side and said Match Result Sacrificed, but I could play normally. Oddly enough, I was the only person sacrificed that match. It was an omen.

  • i had a bug that said SACRIFICED across the screen that made it from my last match. Sent the picture to the killer saying this wasn't fair. Got a good laugh from them.

  • Farming is one of those terms where it can be used positively and negatively.

    For example: "That guy don't have bt i'm getting farmed."

    Conversely: "Killer isn't hooking anyone and is hitting the gen. I think he wants to farm"

  • Get downed.

    Get picked up immediately.

    Shocked pikachu face.

  • A niche perk that gives you a massive disadvantage shouldn't feed the killer.

    If there was a full squad of No Mithers, you'd have to be a gigantic potato to not get a single down.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568395#Comment_1568395

    It's gg because that's when you reveal it was an endgame build the whole time and bloodwarden them to death.

    That got a chuckle. I can imagine them fumbling around then going sicko mode when the gates are powered.

  • What an absolute shitfest. lol.

  • I hate mains who can't empathize with either side and make biased comments that are only self serving no matter what side they're on.

    Whoops i made a meta complaint.

  • You need to walk backwards while keeping a 3 dimensional map memorized in your head of all possible survivor actions and routes. Then you must remember if the path you can't look at has any clear line of sight to the path you memorized and can clearly not see because you are not looking at it but walking backwards. Then you finally approach your target and then realize that they already seen you and moved on to the next gen 5 minutes ago. Wait for the last gen to go off then its gg.

    And that's how you counter Spine Chill as a stealth killer.

  • @Maperson said:

    It shouldn't be removed, its cool

    And one small lag spike later and you're dead. Game just decided you die. No action on your part affected the outcome. Just death.

  • Seen a video of someone who ended up outside the map because of a hook glitch. They walked over to the exit gates and they escaped with 3 gens left.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564168#Comment_1564168

    Their biggest issue isn't gen speed. Plague can infect generators and her Corrupt Purge is an immense pressure for survivors. Legion has probably the best tracking ability in the game after hitting a survivor with Frenzy and time mending is time not spent on gens. What they need are chase buffs, not making games against them last longer. Imagine a 3 gen against Legion on Ormond with your idea of a "buff", nobody finishes gens because Legion keeps injuring everyone with Frenzy and they go too slow, but he can't also down anyone because he's weak at the 1v1. A game like this is bound to last 20 minutes or even more, if you think that's fun and would make these killers "viable", ok. I have no idea what a chase buff for them could be because I'm not a game developer, but I can still give my opinions on what I think are good and bad ideas.

    And no, I'm not a "boosted survivor". I'm a killer main that only plays survivor for dailies, and I actually play these killers.

    You make up for their abilities using perks or their add-ons. Plague infects people faster with her add-ons, Legion can finish chases using perks.

    So if people need to invest in the chase, then that leaves nothing for gens. All the more reason to buff them in that area.

  • @BillyMain77 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564140#Comment_1564140

    I rarely remember having games being held hostage over ruin, but i do remember going into games and not even touching gens.

    My team would just straight attack totems right off the rip.

    I wouldnt say the game was held hostage but games were definitely longer and you couldn't just spawn in and hold m1 on a gen and 4 minutes later all 5 gens are done.

    Old ruin games would last like 20 minutes plus almost always because you would spend the first 5 minutes of a match searching for ruin and saving team mates because it just wasnt efficient to do a gen unless you knew you could hit greats every time.

    Even then normally had a potato team mate who would miss them even if you hit them and then it would still regress every time.

    Old ruin was fun, strong, and probably a little to OP against new players.

    People used to boast about making people quit with Doctor. It absolutely could take games hostage.

    Killers used to also DC if Ruin got destroyed instantly like babies. They all used it and everyone got used to searching for totems first which led to hexes being weak as hell because people remembered their spawns looking for Ruin.

    And again, you had instant hatred for someone who couldn't hit skillchecks when working together. Gen tapping was a sad workaround for dealing with it. It wasn't healthy for a team based game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564121#Comment_1564121

    Plague is mid-tier while Legion is mid-low or even low tier. I agree that these killers need some buffs (Plague needs to make people break faster and Legion needs a 1v1 ability), but making injured survivors have a debuff on repair speed would just make survivors DC because every game against them would be a 20 minutes one.

    They need "Some sort of Buff" but you have no idea what that would be, and they can't directly slow down gen speeds which is their biggest issue...all while calling them mid tier.

    Like bruh.

  • It created rifts in team play. If the guy you were working with kept hitting only good skillchecks, the gen would still stop progress. Then you'd be forced to leave them and do your own gen because they're being a hinderance.

    It was also incredibly easy to exploit. Paired with Huntresses lullaby and Unnerving Prescence, skillchecks were almost impossible leading to situations where the game was being taken hostage.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561852#Comment_1561852

    That would make killers like Legion and Plague insanely strong, and playing against them would feel like hell.

    Aren't they considered weak by current means or is that just boosted survivors trying to boast?

