Thr_ust
Thr_ust
About
- Username
- Thr_ust
- Joined
- Visits
- 495
- Last Active
Comments
-
@Troman said:
"W meta" LMAO, someone tell those "W meta complainers" how silly they look
It’s definitely a stupid thing for people to complain about. But there is a complaint to be made about the devs making the meta strats this boring.
-
I agree spirit needs a nerf. But unless someone corrects me on this I believe spirit did tell survivors in chase when she was phasing upon her initial reveal. And the result was her being one of the worst killers in the game. As for slinger he’s just a big can of worms that’s better off leaving alone. I feel like if they tried to nerf or buff him in any way he would either become way too strong or completely useless
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2390051#Comment_2390051
Culture is also why you and I (and most people) find it off-putting in the first place.
Yeah fair enough. I hope it was clear that I was joking about my personal satisfaction outweighing a neat cultural thing
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2387364#Comment_2387364
He is somewhat fine but this buff wasn't the buff trickster needed. It only buffed his 1v1 which was already ok. Trickster's 4v1 is what needed to be buffed
I have to disagree here. I think trickster has joined slinger on the list of killers who have no map pressure and the most brutal 1v1s in the game. Now could there be an argument that their design is unhealthy. Yeah probably but that’s not an objective thing. If they’re balanced they’re balanced
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2390021#Comment_2390021
I feel like the cultural significance might outweigh the missing blade.
Maybe. And admittedly the cultural thing is neat. I just can’t help be a wee bit irked by it.
-
Honestly this may be an unpopular opinion. But when you know how to play against a nurse. For me personally she has the potential to have some of the most fun chases
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2390015#Comment_2390015
We use the same decimal numbering system, so yes, I do.
Then you surely understand the importance of one more knife being added
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2389956#Comment_2389956
Do you know the significance of the number "4" in Korean culture?
Do you know the significance of the number 5 to my satisfaction
-
@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2385940#Comment_2385940
It’s not a nerf, it’s just a reduction in blades to stay in line with how many knives it takes to injure.
First wanna establish I agree on this. But what’s bothering me is why they didn’t do 45. 8 to 6 makes the knives 25% more lethal so why couldn’t it be 25% less knives and be 45.
-
I definitely feel trickster is possibly the most map dependent killer in the game in terms of how his strength can vary. In open maps or maps with narrow halls he’s incredibly oppressive. And on maps with many twists and turns and blind spots like coldwind and lerys he just ends up being an m1 killer that’s 5% worse than the others
-
@Dodgingbears said:
https://forum.deadbydaylight.com/en/discussion/268349/when-will-disconnect-penalties-return
DC penalties coming back really does not solve the problem. Who cares if people DC? I would agree that survivors should get a bigger bonus for being abandoned and killer should probably get 1000, just like a mori kill.
The simple fact is that people that DC will wait the 5 minutes. In some cases, they feel its faster to DC if you have survivors hiding not doing gens or killers slugging with 5 gens up...
It is a casual game and you should just learn to have fun with it. The community is the issue much more than a minor 5 minute dc penalty.
The issue is when the game is designed around a 4v1. Someone instantly turning it into a 3v1 over a minor inconvenience breaks the game. A 3v1 is just a complete thrashing and isn’t really fun for either side.
-
People really hate accepting that their own mistakes are what makes them lose. So they try to find the easiest thing to blame. And 95% of the time the easiest thing is the killer
-
@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/268325/nemesis-add-on-suggestions
During development of Nemmy they had an iri add-on that would spawn a third zom zom, but it tanked game performance so badly they scrapped it and changed the add-on. No doubt they test on good PC's during development, so if that had a hard time running another zom imagine average PC's let alone the consoles trying to do so.
As for no longer killing your own zoms to further power gain, doing so is often the fastest way, especially on big open maps where the zoms are less effective. I look at it just like teiring up Myers, ya got to get out of teir 1 as fast as possible.
Im not sure if it was the last update or this coming update but didn’t they say they decreased the load that zombies existing placed on the games performance
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2380727#Comment_2380727
You could say that if the Killer didn't get to Red Rank 1. At that point, the issue is a gameplay issue, not an issue caused by survivors not doing gens.
I mean not really. It’s just a simple formula at that point caused by the extreme altruism of survivors.
Step 1: down and hook a survivor.
Step 2: don’t move more than 2 feet from the hook.
Step 3: Down the 48 IQ survivors who inevitably try to go for the unsafe unhook.
Step 4: profit
-
@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2382213#Comment_2382213
The Licenses are a big issue for any competition to overcome but there's something BHVR hasn't done that others can do. Use the public access characters, you still get the fame associated with the characters and if you do a good visual design for them, it will help massively since backstory is already there, common concepts for powers are there aswell.
