Tactless_Ninja
Tactless_Ninja
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1092746#Comment_1092746
The OP specifically states that it’s slugging and being left to bleed out.
Slugging is fine. You’ll get picked back up eventually.
It’s slugged and being left to bleed out for the full 4 minutes by toxic players that is the issue. I’ve seen people do this on stream before. Sounds like some toxic players are doing it to try and bait survivors into disconnecting. Theres no hope then, nothing you can do, nobody to rescue, just sit and wait for 4 minutes until the game ends.
I know. That's why I specifically mentioned a 4th health state. Everything after that is musings I guess.
Though something has to seriously go wrong in a match if all 4 people get slugged which is probably why I went that direction.
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@BabyBubbaMain said:
Leatherface. Nemesis+PWYF makes him an actual threat and if played well can do some serious work. He is the best user of Nemesis+PWYF combo.
90% of Leatherface players have given him such a bad reputation with face camping that nobody bothers to see the actual power of the Killer. Also he’s very fun when you’re trying to unwind and not think about winning.
Cannibal is the most imposing killer imo. I see him charging his chainsaw or barreling through a cornfield makes me want nothing to do with him. Though his add-ons are confusing.
His most effective build from what I seen says it slows his chainsaw but speeds it up. The one that's supposed to reduce penalties against hitting objects. His base kit also needs some touching up. Slowing down enough to barely catch up to someone running a straight line is abysmal.
But otherwise he was my first adept when learning the game so, much love for Bubba.
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@McLightning said:
I suppose Franklin's Demise is out of the question? Or Lightborn?
I run these with Ghostface. They get tea bagged before I slap it outta their hands.
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I wouldn't mind a 4th health state you could recover into. Maybe you could stand back up but be too injured to run.
Besides that, slugging isn't toxic. You can escape while slugged, have several slugging related perks for killer or survivor, and its a baiting/slowdown mechanic for killers.
There's also valid reasons not to pick someone back up. Wiggle timer after dropping someone is almost maxed, or they have DS.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1090833#Comment_1090833
Not at the moment. If the survivor is close enough, they can move faster then the killer can turn the camera.
You can easily fix that by repositioning and alternating movement between the camera and your legs. Hard to explain but strafe right, slash left? Kinda like that? Strafing is your best friend in this game. You can also use walls to limit their angle on you. You can typically feel where they are by how hindered you are moving to a certain side.
Anyways I've had survivors charge me or try to hide in my blindspot only to get slapped moments later. Dragging a lunge left or right also seems to always connect. Only real issue I've had were the 360 whiffs and those are just aim assist cone exploits.
Nurse would definitely improve from FPS increase. Although I've heard of some weird issues in other games where FPS were tied to movement speed, like racing games so an unlocked framerate meant the everything going wonky and speeding into a wall.
A higher sensitivity I would have no problems with either. It's the idea that if the killer is completely unbeatable in close combat, that they'll keep loops and pallets as their main defense which are the most annoying and boring aspect of the game. Not saying it's not already like that but I want more depth from this game. Only perk that does anything like this currently is dead hard and that's mainly used for again, looping. A slower killer (at least as they are now) means less safe loops when they're designing these things.
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I'd rather it be another wait phase. Having unnerving presence would only bolster face campers.
Now if we had skillchecks on key escapes....
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Well this explains....a lot. My brain will get itchy every time I lunge now and something wonky happens.
I usually drag to the left or right when lunging which works well most of the time. Then other times my reticule will spin clockwise around someone and never hit.
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I have Comcast and they have a monopoly in my area. Other ISPs need to lay down their lines in an area otherwise you're stuck with sub-par overpriced service. A town over has Verizon and other stuff. So yeah, the pricing varies.
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Depends on the situation. I've had solo games where people made all the classic swf plays with zero communication and an abundance of pointing. Flashlight saves, hook sabotage, body blocking the unhooker so they have an extra health state, etc.
They took a risk and failed. But they're not at fault for trying. I have too many games counting the number of hooks they feed the killer because no one can manage anything else.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090833#Comment_1090833
Pls stop commenting on my posts thx
What a strange way to answer my question. You're going to make me go through my entire history to see who you are?
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The cap is fine. How unnaturally fast do you need to turn to slap someone?
This another parity issue with PC? Can't they mod their FoV? PC players are already boosted when you just need positioning.
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Now fix Rainbow Maps showing his traps.
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Being polite helps.
Not exploiting obvious gameplay flaws, or dancing at the exit gates.
Then again killers DID drag people into the basement knowing about the blindness glitch. And de-pipped to prey on low levels with Ruin, noed, and chili equipped on an insta-saw Billy so ######### them.
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Now to complain about Rainbow Maps showing his traps....
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1090544#Comment_1090544
And add-ons. Everyone I see sabotaging hooks use toolboxes, never the perk.
https://forum.deadbydaylight.com/en/discussion/comment/1090460#Comment_1090460
.. what about a big no for the 100% unhook? Seriously what the hell kind of broken ass suggestion is that
Self-unhook only works once per match and gives zero protection besides DS shenanigans. Takes up a perk slot like Deliverance as well.
