Tactless_Ninja
Tactless_Ninja
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@[Deleted User] said:
He definitely is the cuttest. I mean, look at that blade!
I came into this thread expecting this and was not disappointed.
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Death to Smoochy as a killer.
Why? It stars Robin Williams. Everyone loves Robin Williams.
It also has very deep lore. Smoochy works with the Irish mafia, but also wants to bring smiles to children.
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@Splinterverse said:
I like your Spirit suggestion but no to the Clown and Trapper ideas.
We have to be able to undo traps without an item. He can place them on exit gate locks for crying out loud. Also, think about a 1-gen room. He could literally trap a person inside or keep them out without taking the injury. Not cool. Trapper is fine after his most recent buff.
Clown needs work but your idea is no good. His gas has an exhaustion effect if the right addon is used. Having that linger is a no.
Ah, I just realized the basement would be a deathtrap without toolboxes. Yup, that's a no go.
The various effects from the gas already give you a reason not to touch it in a chase. Same goes for when it's sitting around. You'd have more reason not to run through it if outside a chase. It'd be serving it's purpose. Acting as a deterrent. I don't see any downside to that if I was playing as Clown.
Hey not ALL the clouds would linger. Only the most recent ones. It would reset the moment the Clown goes over the cap as to avoid lag an all that. So he'd have to choose between locking down an area, or having the advantage in a chase.
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It's more visual noise in a game where you need to spot a sock or a sleeve.
Frankly I hate generator outlines as well.
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@DBD_Noobinoob said:
To your other ideas:
As for the trapper, I 100% agree with handfulofrain. Having to run around the map only to gather your gear to THEN have to set up the map takes way too much time, considering how fast gens are being done at the moment. I don't agree with the toolbox idea, as this would make it impossible for a group of survivors to deactivate traps in case they don't carry a toolbox (which are a loooot of games). As I said before: impossible = unfair, as Trapper would be able to close most possible escape routes for survivors completely without them being able to do anything about it. Imo, that would be OP. Only being able to deactivate traps within TR sounds interesting, though. Still very strong, but I'd be fine with that as a survivor and a killer player. It would make trapper an interesting opponent, which at this point he is not.
The clown buff sounds fine to me, I wonder if anyone would play him then though. It would make it harder for survs to use loops, but not impossible, which is why I think it's a fine and fair idea.
The wraith buff is sth probably everybody has thought about once, but honestly I think that would be way too strong. I mean, for large parts of the map it would be impossible to tell where he is or where he's coming from, giving even the best survivors little chance to escape or do sth about it. But since he's a very weak killer as well, something has to be done, maybe about his bell. If the bell had no sound whatsoever, you could still spot him while being "invisible" , but it would force survivors to be careful and to find out what he's doing, without being warned so early that they can escape towards the next loop with no worries.
If Trapper immediately had all his gear, he could easily set up a 3 gen which is where a normal game would go anyways. As his strength is in playing defensively. It's also mainly why basement builds are so strong on him.
And I suppose the sabotuer perk could disable his traps too.
I said the sound notification for traps being disarmed would appear inside his terror radius. Although if you built yourself for low terror radius you'd be at quite the disadvantage.
Clown really suffers from lack of structure. Sure he can quickly set up a gas cage in a loop but it goes away just as fast, so it's only good for the one chase. If it lasts in the environment, it would definitely change the way people approach him.
Wraith already slows down to uncloak before getting a speedburst. This add-on would make his approach neutral. Neither fast nor slow. But still a similar reaction as they'll clearly see him when he reveals himself. Just without the telling stomp or shimmer that would reveal him early.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1422518#Comment_1422518
okay bigger question why is her hat clean
Hat gets knocked off.
Ahh blood.
Covered in blood.
Oh my hat.
Pick up and wear hat.
Bloody everything BUT hat.
Mystery solved.
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@DBD_Noobinoob said:
Hi,
what I would buff about Amanda is that survivors with an active trap shouldn't be able to leave the trial through the hatch. They're not able to leave through the exit gates either, and protecting both gates AND the hatch can be an impossible thing to do for killers with low mobility. Once it's impossible but important for the game, it's unfair. I don't really get why the traps make your head explode when you leave the one way, but not the other :)
Her traps are pretty weak at this point anyway. I started to play her because I like the traps mechanics (slowing down the game), but honestly it is way to easy to get rid off the traps with very little effort. I know that when I play surv, I don't feel pressured by having a trap on because I know I'll get it off anyway. Either increase the number of Jigsaw thingies (not a native speaker), or make them unable to leave via hatch. Otherwise, she's gonna remain a weak killer due to the mix of little map pressure, low mobility, weak personal ability and weakness in chases.
