Tower_XVI
Tower_XVI
About
- Username
- Tower_XVI
- Joined
- Visits
- 317
- Last Active
Comments
-
@Letholldus said:
I always wondered why basement hooks were not scourge hooks, I doubt it would encourage camping basement. If a killer plans to camp or camp basement I doubt they need scourge hooks to encourage it and It just feels natural for them to go on basement hooks. Besides most of their effects don't help a camper much besides maybe Pain resonance. And more importantly, if a killer wants to camp basement there are far better perks for camping. I'd definitely want basement to count as scourge hooks.
I feel like this is a great point in defense of the idea. Often times it doesn't seem like killers have specific builds beyond using things like insidious/corrupt/ruin/undying to facilitate it. I don't honestly feel like scourge hooks would be any better than these for the express purpose of delaying a game to camp.
-
@Bladeisbest said:
For each Scourge Hook perk you run as Killer it turns 1 single hook in the basement into a Scourge Hook. So if you run 4...then BINGO. Lots of people are against all the basement hooks being Scourge, but if you used all Scourge perks to turn all 4 they shouldn't really be complaining as better perks could be used and blah blah. Maybe even Monstrous Shrine turns all basement into Scourge I agree. That perk is complete garbage and probably the perk I have never once seen used EVER in DBD. xD
That's definitely an interesting idea, I never looked at it that way. Even if it worked like this I would figure the pair that people usually run would likely be enough to accomplish what they want and be able to include basement when looking for hooks. Also adds an angle of scourges that can't be sabotaged.
-
@RenRen said:
Plunder's Instinct and Ace in the hole. Basically Lootboxes but without the money.
Oh yeah that new ace in the hole buff for keeping add-ons is extra good too. You can harvest a decent collection of items on a survivor you don't happen to be leveling for example.
-
One important thing to remember if you're trying to raise your MMR at all costs is that the last person to die loses the least amount of ranking so even if things are going sour you can try and mitigate your losses as much as possible.
-
@Edilibs said:
It depends on the level of the Plague. Plagues that dont go for her power right away dont really care about using it in some cases. Plague optimally should always have Thanatophobia which gives survivors the incenttive to cleanse more but people are cleansing to non-Thanatphobia (&Dying Light) Plague which to me is like saying "this Plague player sucks or i can survive this Plague, or this Plague doesnt have strong enough pressure that i should respect not cleansing"
When i play Plague I use BBQ/Dying Light/Sloppy Butcher/Thanatophobia. I have a high win % with her. Now shes even stronger.
Can you explain the thought process behind Sloppy Butcher on someone like Plague?
-
Two things I've found in recent testing that should make for some creative builds are the fact that Hysteria and Blood favor both trigger when a survivor reaches second state infection. With BF you could barf up a survivor the entire chase and have the pallets get locked up at a really juice time, I want to test it out more live.
-
@ManOMaker said:
I basically always have to use Alert and Bond. Alert is so useful for staying out of a chase and bond is amazing for not forcing one of your teammates into one if you are getting chased
I was leveling up Yui recently and I have to say that I'm finding Any Means Necessary functions similarly to bond now with the buff with the added function of being able to reset pallets. While working on generators you can see the pallets falling down as the person's getting chased and have a pretty decent, or as much as Alert would have given you, sort of idea of where the chases are happening.
-
It's incredibly finnicky, I'm a head on gamer myself so I've come flying out the locker multiple times only to be pimp smacked down by a zombie into a pool of shame and spaghetti. It's hard to tell if you'll get em or not even when they're sitting right in front of it.
-
I rarely see pinheads in person or on streams that aren't just using Engineer's Fang honestly.
-
@ChurchofPig said:
It will physically move, you have to find this purple trail and that's how you know it's close. I didn't know you could some what track it with BBQ
Apparently it pops up whenever you hook someone, not just BBQ or anything.
-
Scott was playing her a ton yesterday and I think his conclusion was pretty accurate. He said she basically went from #2 behind Nurse to #3 behind Blight, still top 3 by far and he's happier that she's more thoughtful to play know with meaningful interactions during chases.