I figure they see it like Deja Vu. On it's own it's a nerfed map, and partially helps when using an actual map. Though there's zero reason to use anything besides a rainbow map so that's why it's dead in the water.
Sabotage on it's own is pretty slow and only in fringe cases where you already 99'd a hook and don't have a toolbox handy would be where it would be useful without one.
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I'm sure the programming team would love to hear your input on how better to streamline the millions of lines of code that make up DBD.
You guys DO have tech advice right? Instead of vacuously shouting at the void for them to fix it?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090460#Comment_1090460
Literally nobody bothers using a toolbox for sabo though.
There are toolboxes specifically for sabo'ing though. Alex's Toolbox for one.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090390#Comment_1090390
But arent these things just some remenants of his old power? Like the glow thing? I never played old Freddy so I cant say. Most powers can be baited too. I just meant that his new power is snares and teleportation slapped together, and neither is unique. I just think he has wasted potential, they could go way more creative with the whole falling asleep mechanic.
(Just like with Demos portals)
His old power you tagged someone, then 7 seconds later all their actions were slowed 50% and you saw their aura at all times if they were outside your terror radius. It would've been OP if survivors didn't abuse spinechill and self-care to immediately wake up granting immunity from his attacks.
They removed having to tag someone, seeing their aura, and the action debuff partially; but his ability to spot survivors glowing white was largely left intact.
New Freddy gen teleport is very effective. You either bait a teleport to see exactly where a survivor sprinted away (sometimes right into you) or use it to cross the entire map on command unlike Hag who needs to place a trap first. It's recharge is also passive.
And his snares besides slowing survivors down, can also provide feedback for their location. Which is valuable for searching.
Finally, fake pallets are actually a nightmare. Only Small game or Any means Necessary can help you there while asleep.
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@thrawn3054 said:
Not really. The only way to make it relevant is either sabo at 100% speed. Or massively increase the time hooks stay broken. Like a 2 minute increase.
It can't be powerful enough to replace toolboxes. And you need to take into account a full team of saboteurs and how they could affect the game.
Maybe jury-rig it so the aura doesn't show for killer or make Kobe'ing off the hook 100%?
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1090292#Comment_1090292
Freddy rework was nothing unique or amazing, they just gave him 2 abilities and it made him strong
Ghostface is cool
Demogorgon's power is quite lazily done and nothing that crazy, its not bad killer or anything, but he is a pile of wasted potential and his perks are garbage.
Oni is cool too
Doctor rework just merged his 2 stances into one, making his power more simple and easier to use.
So its pretty 50/50 so far imo
Freddy had more than just two abilities.
Survivors glow while in nightmare vision. There's the gen baiting along with teleportation which can put immediate pressure on a survivor. The term pallet hell was flipped on its head. Alternatively he could be trapping chases while still moving. And the oblivious status that ignores all survivor based perks that rely on killer TR.
Plus his freaky extendo arm lunges but that's always been a thing. Also one of the few killers with gen slowing add-ons.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1090197#Comment_1090197
What was Legion like at launch?
Ran super fast, could spam knife swipes, and stabbing the same survivor multiple times eventually downed them. Though it was seen as too oppressive with little countermeasures to it so they kept making gradual changes. Eventually they said ######### it and kneecapped him because a new gamebreaking glitch would always pop up.
He's in a decent place now but feels weak in too many situations. So people are waiting for a Freddy tier buff.
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@gatsby said:
Be careful what you wish for. Legion was S Tier at launch, but they got nerfed super hard because of that. Having a strong killer for a few months only for them to get trashed isn't ideal
Was that when he literally tunneled someone to death while walking backwards? Are killers this desperate and pathetic?
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He'll be Magenta Square tier. That's a color AND a shape Oh boy!
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@Purple_Orc said:
https://forum.deadbydaylight.com/en/discussion/comment/1089920#Comment_1089920
I know Disney would never give them a license. It was a joke.
If Bhvr hired Steven Spielberg I'm sure he could convince them. It's how they got Bugs Bunny and Mickey Mouse in the same movie. Plus Jaws as a killer. :o
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Bloodlust is already balanced. Get hit or break a pallet and it resets. Also think hitting a survivor counts too, but mainly forces pallet use in chases.
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Slug everyone at 2 gens, hook everyone at the same time. Key is useless now.
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@Carlosylu said:
Plot twist, it's a Slave Princess Leia skin 😍😍😍
Plot twistier. Jabba was the last one with the chain.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1090042#Comment_1090042
For what it's worth, all of the killers are still humanoid. Humanoid != human, it just means that they're human shaped (bipedal, two arms sticking off the side of their torso, and a "head").
There goes my hopes of a Boulder killer who has the advantage on elevated ground.
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@Adriang14 said:
Omg Kurapika confimed
I thought he hated spiders.
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@Supernaut said:
A while back, I thought it was Pinhead, but the Hellraiser chains are almost autonomous, which doesn't stack with what we've seen in this albeit brief clip. Shame.
