TheGrimQueefer
TheGrimQueefer
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- TheGrimQueefer
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Comments
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I'd be happy if they didn't add anything new and just fixed the crap out of the game.
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@AykDanroyd said:
Ormond is one of my favorite maps and I've been hoping for a 2nd Ormond map much like Coldwind and MacMillan have multiple maps.
An idea I came up with is having the 2nd Ormond map set on a ski slope with a ski lift/gondola building at the bottom and a ranger station/observation deck on the top and you could make the ranger station the killer shack or just have no killer shack or main building like Haddonfield lacks them.
Or maybe have it set at a frozen ice fishing lake with a cabin as the main building and a killer shack somewhere on the map. Perhaps both ideas could be implemented for a total of 3 Ormond maps.
My idea was to have the 2nd map accompany the release of a Yeti/Sasquatch killer with some kind of freeze power or throwing icicles as projectiles. I'm sure these ideas could be expanded upon.
Yes to all except any freezing power which acts as slow downs on survivor movement. I'm all for an add-on or similar power where you can kick a gen and it "ices it" meaning gen progress speed is reduced by 50%/60%/70% for X amount of seconds.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2872310#Comment_2872310
Yeah that was this
- New HUD icons for survivors to help solo survivors track what others are doing. (It was mentioned in January)
Specifically they were talking about how you could see a generator icon next to a survivor on the HUD if they were working on a gen for instance, or an icon of them running if they were in a chase or whatever else. The idea being that solo queue survivors would be able to tell at a glance what other survivors were up to, something players on comms get naturally.
Thanks for confirming that.
I wish they'd do more, it is such a terrible experience going solo.
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@AcelynnBen said:
I like the changes to ghostface but will survivors still be able to reveal him while hooked?
Good question. I hope so.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/2872349#Comment_2872349
some survivors tend to hide it until last hook
Then they've wasted a perk slot to use DH once.
The issue is that DH is needed for a lot of survivors against great killers or mediocre Nurse/Blight etc. otherwise already short chases would be over even quicker.
If you want to know how frustrating DH can be, go play scratched mirror Myers. It's absolutely fine as is.
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I guess there's no more 99% Resilience either. Must have been OP 🤣
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@Mazoobi said:
I'm not the one to normally complain a lot in here, but I've been trying to complete the rift by attempting the killer challenges, but the fun is really REALLY being stripped off by the MANY Dead Hards in every single match.
I understand that the devs mentioned that they're looking into it, but goodness playing killer is so draining.
The amount of times I was able to pull off a nice mind game only for it to be denied by DH really is infuriating.
Killer mains out there now have my full respect.
I remember someones' suggestion a while back by either removing its distance or invulnerability and I think that was a pretty nice idea.
Did you really pull off the mind game if you didn't think Dead Hard was coming?
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I have no problem with Dead Hard whilst playing killer. I swoosh, they time it right...good play.
They got me once, I wait, they waste it...swoosh you're down.
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Were they not going to look at (or plan on doing something about) the huge difference in experience of solo queue .v. SWF ?
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Don't worry, the experience on next gen is slowly deteriorating too.
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Shelter Woods & the Coldwind version of it.
It's like the map design was given to the least creative person in the team.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2867862#Comment_2867862
Pallet/vault/locker is an "action", healing/repairing/breaking chains/cleansing are all "interactions" - you can bind two different buttons for actions and interactions.
Thank you, I think I see the problem in the menus.
It kinda reads Pick up item intercations instead of Pick up item/interactions
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@GillyBeannn said:
https://forum.deadbydaylight.com/en/discussion/comment/2867862#Comment_2867862
Nope, you have to change the bindings so that throwing pallets and healing aren't the same button
Are you sure?
I thought all 3 fall into the category of "Actions". You can only bind one button to that in my input binding menu.
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Have they made any changes so dropping a pallet is a separate action to heal? Oh and breaking chains in the case of The Cenobite.
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It's a vicious circle right? Not fun.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/2849343#Comment_2849343
Slower base gen speed is a lazy fix imo, and would piss people off. Its already hold m1 the game, I think bringing swf down shouldnt make it less fun.
It is lazy.
Would you trust BHVR doing more complex changes to the game without it breaking to pieces?
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Some excellent points there that I'd agree with.