The trap is more of a behavioral modifying device. Instead of gens or running past the exit gate, they're looking for boxes or the hatch. There's ways to deny both.
And mid game it's more of a time delay mechanic that can end up as a kill. I slug someone, and leave them with a helmet, then I immediately patrol gens again. It can apply pressure.
Most of the mechanics surrounding the helmet are to prevent the pig from tunneling someone to death. The helmet cannot be a death sentence.
If they do anything with the helmet, I'd say that a good buff would be they need to first disarm the device, then take it off, so that it becomes a persistant all game mechanic instead of a one use item.
If you want a guaranteed kill though, there's always a mori.
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@handfulofrain said:
The idea behind these is fine, but they're not what the killers need.
For example, the buff I would give Trapper (as a rank 1 trapper main): increase start capacity and carrying capacity to 2 traps ; make bear traps spawn closer to the center of the map ; (arguable, this one) increase the speed at which Trapper picks up his bear traps.
-Increased carrying capacity is so commonly asked for I'm surprised they haven't done it yet. Bags will be adjusted to compensate.
-Making traps spawn closer to the center of the map will eliminate the need for me to walk LITERALLY all the way to the other edge of the map to get that trap, meaning our Trapper won't run the risk of losing a gen or two before he even gets the chance to SET his traps.
-Making the pick up speed quicker would just be a nice QoL buff for picking traps up while chasing a survivor.
**** the number of traps should also NEVER change depending on if the trapper player is running a bag or not. That is STUPID. ****
These changes would actually make a difference to Trapper and give him a good fighting chance. Your changes... well, they wouldn't change anything really.
It would guarantee some staying power and redirect effort away from sabo or gens as far as toolboxes are concerned.
Traps themselves aren't underwhelming in the least bit. They can injure or down a survivor, they can cut off loops and pallets, and completely reroute someone's path when they see one. I can see why they'd tiptoe around just buffing him.
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Don't uncloak on top of survivors with Wraith and you'll have a better time with him.
He's for ambushes and breaking off then cutting off routes in chases.
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Have you ever tried playing multiple killers instead of one broken one? It can give you perspective.
Mains btfo.
Polykiller masterrace.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1427984#Comment_1427984
You havent win till you left the trial. Your objective isnt to complete gens, its to escape 🤦♂️
Exactly. So if I jump off the hook, you still need to kill me.
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It's absolutely 100% to mock them. There's fringe cases of friendly crouching but you don't stall a game an extra 3 minutes when you weren't farming to be friendly.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1427965#Comment_1427965
but if theres no one to save you becuase they are all hooked... the killer won? didnt he?
The killer can still drag people out of the exit gates even though survivors won. And you're using up charges of your own life for a 1 in 10 chance of not dying. You're not sacrificing nothing in exchange. If the killer didn't want this scenario to happen they should have hooked everyone twice. It's the same principal as DO BONES.
And you don't win till the fat lady sings. So Jane needs to die.
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Oh right, Freddy. Survivors that awaken themselves with a failed skillcheck get a few seconds of invulnerability.
A throwback to his old power. Dunno if it should still be 7 seconds though.
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It feels fair when there's no one to save you and everyone else is hooked/down. You're also still down one health state.
It works as intended. A last ditch effort.
Also someone said it's more like 11% because you get 3 tries.
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I've always thought that it shouldn't be insta-down, but hits multiple times in a short window of time.
Though if they're going to do anything it's how fast he gets his charges back and possibly the acceleration speed. Maybe widen the blades hitbox so it could possibly snag on the terrain more.
There's all kinds of things they could tweak and he'd still be good.
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@Respectfulnancymain said:
No arguments just yes or no
What do you hope to achieve here by distilling arguments into binary decisions? It's not black and white.
You gonna put the people that disagree with you up against the wall? Makes filtering them out easier?
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I keep seeing people associate Billy with skill. All you do is bulldoze into people and never M1. God forbid Billy actually use his mallet.
And they're now saying Oni is a stronger Billy. Oni can't 1 hit down everyone within the first minute of the match. Oni absolutely deserves what he does because he earns it. He has to build it up first.
Billy deserved everything he got.
With that said I've been watching streams and he can still cruise along in the level even when overheated. And an on-demand 1 hit down is still incredibly powerful. But spamming or even revving it in people's faces until they make a mistake is now long gone. It's now more on Billy to make a conscious decision on how to use his resources.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1419828#Comment_1419828
or you know it could just be free and just charge us for the skins like most live service games do
Then they'd have to double down on cosmetics. People already get spicy about it when a bug comes up. Why u no fix gaem? Y yoo dedicate devolpment to bunny hoods? Fix gaem!