-
@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2576537#Comment_2576537
Yes.
But OPs "point" and "header" are at odds and a bit convoluted.
Part of the argument seems to be that "Thrill of the Hunt" changes should somehow redact Thana effect on blessing.
Or perhaps concern on whether they are multiplicative or additive, together.
The latter is an interesting question, and I dont know how they stack, but on the otherhand thats 2 Perks a Killer must slot to that effect and as the other is Totem based, is "countered" by blessing in the first place.
Thrill looks at Totems, and there too I dont know whether Blessed ones "count".
Technically, they should, as whether they are dark, hexed or blessed, its still a Totem.
Thana however is anyways unrelated, as its unrelated to amount, or nature of, Totems.
Apologies for the confusion, I was just using the Thrill changes as an example of a perk that affects totem interactions being updated to include the new blessing interaction and currently in game Thanatophobia's description has not been changed to include blessing so I assumed it hadn't actually been updating accordingly.
If it actually has been changed already then that's great, and I suppose another thing to talk about would be how many other perks should be adjusted as well. Like a few other folks here mentioned that DS doesn't seem to be affected at all by blessing and honestly it probably should be.
-
I full 10000% support this. I've been yearning for a really spooky looking blighted skin with the Twins looking extra terrifying every since they came out.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2576529#Comment_2576529
If this is right we've all been bamboozled by taking the OP at face value.
Our bad. I feel dirty.
I mean this is what it looks likes sitting in the killer menu atm, I'm not sure why it's not matching if it actually does work like that
-
@dbd900bach said:
I am a little disappointed that Dbd only got a useless charm to celebrate their third legitimate crossover with another game. This time a game adopting their the dbd style rather than dbd adopting theirs.
Then again you gotta ask what on earth Dbd could have taken from For Honor. Definitely no skins/armour, Definitely no killers though I would have loved a warmonger themed killer. Definitely not an event add on but instead a measly charm
I would have loved a bunch of skins, it feels like half the cast is from the past anyway it'd be super neat to have armored killers running around instead of just Oni.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2576005#Comment_2576005
By that logic hex perks need to be disabled too
I think it's because they are totem spots that KILLERS can not snuff, I don't believe there are any current uncleansable hex totem locations.
-
@TAG said:
I think a cooldown that increases with each consecutive bless is good enough.
I like this idea, a la Freddy snaps. It definitely shouldn't be one use, but being able to just constantly do it in a terrible war of attrition is also not great. Finding the right amount of time to add per blessing should just take a few iterations.
-
I don't get it. Is waiting at the doors to teabag that important to you? I think that's bad enough but what is with survivors who wait around after the game is clearly over just to press ctrl a couple times at the gate? Why? What's the point? How is that fun for you? Standing there for however long while the EGC ticks away?
I do no get it.
I'm not trying to insult you just make a point, there a moments where people's feelings from previous matches may infect the the current. You could catch a teammate's grief or even last games. The game is rife for bullying, if you find it getting to you, you might want to switch sides or take a break.
-
Iron Maiden on him is great if you happen to have it unlocked, otherwise it's important to note that each hand fires its own knife and they're actually space apart so that can keep to take note of when you're trying to snipe single knives.
-
Yes, it seems like sad singular events can happen with it but overall the majority of games will go normally without survivors suiciding like that. If you're an mmr you don't belong in then enough games will get you to where you need to be. I know it can be difficult to let go of the emotions of any particular match but it's important to remember that this system gets more specific with the amount of games so you just gotta keep on truckin' and believe that you'll end up where you ought to.
-
@Adjatha said:
Did you get 8 hooks and 0 kills? Man, what a noob! Guess it's off to the Potato farm for you until you learn how to camp better!
It's alright, just contextualize it with DBMM.
Are you dying a lot? We'll match you against people who don't seem to cause a lot of death.
Are you really good at making survivors not alive? We'll try and match you with more survivors that are really good at clinging to life at all costs.
-
@Mistakesweremade said:
Oh yeah. Give me the chase themes please.