A solution could be to have two slightly different rulesets for SWF and solo queue. Think slower base gen repair speed for SWF for example.
Main menu can have a lobby for teaming with friends or for solo surviving - to replace the generic survivor option of course.
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@jesterkind said:
What would you do in their position?
Really think about it- you represent a game development studio with an unearned reputation, with a community/playerbase that is actively hostile and will misrepresent anything you say or do in order to continue being mad at you. How do you actually handle that? I'm not sure I'd know what to do with that situation myself, so I can't really judge BHVR too harshly for their response to it.
They're not a small indie developer, they generate a lot of income but are somehow getting the basics very wrong.
I do agree with you that a section of the playerbase are hostile. There is no need for it & breeds an unwelcome environment. I'm not an avid follower on socials of BHVR and a lot of the playerbase probably aren't too - I'd like to see more promotion of community & wholesome vibes in the game news feed once in a blue moon. When the trial starts and until it ends...survive or kill to your hearts content. Inbetween, be pleasent to all.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/2846410#Comment_2846410
And how exactly is the word "hate" being used in this context as a way to discriminate?
It isn't & nor am I saying it is right now. My issue is with the normalisation and free use of the term.
If you're going to make public statements then at least have some sensitivity & accountability to the language you use.
Someone who hates something so trivial comes across as a priviliged bell end.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2846317#Comment_2846317
I'm actually curious what you mean by this. Hate is a strong word. Maybe dislike would be more appropriate. That considered, I still don't see how saying you hate a mechanic in a game is inciting hatred? Inciting against whom?
It doesn't necessarily need to be implied against a group or person. What is insensitive is the free and nonchalant use of the word in their language to dramatise their experience with a game.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2846392#Comment_2846392
I hate Circle of Healing, too. Because it is a serious, intense dislike of the perk. Which, correct me if I'm wrong,
https://us.v-cdn.net/6030815/uploads/M02NT8PQ3MD7/img-20220312-164605.jpg
Note the word intense then go do a little bit of research on hate & how it has shaped communities & discrimination in society. You may find that your use of the term is a fair bit insensitive in comparison to the potential privileged outlook you're seemingly displaying.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2846385#Comment_2846385
Sounds like they’re probably gonna make so it can only be used to dodge a hit since that is what the perk is designed to do.
It is never going to be viable as such due to the spaghetti code. As a series X player, I use it for distance because I still get hit a second after pressing the button for it. I even see the beginning of the animation whilst taking a hit. Noted that this only occurs against PC players, not yet experienced from another console player.
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No you don't. You hook, you go pressure a generator to push someone off it knowing the hooked survivor has to be saved by one of the remaining survivors.
At the start of the game this leaves one person doing gens unbothered, provided they're a SWF who can coordinate.
Proxying allows gens to be tapped out by an organised team. It is lazy & often leads to moaning by the killer that the gens go too quick.
If a killer is pressuring someone who isn't doing gens, that is a mistake in most circumstances. Unless they're tunnelling of course, but let's not get into that discussion.
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/2846347#Comment_2846347
The irony here is so thick I could cut it with a butter knife.
Go ahead. Explain it all piece by piece, with your butter knife...
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@[Deleted User] said:
My theory: higher ups wanted matchmaking to be better and they don't want queue times to suffer. Lead dev decides MMR is the way to go. As they get into it, they realize skill is way too complicated to accurately capture in asymmetrical game. But their bosses want this done. What you end up getting is an overly simplified formula that lacks all nuance and essentially turns itself off to appease queue times.
It happens all the time at any job. Your boss or your boss's boss wants something done. You know it's dumb. All of your coworkers know it's dumb. But it has to be done.
I appreciate your response, thank you.
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Judging by the number of posts you have here, you seem immune to basic use of words and language.
There is a distinct reason why the DbD community is viewed as toxic. For some, there is clearly no filter any more.
In no circumstance should a post be allowed which uses the "hate" or "hatred" terminology. If you dislike something, fair game.
In simple terms, grow the ######### up.
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@Veinslay said:
As soon as you hear the boon sound, you kind of just want to d/c as killer. That's a problem
You're right, it is a problem. You continue to run from them.
Nobody likes a challenge? How about you think of it this way, should you stomp that blessed totem you found or leave it so you know where to find survivors who need to heal?