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I wouldn't mind a environmental hazard like a rogue tree root tripping you up. But just randomly falling over? Nope.
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Shrine is anti-consumer? It's basically free dlc.
Want DBD to turn in a Gacha where you randomly get the perk you want or bloodpoints? That's anti-consumer.
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Even the SH movie forgot poor Harry.
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Huntress is next. She only has one irredescent add-on.
Then Pig was supposed to get an add-on rework.
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@Peace said:
https://forum.deadbydaylight.com/en/discussion/169110/so-why-dont-survivors-respawn
So, if i play good as a killer the game punishs me by giving all survs a chance for a free escape? Or are they completely messed up because they didnt manage to do enough gens and cant open the doors? What about hatch? Does it despawn when a gen is sacrficed?
Also, as a killer i could just completely tunnel the same guy over and over and over again, i pick the weakest surv and always if he dies, the whole team gets punished for it, because they have to do more and more gens. Which kinda forces them to protect him and take hits for him that i otherwise would have never gotten, or they just ignore him what leads to more m1 holding. And that guy has less fun, because instead of getting camped and tunneld to death once it happens 4 times and after that everyone else gets a free escape? And 3 survs had to hold m1 for twice the time because there was always one gen added and the game sucked for everyone for about 20-30 minutes?
Sounds nice.
Ok no joking, they would have to either change half of the mechanics or implement a whole new mode with new mechanics to make that work, because as the game is right now with respawns, it would be a pain in the ass for at least one side.
Hey you can pick it apart however you like. People already tell you if you do good with a low tier killer that they were all potatoes and you're still terrible.
That bottom line is either longer more invested games, or getting a short game then abandoning everyone.
I can easily see it backfiring on the killer ends. Especially with the genrush meta. They made gradual map changes to loops, so that survivors will go down more often. But they can still circle around you to finish off that gen you thought you protected.
Dunno, what would be the next thing that would need to change to make this sound appealing? Extra side quests for survivors to finish gens?
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1416958#Comment_1416958
Turning the game to their favour? Lmao toolboxes are worthless now and medkits arent all that great either. Flashlights have always been situational.
That just leaves keys but most killers lobby dodge those anyway
Tollboxes can still take out a chunk of a generator. And killers still get extremely angry when they see a hook drop.
Medkits are still as effective as they ever were.
Flashlights are flashlights. But they still determine how a survivor will play. Which means pallet blinds or hook saves.
Any survivor team that can use all 3 effectively will have you tearing your hair out.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/1417137#Comment_1417137
I start playing as Survivor main, for 8-9 months. Time being a survivor main, I barely get face camp. However, tunneling happened more. But not that much to make a complaint. Still facecamp & tunneling should not exist.
Now Im a Killer main, able to control my fun more (except facing toxic squad). I play to give people the fun as I want the fun as survivor.
People already have this game figured out. Only 3 survivors, and the killer has much higher chance of winning than 4. Gens need to be done before killer is done with 3rd survivor. Tunneling is a viable strategy. Mori'ing off the hook is a huge advantage. There can't be a guaranteed way to win every time especially in a game where the advantage needs to drastically shift from game to game.
Playing how you want is cool, but most players will do what is most efficient or safe. Games that are down to two people are typically games of attrition. If there's a possibility of another player going back into the game, the ball could get rolling rather than waiting for the other guy to die.
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Farming is pretty much all on the killer. They not only need to make sure a game goes on long enough, but that all players participate. In short, an average game but stopping short of killing someone.
That's why I usually go Legion. Smack someone I'm done with to find the next survivor.
A survivor wanting to farm is putting themselves at the mercy of someone who probably won't honor their end.
So yeah, always go killer if you're farming. Survivor can't trust anyone.
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@C3Tooth said:
Because thats why I play DBD, not Last year.
You play DBD to get Mori'd off the hook or facecamped out of the game? Do tell me more of what you look up on your phone while "playing" the game.
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Predator is very vertical. Most DBD levels are not.
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@batax90 said:
Because survivor will escape every trial and killer will lose every single trial. And lets say you go with a global life system just like monster hunter does i could kill the same survivor 4 time in a row and the guy will have a bad experience. Dont forget with respawn you have the potentiel to always have 4 or 3 survivor at all time on gen that mean the 5 gen are not enough anymore
If we go with the add 1 generator per revive idea, only 2 people can get revived. There's only 7 gens in a match. And besides that, the remaining survivors would more likely be on their last hooks. So even if they are revived, the killer hits 4, and the game collapses.
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I need 10 more levels. ;_;
Probably shouldn't have skipped two months, but I was bored to tears by it.