Now that you mention it I kind of wish there was an option on the customer experience survey to indicate how badly I want unique chase themes for all the killers
-
wheniplaynem.png
someone refused to play
-
If they touched a generator they can't DS though.
-
She's the lead singer of Fleetwood Mac, she's also famous for Edge of Seventeen from her solo work.
-
Sometimes it can be a good thing to take a break, even for a while. Playing something else while waiting for content especially with the big midchapter coming can help alleviate some of that fatigue. Even still though, it just feels weird to talk about a game that you're supposed to be enjoying like that. I don't think anyone should feel compelled to play something for the sake of it, despite how bad that timesink can make you feel.
-
@Impose said:
You mean when hes channeling the portal to summon a chain? If so he doesn't move at all.
I meant when he's charging it for distance to open it initially.
-
When I play killer it's usually easy enough to spot and play around that I don't find it terribly offensive honestly. In narrow maps it can certainly be a really strong power play though.
When I play survivor and the killer contests the unhook, the rescuer is usually wounded by the time the unhook is finished. I run WGLF almost 100% of the time so it's a really easy protection stack and you're also generally hoping you'll buy the rescuer enough time to actually have a chase rather than just immediately trade the hook.
-
Gosh I hope so, I didn't prestige him for exactly this reason.
-
I've been really curious how a psychic/psionic mindflayer type character might be realized in a game like this. I would love mechanics that alter perception of survivors. Something designed well enough could work against swf by feeding players (and thereby their teammates) misinformation.
-
@Heartbound said:
There is no way to save main event. It sounds cool in theory but the execution just does not work in this game.
If they really want to help Trickster, give him something else entirely for the main event. Put a spotlight on survivors/aura reading so they can't hide, or something.
I know that's a completely new mechanic for them to design and all but that sounds actually really amazing. Using it to flush people out or find them would be an interesting twist, reminds me of utilizing the zombies to find people. It doesn't feel like a huge amount of killers have any type of base kit detection now that I think about it...
-
I feel like the biggest issue is that to feel like you're getting them to do anything you have to be using detection and speed addons for them. I also feel like the argument about RNG is a little absurd given the game we're talking about. The ridiculous lack of consistency is what has kept most from considering this a competitive game long before goofy ai zombies showed up.
-
@GannTM said:
I imagine Victor will be less stealthy if he was glowing.
So is Ghostface with his blighted skin but they made it happen either way! Let's hope the same for our little friend.
-
The only thing he deserves is a crown!
Please bhvr get my guy a little head flair!
-
I think "Hold W" is shorthand to refer to the notion that you buy more time for your team just creating as much distance as you can rather than trying to buy time by winning loops.
-
Do you think mangled should be permanent for contaminated survivors or only be triggered when hit with the whip?
-
Second Wind seems to need you to actually heal a survive for the TIME EQUIVALENT of a health state (16 seconds) despite the fact that it just says a health state. Aftercare is programmed correctly and triggers even if you heal the last 5% of survivor's hp but Second Wind seems to need you to do a full heal rather than anything like that which makes it even worse and harder to use unfortunately.
-
@Nephs said:
https://forum.deadbydaylight.com/en/discussion/comment/713611#Comment_713611
Agreed, It's not even that his addons are bad per sé, he has a couple great ones IMO, but they're all pretty bland. I've noticed this becoming worse since Plague, and thinking "wow these addons are all really uninteresting and simple" way back during her PTB.
Compared to say Wraith's reworked addons, where a lot of them offer various playstyles, synergies and gimmicks, one has to wonder what happened.
That's exactly my line of thinking through and through. There's a major difference in the direction and creativity between the wraith add-on rework and a lot of the releases since then. I thought wraith's kit is amazing and it's crazy how much add-ons can do for folks like Shape and Wraith despite the simplicity in their designs. I wish all killers could receive that level of interest and attentiveness during the design process to facilitate long-lasting results with add-ons and usage for them across the board instead of letting browns and yellows pile up due to uselessness.
