Tactless_Ninja
Tactless_Ninja
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Comments
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1681393#Comment_1681393
I understand what youre saying but 15 hatchet hits... is excessive... and 5 with feral is also excessice. I dislike challenges where it also relies on survivor skills as well as my own. May i point out again 6 trapper traps?
6 Trapper traps is just a perfect game. Usually when things get chaotic at 2 gens and you already set everything up.
Not impossible (4 basement kills still worst challenge) but it will test your abilities.
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I prefer a quick chat feature if they try to implement communication. Radial menu + pre-recorded blurbs that are auto translated in every language on the user end.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1681354#Comment_1681354
I'd argue the worst was tome 3, tbh. Sniping so many times in a single game as huntress for only 3 fragments? Get 5 FF hits in one use of FF? Wat?
But that tome made up for it by not being as grindy overall to complete the rift. Tome IV was ass for that.
Huntress ones were how you'd normally play her except for the get 15 hits in one match. You either had to primarily use hatchets and screw around or farm for that one.
5 FF hits was pretty much, get the entire team, then hit the last guy again. Easier in practice. I did the safe way and hit the 5th person when they bandaged themselves out of deep wounds. There are add-ons that extend FF duration, so it's just a matter of tagging them at that point.
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Ormand has been having problems since day one. It was removed from rotation for a few weeks when it first dropped, and even now has an assortment of issues plaguing it.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1679629#Comment_1679629
I like how you talk about his addons when it is about his base power.
https://forum.deadbydaylight.com/en/discussion/197810/has-billys-movement-also-been-changed
I had the same experience when I first used him after the rework. His saw feels clunky? It is hard to describe but is not the same as before even when you run him without addons, flicks feel completely diffrent but I have seen one billy main who kept playin him and does just fine, despite the roar, overheat and the other changes, pls dont get mad but i think maveros or something? He is competitive survivor but when he plays killer he is a billy main, check him out on twitch maybe he can help you to adjust properly, he is kinda inspiring to learn/play billy again.
Add-ons should be taken into account when talking about the whole. No one is going to play add-on less all the time. No one was playing add-on less Billy when they were instasawing.
And I said they were gimmicky, so really it effects nothing about what I said since it barely effects his power. He feels more balanced overall now.
Getting chainsawed at the beginning of a match isn't a death knell anymore.
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You should be able to make mistakes. The narrative is that killers don't have a lot of room for error, so they don't get second chances but they also have powers to give them an advantage.
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@Jyn_Mojito said:
https://forum.deadbydaylight.com/en/discussion/comment/1679543#Comment_1679543
You could make a separate thread about that.
Don't have to become irrelevant, though. Mentoring someone, either in gaming or IRL, is something the world needs more of.
34 today and everything you didn't do at 16 or in your 20's someone always has an opinion on. It's aggravating and disheartening.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1679629#Comment_1679629
BASE billy. And even crack Billy got rekt by SWF, think about that.
I have, and have seen it. It means swf is op and the game's base mechanics are too simple. Swf should fundamentally be treated differently than pugs.
The game thrives on chaos and swf spits in the face of it.
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@gibblywibblywoo said:
Ugh. I'll never get it. Billy was fine. Honestly, most of his new add ons are way worse. What the hell is that Flashlight blind add on even supposed to be used for.
Crack Billy was fine? Instasaw? He was broken.
With all the crying over overheat, that barely registers as a mechanic.
He feels more balanced now despite the gimmick add-ons.
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It exasperates the gen rush meta. It's a bandaid for a problem that is just going to be continued to be ignored.
Games with Ruin last longer. Fact. Chases flow much better and eliminates the need to stop and kick a gen.
Games without it go fast. Fact. Without a stop gap to prevent gens from progressing further when initiating a chase, it's just a constant uphill battle of chasing away survivors only to have them pick up where they left off.
They need to make baseline changes to gen interaction before they make any additional changes to it. So it both should, and shouldn't be changed.
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What if i didn't want to give away my age, but still wanted to despair over how irrelevant you become to society after that age?
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Someone didn't read the handbook.
You DC if:
- The killer is tunneling meeeee
- They are an M1 killer with an instadown
- All the gens are done under 5 minutes
- They have a mori and use it on first hook
- They're like trying to do a challenge and you don't want them to finish it because reasons
- They didn't kill you if you dc'd. PizzOWNED
- It's Legion
- It's Spirit
- It's Deathslinger
- It's all Neas
- Oops, all Blendettes
- It's Hadonfield
- It's The Game
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1675124#Comment_1675124
A quick tap would make the gen explode.
Overcharge skill checks can be hit while moving.
I've never seen that.
That's bullshit. Really? That goes against the whole purpose of the perk.
Nerf survivors.
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No Mither is such a useless perk on its own. One hit down, makes noise everywhere, feeds Oni automatically. The benefits are almost nil if the killer never slugs them.