I had a theory that Nu Freddy was actually supposed to be Pinhead. He drags you into a hell dimension, requires interaction with a device to bring you back to sanity, traps that could easily have been chains slowing you down, teleportation, etc.
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Before the changes from what I seen anyways, casual players were purple, and harcore sweaty deathsquads were oddly green ranked not red. They would spend hours depipping just for easy games.
The new system is less abusable this way so you can't exploit ranking. Or at least there's little reason to anymore. People who belong in red ranks will have no qualms being in red ranks since you can still be paired with yellow.
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New licensed killer, Chain Chomp.
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Here's a thought: What if Mori's had two animations?
First cripples the survivor, second murders them? I'd be less hesitant to let a toxic Nea back into the wild if I knew she had a limp.
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He has amazing strafing capabilities while sprinting. Can typically get through a wall maze if there's nothing to clip onto.
If the survivor dodges behind cover, then just use his walking lunge. It has a wide enough attack range to where you can eventually hit them. Just be aware of terrain and try to strike the ground.
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Takes away dev time. They'd need new animations, deal with cauldron specific bugs, etc.
People already complain about skins sapping up time. Now we have boiling water too?
Same issue with why pallets are all the same.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1087758#Comment_1087758
Basically your first lunge in the match is cut short to just a whiff.
So start the match with some warm up swipes to fix it? Or do you need a survivor first?
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It's toxic till they bring an anti-slug build. Then you're toxic for picking them up immediately.
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Inb4 superior mousubru 1000 folded keyboardsu cutting console tanks inhalf like butter.
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The bots would need to stab you 3 times. Also despawns when Legions power ends.
Edit: Stabs gets saved and each stab spawns in a different member. You get stabbed by everyone once, it's an insta-down.
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I don't think the masks idea works. The members of Legion are depicted as flesh and blood. Removing that boils them down into caricatures (despite already just being skins).
Edit: missed everything else about teleporting. Still, playing musical chairs doesn't sound fun.
Editedit: Teleporting is disorienting as well. Hag and Freddy you need to quickly assess the situation. I'd rather the opposite effect, a localized pressure which he already sorta does currently.
Legions original concept was 3 markers after the first stab representing the other 3 members calling out survivor locations, and 4 stabs representing the crew initiation. Then they nerfed the stabs (because honestly who likes being tunneled to DEATH by someone's power? Oink.) Nothing they do now says anything about being numerous, other than the headaches Legion causes.
If they do anything significant with their power, it would be spawning in multiple killers that would continue chasing injured survivors. It would fill in the whole dropped pressure issue he has from pinballing and would be a lot more chaotic. Yeah, I'm asking for bots.
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@SL33PY said:
https://forum.deadbydaylight.com/en/discussion/comment/1087460#Comment_1087460
I could have sworn both haunted grounds stayed lit the whole game and that you could get everyone exposed twice in a single match. Was this changed at some point?
Nope. It was always one charge. Maybe you're thinking of Rancor? But that only activates after several conditions are met.
Or maybe it was PTB? No idea about that one as I'm PS4.
Mandela Effect maybe? I'm starting to doubt myself. o_o
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@Waffleyumboy said:
Cleansing one HG turns the other dull
This is the answer.
If you didn't cleanse HG then Noed would never have activated after cleansing the remaining 3 dulls.
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Game is too dependent on the 4 survivor dynamic. If you remove one person it becomes a snowball effect. Don't and it's tea time.
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@Divinitye9 said:
I honestly don’t like this solution. It’s another band aid fix for the larger problems at hand. The current gen speed would be fine IF
A) Toolboxes were addressed
B) Map sizes were seriously looked at
C) ALL killers are able to have mobility to pressure gens on larger maps (if not fixed) or just get across the damn map before a gen pops
These are just a few, as I know there are more. Core issues need to be fixed. BHVR loves their band aid fixes, but this is the only way to truly get things where they need to be.
A and B are already being addressed.
Large(est) maps I think should have some dynamic element to them instead of flat out being removed. Like a smog of poison on one side of the map that slows gen progress by injuring anyone within.
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A new golden age for the bug report forum.
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As an occasional killer here's my list of demands!
More blood points.
More ex pee
Bikini huntress. She can have a towel fashionably wrapped around her waist. And a severed shark head as a hat.
Ninja cosmetic for Bubba. Dual chainsaws.
I want a bottomless pit near that stupid ######### fence loop.
The option to join swf chat at any time so I can sabotage THEM
Guns for survivors but they do nothing (lol)
And a counter for how many games I need to play to max out the rift.
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I don't like it along with Windows of Opportunity. It's more distracting auras in a game where you need to focus.
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/1086407#Comment_1086407
We had a contest design and the Clown skin was one of the contest winners. The other was a skin for Feng Min.
I know that. But people often pay homage in their work like those guys in trenchcoat with big swords are usually anime fans. DBD is one big homage to horror genre and SH is a big influence.
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DS and BT are fine on their own, except when EVERY SURVIVOR HAS IT. Then it becomes a shitshow. If they don't want to nerf it, they need to do something about redundant builds on multiple survivors.
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I thought it was a Silent Hill reference. Weren't there bloody mascots in that game?