At this point I don’t think anyone would even want to make a game like dbd. This genre only has one game in it that has actually succeeded. The majority of said games community is incredibly toxic, entitled, and judgmental. And on top of the community the one game they have as competition just so happens to not only have a 5 year head start. But also has some of the biggest names in horror to exist.
-
Typically If a killer is face camping before endgame they don’t really care about blood points or pips or anything. They’re trying to piss people off. The only thing that you can do as survivor Is just pound out gens.
-
Idk if this is bait but. Wraith is just straight up male.
-
I feel like hatch should take 15-30 seconds to open if one of the last 2 survivors alive dc’s
-
I’m pretty unoriginal I just call nemesis nemi
-
It blows my mind that instakilling someone doesn’t cost a token. But throwing 1 of 8 knives required to injure a survivor does
-
So you would want it to take trickster 12 seconds to down a survivor standing right in front of him not moving if he used his power
-
If someone purposely tries to get the killers attention. They can’t complain once they get it
-
@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2380209#Comment_2380209
I guess you think they are annoying as well?
I think they’re saying that since not everyone likes or dislikes the same killers. It doesn’t matter what killer you play someone is gonna dc over it.
-
@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2379677#Comment_2379677
Playing the game should not be cause for DC's and the fact that you are giving people who do it a pass tells me you have nothing to say that's worth hearing. Good day.
Let me try to explain what everyone means respectfully. Most people here aren’t saying that dcing is ok and that a penalty shouldn’t exist. People are saying blaming one side for the issue is stupid. It’s not survivors or killers who are to blame. It’s entitled people who think it’s the responsibility of their opponents to make the game pleasant for them. And aren’t willing to even attempt a comeback.
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2380237#Comment_2380237
Not if I get camped or my teammates wont help. I usually play solo.
That’s only if we look at it as a 1v1 tho. If we look at it as teams your team still won because the killer only managed to kill 1 of the 4 people he was supposed to kill.
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2380232#Comment_2380232
That's true, but I could've lasted longer without the speed boost. 😆
well yeah but at that point it doesn’t matter. A win is a win
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2380150#Comment_2380150
I am being reasonable. It sucks when the killer is playing badly but eventually downs you because of a stupid speed boost. It needs some tweaks.
If you make the killer need to hit tier 3 to down you that’s a chase where 2-3 gens get done. So that chase can easily win your team the game.
-
Hopefully when this update comes the penalty will come back with it. We will have to see
-
@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2380102#Comment_2380102
But does wraith really need the extra 15% now? I don’t think so.
I still think haunted is fine where it is, as if you give on average 1 down because of it per game + time wasted, it’s getting value.
Pwyf still helps at loops that he has to play normally though
-
@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2380061#Comment_2380061
It's the devs' responsibility to make the game fun, not the players'. No counterargument from me on that point.
On the other hand, I find what you said about other pvp games to be:
- Counterfactual. There's plenty of complaining in any game about players employing strategies or features that are viewed as broken, unbalanced, or cheesy.
- Inapplicable to asymmetrical games as dbd. In classic, symmetrical pvp environments, players have equal options. That doesn't happen here.
As for the penalties, they just mask the underlying design flaws. Once upon a time, DCs were even a metrics used to evaluate changes. Legion's rework was considered successful because DCs went down by 40%.
Penalties simply sweep the problem under the rug. Players suicide or go afk. Killers can do the latter as well. But nome of those show up in the stats.
Yeah looking back I may have been exaggerating when I say only game where people are like this. But I will say that the people here are probably the most bold about admitting they do it. Especially since it’s confirmed to be against the rules. And while you’re right that a DC penalty doesn’t fix the issue it could at the very least discourage people from automatically leaving at every minor inconvenience
-
I’d say Play with your food could maybe be a tier higher. It’s not good on most killers but on the killers who do benefit from it it’s not bad.
-
This has been the only pvp type of game I’ve ever played where some players genuinely think it’s the responsibility of their opponents to make the game fun. It honestly baffles me.
-
@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2378456#Comment_2378456
I have to agree to this. Increasing gen times will screw solo survivors over and make survivor even more boring.
Gen speed isn't the problem. The problem is that survivors don't have enough objective prior to gens.
I suggest that maybe at every 25% progressions on gens, the gen overheats and becomes too hot to interact with and survivors have to go to the shack to get a bottle of oil to pour in the gen to cool it off and progress to the next 25%.
I genuinely like these ideas people have had of finding items to repair the gens and making them more interactive. But at the end of the day this is dead by daylight and more specifically BHVR we’re talking about. While it’s nice to think we could have that in the future. I like to think something that could realistically be done short term. Such as like I mentioned spawn changes.
-
@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/2378526#Comment_2378526
Except if you balance the game with the expectation that the killer isn't using gen regression perks, then Pop and Ruin become OP. They'd still be used even if they aren't needed, because everyone likes to win.