I love finding blessed totems in places with no gens. Leave them there.
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Is there a question mark in there?
Presuming so but you just never know.
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2846262#Comment_2846262
I'm sorry but I don't understand what you are trying to say. What is OCE?
Oceania server. Think Australia, New Zealand & that part of the world.
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Inciting hatred, whether you're tongue in cheek or not, get outta here.
It's about time people took accountability for their language in posts such as these. It isn't acceptable in the slightest.
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@GamerEzra said:
I played 5 games of survivor today and except one, all of them have been against blight or nurse. I know that Nurse just got enabled again but this is just ridiculous. I'm playing solo as well. I won 3 out of 4 (which was already a huge surprise) but I would like to just not play against the same 2 or 3 killers over and over. Am I the only one who noticed this? Maybe it's an idea to reward killers who play a killer that isn't played much by for example giving them more BP.
I'm a killer main myself but also play a lot of survivor. After playing 5 games of survivor I think I'm done for now. Please let me know if this is just me or if you also have the same thing but maybe with different killers.
Come play in OCE & you just play the same 3 killer players for a full 5 hours. Same sweat, same desperation because two of them are Twitch streamers. One uses a VPN from Russia & the other tries to hide he uses aura hacks...Twitch don't give a crap. All good!
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@OpenX said:
It's ok. Way overhyped I think, and it pains me to see people run it on killers with strong M2s.
It means you get even more punished for tunneling through DS. You can't kill an annoying obsession, even if they figure out you have it and actively bodyblock you. I don't even run it on Demo; the amount of games you will need to eat DS for a kill to win the game is very high.
Then don't tunnel & you won't need to eat DS.
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I'll wait in the exit gate if another survivor is still in the trial. As I play solo queue and have no comms, I could still be of assistance to them.
If the killer forces me out then I've at least bought them a few seconds extra to get to the other gate & open it/escape.
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25 killers to choose from. At least 50% of matches are Blight.
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@Bullettimegod said:
Honestly. Survivors bish about anything. Seriously. Not turning it to an us vs them but when i play with people who never plays killer they are the absolute most annoying entitled pos in the game.
We do 4 gens before he catches someone "ugh look at this trash killer who camps". We "gen rush" and dont cleanse. "Of course this trash killer has noed". Seriously. The difference of entitlement ive seen is astonishing. To the point i go out my way to tell people off. Esp the ones who never played killer.
You literally did take a constructive post up until your comment & turned it into an us versus them. Saying you're not doesn't abstain you from the fact.
Either join the previous posts in a healthy conversation or pipe down.
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@Brimp said:
And I wish I could play other killers without 2 gens popping first chase. But nah oversized maps, horrific gen spread that can't be preassured by no mobility killers, and 3 second chance perks per survivors. Looks like we want the same thing.
Don't sweat it bro. Chase better.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2823870#Comment_2823870
Slugging is easier to rescue than hooks, and can be countered by unbreakable.
I definitely will not consider it as shortcut, it takes longer to bleed out, and slugging four people at once is not something happens on same skill level, the chances are it takes much longer than simply hooking them.
Shortcut is something like moris or hatches, which allow you to literally skip the objective.
I'll have what this cupcake has been smoking
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@fulltonon said:
Only if killers had anything like that.
Old mori is the only thing I can think of, which is retired looooong ago.
I mean, you could just slug & only have to hook 4 times.
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As in 300% speed boost?
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2805232#Comment_2805232
I know this is not a Freddy topic just after reading your comment I can honestly say after his nerf, I haven't played against a Freddy in over 100 public matches at least.
I'm only giving an estimate but it's been roughly 3 matches of Freddy in 6 months for me. Such a shame for such an imposing character.
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@qwirtee said:
the ONE time I actually want to use the nurse, and for a daily ritual they disable it
Real life problems dude.
Praying for you.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2797834#Comment_2797834
Yeah, that could be it. I remember how Original Freddy was also called boring, when he was the weakest killer in the roster.
Some people don´t seem to like varying gameplay and always want to face the same killer it seems.
Freddy was awesome before his nerf. There was so much fun to playing survivor against him & a good challenge.
Then they nerfed him to prevent his slow down, barely anyone plays him now but they introduced Cenobite. Only the most die hard players have fun playing against the circumcised cactus.