It can be useful with Resiliance, Dead Hard, and Iron Will. But that's a lot of support perks to make it useful.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1675010#Comment_1675010
A fixed animation like killers have. Why should a tap "stabilize" a gen?
And no, we don´t use those. Because Overcharge skill checks aren´t really hard to hit and because Dragons Grip is kinda meh. (both are meh)
A quick tap would make the gen explode. Staying to hit the skillcheck takes the same amount of time it would to kick the gen.
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1675010#Comment_1675010
I like how you exaggerate and completely dismiss the problem that the killer has to spend 6s in order to kick the gen and that can be completely negated by a quick tap of 0.x s while continue running. Also why not use those? Because why waste time kicking gens in the first place and even using perk slots to that idiotic thing when you play against swf where that works one ######### time. Just waste 2 perk slots for a one time gimmick trick that might work in a match once.
Yeah I don't see the issue at all why people do not use that.
6 seconds? Who's exaggerating now? It's 2 seconds, 3 seconds tops. And they still need to stop a second to get the animation in. That can be a free hit if they're being cocky.
A gimmick that directly tackles your problem. Sorry you don't turn off the tap when the water in your bathroom is spilling everywhere and that stabby feeling you get when you poke your hand with a fork at dinner doesn't go away when you yell at it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1674983#Comment_1674983
So you protect the gens by chasing survivors away from a gen (and not commiting to the down, yes?).
What´s stopping survivors from just going back to the gen, once you leave?
The kick animation point, was regarding the original statement, that the devs prefer survivors over killers.
What should happen instead? A 5 second start up where no progress is seen? An entity blocker that makes them work on a different gen?
And there are perks that exploit that behavior. An Overcharged gen with Dragons Grip will get more regression, and a down. Oh but we don't use those because the meta don't call for it and that means they're garbage. Durrr.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1674808#Comment_1674808
I liked your comment, but about the adrenaline argument... Define "winning" in DBD, and also being survivor.
All gens need to be done for it to activate. You'd already be winning because then it's only exit gates then you leave. A team full of adrenaline users is overkill against an M1 killer.
A survivor survives I guess? Where are you going with this? You want to pin them down with a status effect that only effects three perks and want another status effect to double dip into tracking and stalling. It's not balanced.
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Didn't survivors used to have true infinites, only fast vault animations, exhaustion regenerated while being chased, and double pallets with vacuum that sucked killers into being stunned?
Going KILLER GET NURFED FOR NO RAISIN is disingenuous.
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It would make more sense to nerf the perks themselves than create more status effects that pin you to the ground. Unbreakable is fine. Soul Guard I think works indefinitely as long as a hex is up (not 100% sure) so just limit that to 1 self rez like Unbreakable.
And Adrenaline needs to have different conditions in place. It's a perk that rewards you more for winning. Require 2 teammates to be dead, or have to have finished 2 gens or something.
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Really unnecessary change.
Blood tracking trumps any kind of stealth perk. And longer healing phases is disabling and often leads to people stopping healing altogether.
Besides, you need to be slugged for a full minute for any slug perks to do anything worthwhile. Just hook them.
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BS against camping killers, just fine in any other instance.
Though would be more consistent if they required them to be injured first like window grabs. Gens should require injured too.
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He's not getting nerfed.
Isn't the lack of curve his number one complaint? And an add-on fixes it.
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It's like pointing. It could mean 10 different things based on context and what each individual perceives it to mean.
I pointed at a Pig that had me cornered and my teammate thought I was betraying his position so he left me to die.
######### stupid.
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@Bwsted said:
A band-aid fix for other defective core mechanics. It might be broken in some aspects, but removing it altogether without addressing the underlying problems the perk is meant to alleviate would singlehandedly make the game unplayable.
Quoting for truth. Best description for this issue.
There's no protection after being unhooked at base. No matter how many protection hits other survivors may take, it only serves to strengthen the killer. The alternative is leaving them to die to finish gens which is piss poor way to manage a co-op game.
That said, they could always make it an anti-grab perk. Get pulled off a gen, DS activates. Get picked up from the ground, doesn't activate.
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Lithe is the best exhaustion perk though. Can use it completely healthy, at a loop, purposefully, and paired with other perks can create an effective ghost build.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1674678#Comment_1674678
many people want ds reworked not because of the anti tunnel aspect but when they get ds'd when their not tunneling someone which is where the frustration occurs, i don t believe the devs have any bias i think they need better priorities than minor perk changes and such
I know. I play killer and seen the swf hit squads pumping out gens and swapping people that haven't been DS'd yet.
But they make a sweeping statement with only one example? They buffed Sprint Burst a few more times right? Borrowed Time totally works against a Freddy right?
The only real complaint is SWF is still a thing and it's still blatant cheating. They should have an Among Us chapter because that game is ruined by comms as well.