  • I'd like a bonus to xp or bloodpoints. It's becoming more difficult to level characters the more they add.

  • The worst part is not having a stats screen saying how many you already did, and not knowing if they were far enough away to count.

    Oh then there's the survivors at the exit gates. They'll never allow you to get at least one down with a long range hatchet, even while not playing seriously all match.

  • 5 gens only power 1 gate. Extra 2 gens power the other.

    Yeah, I dunno lol.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561864#Comment_1561864

    I like to keep my survivors injured tho :( giving them a reason to heal can be bad sometimes.

    I always spread as much damage as i can and patrol gens that i notice being worked on, there just isn't enough time with walking killers on many of the maps.

    The reason being what? It slows down your gen speed? That's really the point here.

    Spreading damage isn't just wacking someone then abandoning chase. It's also going after the guy who rescued the hooked fella. Or going after the people who are on the gens you're supposed to be protecting. There's zero reason not to tunnel an injured person who is already down a hook state.

    A natural debuff to gen speed would incentivise them to go after someone else. 3 fully healed survivors all on gens and you're still chasing the guy who can't hop on a gen and wouldn't be effective regardless if you had? That's a full loss or 1k waiting to happen.

  • That's pretty much the formula for any killer if they don't immediately focus on gens. One player out of the game snowballs hard.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561852#Comment_1561852

    Nah, i don't want to increase the base gen time. they just need to make the group repair part fair.

    It doesn't increase base time. It's effected by your status.

  • Make injured survivors have a natural gen repair debuff. Either work on gens with a debuff, or heal first to normalize times.

    Resiliance is the perk counter for the debuff.

    It rewards killers for spreading damage and contributes to their secondary objective, protecting gens.

    Rewards survivors working together and making a group effort.

  • Some of my best games as killer were on Lery's. Was playing Nurse and got a 3k that was lookin like a 0k because the survivors couldn't find gens when they were down to 1.

    Legion is hella fun on Lery's.

    If you have Spies from the Shadows, you know where everyone is all the time.

  • Was it causing the massive issues on that map? I remember it was unplayable and had to be taken out of rotation.

  • So I could come across a gen that is 100% innactive and that snitch of a gen will still rat my location out?

  • Deep breaths that sound like heavy sighing. All you can really do.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559206#Comment_1559206

    I actually based off one of the villains with the fact if you call for help or show signs that you are in distress he'll know where you are and hunt you down and eventually kill you. I based it off of my strange fear of embarrassment for asking for help/questions at school when I was younger.

    Damn. I remember vomiting all over the hallway in Kindergarten because they told me to walk to the bathroom. Well I walked. But there was nothing left in my by the time I got to the bathroom.

  • Horror makes you question your own morality in an extreme situation.

    It plucks at your deepest fears and phobias.

    A villain? So they're on the chaotic evil scale? A good villain in horror preys on those fears. A psycho with no remorse. Someone who does horrible things but justifies it by their own twisted morals. Someone who could easily fit into your own lifestyle but is wrong. Doesn't quite fit. And progressively less so as time goes on.

    Or simply a beast. Man vs Nature has always been a good horror trope.

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557397#Comment_1557397

    Xbox One X player here.

    Game runs fine. Only time I notice a dip in frames is when a status effect is applied (sloppy butcher I'm looking at you).

    Honestly I think the new graphical update will be good clear across the board. The devs aren't seeking 4k. They're just bringing the game to a 2020 level terms of fidelity with cleaner textures and better lighting.

    Oh, don't get me wrong. It plays fine 90% of the time. I even play on a gaming monitor. A cheap one, but still better than regular tvs.

    But it's always an issue. They were supposed to have this figured out by now in 15 years of gaming that performance > graphics.

  • @Nicholas said:

    It's just to make things even easier for The Killer to find you. And also a great excuse for them to create a useless perk to address it. "Silent Sanitizer: cleanse totems without making any noise, successfully cleansing a totem results in you becoming te Obsession, your Aura is revealed to The Killer for 60s and you suffer from the Exposed Status Effect." OT but has totem cleansing animation changes?

    You're literally destroying their perks. It's a small disadvantage in light of that.

  • @Nicholas said:

    And the promised PS4 Pro and Xbox One X enhanced patches two years ago. Nothing yet.

    Ps4 Pro can't even run the digital store without crashing. Let's be real here. All that extra memory and bandwidth was for anti-piracy and not making games look better.

    Who keeps greenlighting this #########? Ps5 is going to try to run games 8k and will run like ######### just like pro tries to run 4k and runs like #########, and ps3 tried 1080p and ran like #########.

    I don't even know what Xboxes deal will probably be but if it's anything like the 360, it'll run for a week then ######### DIE. Then after a 3 week wait in its coffin, I get it back another week then it died again. What a trash console that was. I heard they fixed the problem by removing the red LEDs and unprogramming error codes from showing up. Real safe when people were resoldering the motherboard using a blanket.

  • How do you know they're PC? All crossplay players have the same symbol right?