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@Raccoon said:
Seeing the old NOED discussion come around again has made me wonder how people 'feel' about 'losing' kills in the endgame to stacked BT/DS/DH plays.
I'm always a bit torn, personally, as games that have players with DS up by the end are usually ones that I decided to play chill/not tunnel and everyone has a decent score - Players will often say 'GGWP' or w/e if they escape on their last hook due to DS or BT or DH.
Whereas the games where I identify someone as 'really' good (compared to me, that's pretty easy T_T) and remove them ASAP (could be tunneling/camping, could just be prioritizing them over other people) usually results in "La Meta" being their build and them 'feeling' like their game was ruined (while I walk away with 3-4k) because their obvious build was obvious and I didn't feel like dealing with it.
What are YOUR thoughts/feelings on chaining 2(+) second chance perks (+possible bodyblocking, I suppose) in the endgame?
Never been a fan of the concept of body blocking either for survivor or killer. Running behind someone for a protection hit yes, but standing in a doorway, at a pallet, under a hook to block is a dumb mechanic but one which is very frequently used by both sides.
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@LastShoe said:
Playing m1 killer wasn't that bad... when hits through pallets were a thing.
They still are if you play console
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2797432#Comment_2797432
Killer powers do not exist to give you an easy game. Chain hunt is the majority of the power that pinhead has. Pinhead is a bit like Oni or Plague, his power is only there if you let him get it. Pinhead can't see his own box, if he picked it up and activated it, he deserves the chain hunt and you can deal with some chains while trying to solve it.
But it makes it impossible to solve if the chains keep hitting you. That is exactly my point - I've never seen it happen to anyone before. They pick it up, the jingle plays & the chains relent unless The Cenobite intervenes before it is solved.
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@SuzuKR said:
It spawns 3 chains 3 times before pausing for 12 seconds, after which it repeats. Break the chains manually, not environment, and then solve during the break.
That is not what was happening.
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@GuyFawx said:
You also dont want to try until hes chasing someone else so he has to decide either the box or the survivor hes chasing. It also helps to go into areas hes easy to dodge
I generally take it to a place I can loop before solving. Also, I won't wait for him to be in a chase before solving if I've not been on the hook and the others have.
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@konchok said:
Solve the Lament Configuration early. Do not procrastinate. Cenobite is not going to give up a chase with someone else to teleport to the box, so why in the world did you just let it sit until it was already active (unless his Iri is in play)?
He got to it first, it relocated & activated before I could get across the other side of the map to it. I can't teleport.
Every other time I've solved it when the chains are active, the chains stop attacking as soon as it is being attempted to be solved. This time it didn't. I can't remember the names of the add-ons he had but none of their descriptions aided this mechanic.
So the question is...should the chains still be spawning & striking during the attempted solve?
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I hope you're not a solo survivor on last gen. That'd suck.
Last gen buyers of the game should be entitled to a refund. Easier said than done though as you could use the same copy on current gen so it won't ever happen.
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@Brokenbones said:
It's circumstancial, nobody is to "blame"
A killers actions is their responsiblity but a lot of killer tactics or strats aren't always proactive, some of them are reactive and tunnelling can be both. You can proactively go out of your way to try and get one person out of the game asap to secure an advantage or you can reactively start tunnelling someone when you're trying to recover from a losing game.
Also as @ThiccBudhha Survivors do also have things they can do to help, taking hits for teammates is a very powerful thing and can def make or break a match. If survivors are splitting up super effectively on a big map, the killer may have to stick with what they got and try to recover so it's on you to get involved and try to help (If you care that is, the game doesn't necessarily consider altruism skillful)
In the same vein as survivors being able to crack out gens super quick because the killer is unable to win chases quick enough, that's not the survivors fault necessarily.
Taking hits for team mates is very powerful. Hence why point number 2 of a solo queue survivor experience. They rarely get that team mate support & don't have comms. I dare to say a large portion of the players who come to DbD start off as a solo...which is exactly my point in their experience being hard tunnelled at 5 gens. Not many will stick around.
It's an entirely different mode & experience for SWF. BHVR still haven't realised they need a ranked SWF and unranked solo queue - tweak the rule sets between the two (i.e. longer gen repair times for SWF).