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@HarleyQuinn said:
I see the realm as really unforgiving. It’s meant to wear down survivors and steal away all their hope. Revival would go against that.
When I’m dead, I’m dead. I’ll try again in the next trial :)
Steals away their hope, but it always revives them according to the lore. They just have no memory of it.
Doesn't seem too far fetched to do it in a trial.
And I honestly want something to be done about my friend being immediately killed because they picked a character the killer hates. Or they had "girl" in their gamertag.
It's absolutely a second chance. But I'm also asking for a tradeoff to make it fair.
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@handfulofrain said:
They don't respawn because that's not the kind of game Dead by Daylight is.
You mean a sprawling mess of bugs and angry people that's barely being held together by a single game mode?
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If the killer absolutely hates it they can just equip Unnerving Presence.
If they ever do rework it, a bold new mechanic would be to make it work only against Mori's. There's really nothing to defend yourself against those.
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It's more behaviour than character.
If they immediately chain two or three window loops or pallet jungle gyms together, they're on my ######### list.
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1416964#Comment_1416964
No,
Inside his terror radius the sound wound grow fainter (is that a word)
A normal killer terror radius starts with a very subtle heartbeat that grows louder as you get closer to the killer.
This terror radius would be the opposite.
It would start with a regular heartbeat, and it would slowly fade away as you got closer.
If it's the opposite you'd always hear a heartbeat until the killer approaches. And if the killer finds you, I'd presume the silence would be broken with chase music. So constant noise.
Or is it like Pig approaching? You start to hear a heartbeat then it goes away? Dunno. If I heard that in-game and it wasn't tied to an activated ability, I'd chalk it up to the audio being wonky. Or the killer circling the area; not beelining towards me.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1416948#Comment_1416948
Ward protects it... doesn't it?
Knocks it outta your hand. Gotta die with it in your hand.
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So constant noise unless I shadow the killer?
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I lose items normally when I die anyways. More items should be disposable. You used to be able to destroy the items yourself lol.
And why shouldn't the killer be able to deal with said items. When they bring items with them it's for the sole purpose of turning the game over to their favor.
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How is it toxic? It's the only counter to keys.
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The one shaped like a barbell. Just stick to one side as killer and guaranteed 3-gen.
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Dread equals horror. Gore is just a cherry on top.
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Really don't understand the buff. Once they figure out you have Lightborne they'll stop trying to blind you. And an aura is incredibly unnecessary because they stand there like an idiot anyways trying to get the blind off.
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It's definitely cheating, but can they stuff it back into pandoras box?
The answer is no.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1410104#Comment_1410104
we can use the stats, but we can't pretend the stats are what they aren't.
are they a good representation of pick rate across all ranks? yes. it shows which killers are picked at any rank.
are they a good representation of kill rates across all ranks? yes. it shows the average kill ratio across all ranks. since nothing is left out, this works.
But... does kill rate across all ranks matter when we are talking about balance? no. because you don't balance games around bad players.
are they a good representation of pick rates on red ranks? yes. it shows which killers are picked in red ranks.
are they a good representation of kill rates on red ranks? no. Because it shows "high ranking killers vs anybody" instead of "high ranking killers vs 4 high ranking survivors". skewing the results.
I keep seeing people say don't balance around bad players but the best players literally make the game a pointless venture. So pointless that if you can't hook and down the entire team before a single gen is done then you might as well quit.
The real issue is they need to punish people for consistently doing well. Which they can't. And taking swf squads out of the game. Which they can't. Or making every killer so overwhelmingly effective that you must work together to win. Which they can't because the game is both geared towards randoms and swf.
There's also the asymmetrical nature of the game and it always comes down to same thing in similar genres. The survival team always has the advantage when they work together.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1409998#Comment_1409998
I have no idea what you mean by this... at all...
what is the double edge?
Simply if we're disavowing stats they can never be used in your advantage either.
Then all we'll have is personal accounts of things with zero supporting evidence.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/168362/reminder-billy-has-a-75-kill-rate-at-red-ranks
Remember kids, those stats are only useful when they help me achieve my agenda.
Careful. That blade you're carrying is double edged.
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Par for the course? They did this with every other perk.
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This guy asking the real questions.
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@BrokenGame said:
mindgame potential? so holding M2 is mindgaming? where's the mindgame in that? you just hold M2 and wait for the survivor to make a mistake, but you still can MINDGAME if you hold it down, just don't hold it for too long and use your brain, it's not a kill nerf, nor a weak nerf.
There is no mindgame. They're grasping at straws. Is it a mindgame when Huntress is charging her hatchet? No. She's trying to hit you with it.