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My issue is it always goes for whatever I'm going towards. I make two branching paths and what gets nabbed? Both things at the end of each path.
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So this conversation turned into a discussion on Decisive Strike, and only Decisive Strike.
Survivors are op and devs only listen to them because one perk that keeps killer from tunneling them out of the game I guess?
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Huntress, Clown, and Pig have all been mentioned by devs about getting reworks. Huntress and Pig probably just their add-ons, and Clown probably getting a new mechanic since bottles alone are kinda weak.
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@SunderMun said:
He's not being nerfed, though. the PTB version of him is a hard buff; fun.
Thatsthejoke.jpg
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I'm hoping they don't pull an Activision and make it two versions for the sake of reselling the same game. The jump to next gen is basically just flipping the graphics from medium to high on a PC.
There shouldn't be a huge architectural jump like from PS3 to 4 since PS3 was doing its own thing for who knows why and everyone hated them for it.
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@Steel_Eyed said:
Hook grabs should be removed. Locker, vault, and generator grabs are fine and dandy.
All grabs should have the prerequisite of being injured first imo. Then balance perks around that.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1672112#Comment_1672112
I hope they do.. personally I hate these exclusive games it's crap.... let it release to what platforms you make it for not well 1 year later you'll put it on ps etc...
Exclusives move hardware. Nintendo still have their first-party titles and the others are no different.
Though if anything good is to come out of this gen is that the new focus on digital sales will finally put Gamestop in its grave.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1672094#Comment_1672094
actually there is no information if bethesda will or will not make games for the ps4/5. Microsoft now owns zenimax which owns the other studios ID, Bethesda etc. it may or may not make their products exclusive, but we do not know what they will do.
I could see them playing the long game of making game sales on other platforms than their own. It's win win. They've been doing something similar with PC and Xbox right?
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There are perks that strengthen chase y'know. Bamboozle is almost always a game changer. So is brutal strength.
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PS4 games will still work on 5 so depending on your level of investment, it could be a good deal.
But they just lost Bethesda so if you like RPG games, you won't see theirs.
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I tried having fun once. It was awful.
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@musefan said:
https://forum.deadbydaylight.com/en/discussion/comment/1671167#Comment_1671167
😁 perhaps... I expect we would lose a large portion of the player base though.
A few of them might be feasible if auras were tied to a dedicated aura button instead of automatically seeing always on auras.
Would make trying to see people in a chase easier if I could not see bright red gens all the time.
They'd have to stop moving to activate it though. And wouldn't apply to conditional auras like Bitter Murmur or Kindred.
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@musefan said:
It could be possible, but it would ruin the game.
The simple fact is, in order to balance we need to remove the advantage that swf have. There might be a few ways to do this but as a rough idea it means:
- base kit kindred
- base kit bond (with unlimited range)
- a way to see when somebody is in a chase, and specifically who it is and where they are (solved by bond)
- base kit aura reading ability to see which gens are being worked on and how much progress they have
- base kit aura reading of the killer when they are in sight of any survivor
Basically, all the above will mean SWF (on comms) have no advantage of solos. Once that happens killers can be boostly (massively) with all those features in mind to finally balance the game.
However, as you can imagine, those things would all ruin the game.
Or we remove SWF and solve every problem at once. :)
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I've only gotten Soul Guard to work once and never seen it as killer.
How many times are you going to slug the same survivor?
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He's already inescapable when he's not a potato and doesn't bump into things. And people still camp with him.
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Swf using their magic to make everything in the game not work right.
I was playing Wraith and I had no speed boost after uncloaking, couldn't catch up even while bloodlust walking in a straight line, always missed a vault slash, always missed pallet hit. It happens too often to be a coincidence and they're always 100% confident. It's blatant cheating.
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How is it out of date? If they 99, open the door yourself. Hook someone. 60 seconds of more match.
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I was 11 tiers off from completion without buying anything, but I also took two months off from playing.
If I need to spend 10ish dollars to complete it, that's fine imo. That's typically the cost of one cosmetic anyways.
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I want bots.
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Sequels are just cash grabs anways. No real core gameplay improvements, just ######### they could have added onto the base game.
Besides, it would split the playerbase. That's bad.
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Adjust his chain's behavior. Currently feels inescapable at any range. Even if it's just a skillcheck with automatic deep wounds or more resistance when pulling away.
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Gas clouds last longer.
Survivors have a gas meter and the more exposure, the more confused they get. Also circus music gets louder and louder.
He drinks it and becomes a living gas cloud.
He has gas mines that explode when within proximity.
He reloads one bottle at a time instead of having to do the whole reload animation every time.
That's all I can think of at the moment.
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Maybe after the key rework, it will need to be powered with Altruism.
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Uncreative survivors? I need to equip the meta perks in order to survive against them. I'm being pigeon holed.