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556924#Comment_1556924

    Its not about my examples, i only wanted to talk about the direction of how to buff a killer. In our Clowncase buff bottles so good hits are more rewarding. This is important so the ballance between [unexperienced killer vs unexperienced survivors] and [experienced killer vs experienced survivors] wont be interrupted.

    And saying rewarding and unrewarding is incredibly vacuous statement in of itself. I find people stepping in beartraps rewarding. How will they improve the endurance of this ability? It's not weak by any means. It leads to an instant down.

    An experienced player won't always be against other experienced players. So where is the killer balance then? And even if you try to measure out how an experienced killer should play against an experienced survivor, there's still the variable of 3 other players either working in tandem, or not. This all relies on their feedback with each other as well.

    And there's other variables as well. Gen position. Hook distance. Map size. If a killer doesn't work well on a certain map, why is it in their rotation? Why does Clown have to suffer an endless cornfield where his powers are a fart in the wind? That would be a buff if he couldn't spawn there.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556647#Comment_1556647

    Buffing killer in general has to be buffs that help advanced killer defeat advanced survivor. So it has to be a buff that wont hurt unexperienced players.

    For example the Clown: Make him a 120% MMS killer would make him better on the top but also on the botton of the skill ladder. For the top it might be okay, but for the bottom not, they already struggle against the current version of clown.

    This means it has to be something which does not affect base stats, but rather has to do something with skill. In our example the cCown, it should be something with his bottle throws. A unexperienced killer wont benefit from that because he is not that good yet (and wont hurt unexperienced survivors) but a good killer will benefit from it against good survivors.

    To round this up just a few examples what i mean:

    • When you directly hit a survivor with a bottle from 20 Meters, the survivor is exposed for 30 seconds.
    • Survivors who are intoxicated suffer from a repair and healing penaltiy for 20 seconds.

    That's all well and good for the Clown, but his main drawback is reloading the bottles. Getting a lucky hit from 20 meters away does what it already did? Alerts the survivor and allows them time to run away. And with add-ons it's just exposed and slow 100% of the time. That's still low on the skill ladder. Killers need to be looked at as a whole, add-ons included.

    And what about the other killers like Pig or Trapper who already benefit from a powerful ability but have terrible RNG rolls at times that make it almost pointless? Where's the long range skill shots for them?

    Yeah a gen debuff is a nice addition to his power. But it could also easily be a general killer debuff. Any injured survivor has a generator speed debuff. There, killer now has an advantage tied to their only goal. Would make healing a priority, also further distracting survivors.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556750#Comment_1556750

    Every killer is not functional at base level...powers are everything, instadowns and mobility completely outclass a small speed buff and reduced visibility by giving up your ability to attack.

    Killer powers being the only interesting mechanic in game? Definitely not words of bias.

    Aura perks are all considered useless by good players except of course OoO. I'd take their word over yours.

    What's wrong with giving solos the tools to stop noed and that other new hex perk? Swf already have it, this just closes the gap and allows noed to have a consistent metric of balance. Wouldn't you love to see noed buffed?

    Fine the kindred can be temporary, but again swf already have this info...

    Yes why would you object to something that buffs only solos?

    There's a term, M1 killer meaning powerless. Only real difference is base speed which is to account for their power use. Otherwise all 115% speed killers are perfectly capable of never using their powers.

    Although, is there anything else in the game that so drastically changes a match than killer powers? It's bare frickin bones. You have gens and totems, and chase walls with an occasional wooden board to throw down. Strategy drastically changes between Plague and Myers. That's a fact.

    Survivors are just skins. There's no difference between an Ace with every perk, and a Jeff with every perk gameplay-wise. No bias. FACTS.

    Auras are useless. Hmm, I wonder what friend groups of people who survive together would say such a thing but still benefit from it?

    Solo is solo. You go solo when you could not go solo, you get everything that comes with going with it. Whats so hard to understand that doing something that has an innate disadvantage to begin with will continue to have innate disadvantages and that you need to play differently? Be more aware? Make decisions that may not pay off?

    If we're to believe the game is perfectly balanced at 2k, 2 escapes, then we also need to believe that you can't always win with 4ks and cant always escape with all survivors.

    So where does the line get drawn? It feels like whining at times. Perfectly balance also means everything has a clear strategy to counter it but unclear by whether or not it'llget done. Noed isn't just do bones before it goes off. It can be "I seen these unlit bones light up and now I'll break them". Or "he has Noed and hooking the last guy, time to make my great escape". Both of which I've done without a crutch.

  • @Supernaut said:

    Humanity is a blight on the planet and doesn’t deserve to exist.

    As far as DBD, aura reading from bbq should be base.

    Humanity is like any other animal just more capable of mass extinction. Everything man made has some base existence in nature. Poison isn't new. Radiation isn't either. It comes spewing out from between its crust. Also makes a nice shirt until it catches fire and binds itself to your skin. You should wear only 100% cotton for that reason.

    The planet itself doesn't care. It will continue to exist, and the microorganisms will just start over again should they wipe themselves out.

    The real tragedy will be the lost culture. Memes.

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