DBD is complex to balance. Map adjustments and spawn changes are probably the better route.
Oh I agree at this point it’s necessary. It’s just a shame it came to this.
-
Autodidact. Half the time I don’t get a skill check on the first heal and I’m screwed but when it works god is it satisfying. And that feeling when you start healing someone and find out the killer has sloppy is even better.
-
@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2378500#Comment_2378500
As the game feels like its balanced arpund the killer having pop/ruin :')
But youre absolutly roght on this
the game being balanced around the killer slowing survivors down as much as possible is a perfect example of this games poor design
-
@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2378500#Comment_2378500
My wording is a bit off.
I meant by increasing the penalty for multiple people on gens and also nerfing prove thyself to be a bit fair.
I would be fine with having one of them (the first one since that would also considering a nerf to prove thyself) if the changes are too much.
Like I said in my other comment increasing the amount of time survivors have to hold a button is extremely boring and unhealthy for the game. I’m not against changes to prove thyself but leave the default gen speed alone for now.
-
@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2378469#Comment_2378469
I also think they need to increase the penalty percentage for having more then one survivors on gens as well to nerf prove thyself so it wouldn't be as effective as it is.
The other fix could be decreasing the map size so the killer can patrol gen without wasting more time to get their depending on the map.
Increasing the penalty just in case someone may be running prove thyself. No offense I think it’s a bad idea. I think it’s a bad idea to balance anything in this game around a player maybe using a specific perk. As if nobody has that perk now they’re at a much larger disadvantage
-
@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2378484#Comment_2378484
Ugh... Scott... I really don't like him, but I will admit one thing. He gets some decent ideas once in awhile, but ugh... Scott..
I got nothin against the guy. It’s a issue of all dbd content creators that their fans will blindly follow their ideas of balance in the game.
-
@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2378469#Comment_2378469
Also a great suggestion
I hate to do the stereotypical thing of just regurgitating what Scott Jund says. But he is entirely right that the games where you lose 3 gens in 1 chase are because of survivor spawns.
-
@twitch_ravKenclaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2378459#Comment_2378459
I feel it's a simple change that would make it easier for newer players. Also, I'm high most of the time I play, but the only thing I think about in a chase is where my pallets / vaults / next tiles / teammates working on gens are.
I understand if you’re playing while impaired. But for newer players who got a clear head. It wouldn’t take much to just stick in the back of your head to count to 15
-
@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2378364#Comment_2378364
Bloodlust 1 is fine, but it shouldn't kick in until bloodlust 2 kicks in now. It should only be to prevent badly designed loops from turning into infinites.
I’m not entirely against this but it would have to be tested before I can say I agree
-
@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2378456#Comment_2378456
I said it before and people looked at me like I was high. Just rework the skill check system, it's so pointlessly easy, and great skull checks are just children's play
I’d just rather they make the effects of shroud of union basekit and force all survivors to spawn together. And also don’t make survivors spawn with gens in spitting distance
-
@twitch_ravKenclaw said:
Honestly, all I wish is there was a video / audio cue for survivors to know when a killer has gained bloodlust.
You just have to count to 15 seconds of the killer not using their power, breaking a pallet, or the chase ending. And then 30 and 45 for the other tiers
-
something does need to be done at some point but increasing the amount of time survivors have to just hold a button wouldn’t do much besides make doing gens even more boring
-
Bloodlust 1 has to stay around for now due to poor design of loops on some maps that become way too powerful without bloodlust. When it comes to tier 2 and 3 sure they can be annoying but with how long it takes to reach them if the killer needs bloodlust to hit you twice in a chase that’s a game winning chase you just had.
-
I was tempted to say spirit but twins are just so unpleasant overall. The entire design of the twins is reliant on face camping and slugging
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2374726#Comment_2374726
And I think it being tied to a Flashlight specifically is poor game design given the vast cast of Killers.
I'd much prefer to see him be de-cloaked as if he was Ghostface, albeit without the added stun.
If Wraith wants to play hit-n-run, at the very least break LoS, but if they want to play lunge-monkey, make sure your angle of approach is good instead of literally just bulldozing through everything.
I don’t think ghostface is the most fair comparisons it’s not really the fact that ghost face is undetectable that makes getting him out of his shroud urgent. It’s the fact that he can instadown you if you don’t notice him for a few seconds. Wraith doesn’t really have that same level of threat.
-
I think this is a pretty bad idea. There are some cases where the spot the killer decides to hook you can decide the game. I don’t just mean the basement I also mean if there’s a hook in the middle of a good 3 gen. Removing the killers ability to strategically choose where to hook a survivor would be really unfair.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2374722#Comment_2374722
That's not really counter-play. That's old Ruin design.
I think unless you have a flashlight the game requiring you to just outplay him when he comes out of cloak is still pretty reasonable.