-
Honestly I feel like most of his addons are uninspired or poor in execution if not in principle. I've been tempted to make a post about the direction add-ons in general and probably will at this point. I'm surprised at how bad a lot of the perks and addons turned out to be despite how interesting demogorgon's gameplay is.
-
Since you took the time to write all that I'd like to take the time to provide some feedback. I know it's all just opinions but they were some good talking points!
- To be honest I feel like this one I can't really get behind when looking through the business scope of things. The games three years running with almost little to no recurring financial investments from players beside a $20 initial investment + however much dlc they bought (this was before the update, now you can spend even less money on all the work they've ever done. I'm not trying to sit here and saying all corporations are entitled to money, but it was genuinely surprising to see any sort of cosmetic stuff take this long to appear, and I'm surprised they made DLC earnable to be honest. I also think the bloodweb grind has been just a huge longstanding issue that they haven't prioritized addressing until recently, rather than something any degree more sinister.
- I can't agree with the speculation that licenses attract casuals. I would more likely infer that they would attract any sort of gamer whose interests already included whatever licensed content existed and hopefully this weird horror game. I agree with your attitude about licensed balance though, that's actually a really bizarre phenomenon and I wonder how it ended up like that. I wonder if they're forced to have a steadier hand when it comes balancing licensed folk. Did they have to ask for the Freddy rework?
- I -want- to say that I heard the devs saying that all the feedback points toward chase oriented gameplay over stealth with some more obvious reasons. Not finding anyone as a killer can be boring, frustrating and low scoring, as a survivor it can be exciting but still low scoring. I also believe that being forced to make a series of decisions constantly in a pvp situation is what leads to skill being determined. You could argue about the semantics about braindead chases but I'll simply maintain that a lot of chases tend to end with a grievous error on the side of either party which can lead to reflection and re-strategizing rather than wondering if you would have found the blendette had you hung around that generator for another minute or two. As for Nurse, I would mostly agree. I think she just needs an add-on pass and maybe tweaking. You could add a lot of depth to her through add-ons and normalize the power level of her blinking that way.
- Full Disclosure: I play killer far more than survivor but spirit is not one that I pick outside of quests. Whenever I go against her I definitely come away feeling like you described though, mostly a "welp I'm not sure what I was honestly supposed to do there" after getting downed because she felt around for me while invisible rather than listening.
- I would only add that there's a fair bit of killer outfits that I scratch my head at as well.
- I never bothered with running noed myself, and with the new cleansing rewards I tend to stop for dull totems when I see them. I only get annoyed when it's someone like a nurse or spirit running it rather than a LF or wraith. Getting downed trying to soak a hit near the gate for someone because of NOED will never stop tilting people I figure.
- I figured a lot more people were starting to catch wise to this, it's surprising the sheer amount of pallets you're forced to break on this map. I wonder how it'll look with the new pallet value system.
- I agree with you again, I also feel like betting on that sort of thing has led to far more frustration than glee in my case. Third Seal is one of my absolute favorite perks but the fact it's a hex means it's far less likely that it'll earn its value.
I think the first few unpopular opinions that come to my mind are:
- Hex totems should not be lit up.
- There should be in game text chat between all sides, and pregame chat between all sides, just hide the killers name. Double down on the moderation team and add a report function for toxicity. My hopes that it would add to a more civil experience are probably dubious though.
- Moris aren't anything but petty revenge offerings. I'm fine with devour hope since there's counterplay.
- Perks/events/offerings that affect bloodpoints should be far more pervasive.
- Perks don't need ranks anymore with this many in the game, it was a thing for the sparse content back then.
-
I would recommend remapping the key to something other than spacebar. I turned mine into mouse wheel down so all I need to do is just scroll with a finger to struggle instead of CLACKCLACKCLACKCLACKCLACKCLACK.
-
Now that 3.1.0 is attacking some of the BP concerns the playerbase has, is there any other ideas to help like adding additional BP effects to less popular perks to incentivize players to use them?
Auto-didact for example could give a player 1.5k postgame bp per stack on top of the effect enticing players to try and heal as much as possible for the extra money.
-
I always make sure to sign in and disagree with posts like this because I can't really voice my concern seriously enough. I've found that I personally have gotten into games late on occassion and it feels terrible to have of the skins be locked away due to events without any way to ever get them again rather than just paying money. I feel like the opportunity of the event is to get a skin by literally playing the game rather than paying shards or money while also making bonus bp on the side as well. Allowing our skins to be purchasable at all times makes new players feel like they have access to just as many things and just as many ways to support the developers.
It should never be a mine forever yours never mentality friend, let more people have things.
-
@Mc_Harty said:
Power role is a meme to justify one side getting buffs.
This game works better with no power roles imo. Just players and their skill.
It's not a meme, it's the term used to describe the team with less players, in this case it's the killer. In Evolve's it's the monster, F13 Jason, Last Year the killer etc.
The sole originator of decisions of a team over the cooperative potential of four people with less singular power than the individual.
-
@blue4zion said:
Don't camp while there are still gens to protect
Don't tunnel off hooks (you get less chaser tunneling, cause of the one less health state you have to chase through)
Play with them a bit, meaning slug one or two here and there and use that time to continue protecting gens while others have to leave gens to heal
I rarely get less than 1 pip most games now because I follow these.
I'm tired of this mind set of "4k no pip?!"
Killing doesn't mean you have skill, and they're trying to make emblems more around skill. Sorry it's not like it used to be but we need to adapt.
Quoted for truth, they've made it clear the rank system isn't about just terminating survivors anymore so people should start being less surprised when they don't pip.
Murder is one category, there are four. If you for example....performed a totel of about 4-6 hooks, most of the survivors being sacrificed at the same time due to slugging or NOED then pips are very unlikely. Gens were likely not protected enough to create a good enough lightbringer, there wasn't enough violence through hitting and hooking people multiple times and the chases were likely short due to a specific ability or the circumstances in which survivors were caught.
It's not too difficult to check your math on a game if you think back to what happened. Did you really deserve the pip? I see a lot of killers complain when they camp a survivor after gates are powered and kill an entire altruistic team that likely pipped. That doesn't undo the first half of the match unfortunately.
P.S. I will admit that as far as I know emblems aren't tuned per killer and that can definitely affect how pips work if you aren't chasing much.
-
To be completely honest I'm not sure the types of people you're complaining about even spend time on the forums to be honest, those types of toxic people tend to have no stake in the long term health of a game. Moreover, it feels like strange threats and whining to dramatically quit. I appreciate that this game was not for you, the bizarre community we've built is a natural home for hyper competitive people playing an unfair game at its core.
That said, making posts about quitting when your itemized points seem to be pointed squarely at players you can't even seem to contact. I'm not sure what rank you play at, but I tend to start at green at reset and make my way to red over the course of my games. I play solo survivor when I survive and killer quite a bit as well and I haven't seen much quitters since before ghostface. The only quits have been due to toxicity yes, but I personally just either requeue immediately and move on or just do something else. You've chosen the latter and I support that, hopefully something that doesn't upset you. The developers have already indicated time and time again in the few posts that I DO read that they're working on everything that's been brought up in some form or fashion.
It can be upsetting when these things don't happen as quickly as we want when the game is all we want to play but the unfortunate reality of a smaller, pretty independent team working on a game where they can't even push out hotfixes as soon as they like due to the console certification process.
I can only hope you end up finding what you're looking for.
-
A 25% bonus to healing people you've unhooked before.
-
Not that long ago I posted a video concept of mechanics that would add additional objectives, make weaker killers stronger and also increase BP gains for survivors, take a look!
-
Given that the Nightmare is going to get buffed for every sleeping survivor in order to incentivize waking up, will the Plague ultimately receive a buff in some way for every sick survivor to incentivize cleansing?
-
I honestly have more of an issue with the cooldown rather than the fact I can get revealed with I play him. I've found that a lot more people play into when they try to reveal you and get themselves exposed that way. If I were to buff him I might just remove ability for hooked/dying survivors to reveal him and lower the cooldown a bit.
