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Uriah119

Uriah119

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Uriah119
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  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717060#Comment_2717060

    Never said it was useless but that its trash. In theory what you described sounds great but requires you to constantly check totems in hopes that they're trying to bless it (or in hopes of breaking and not blessing it) Plaything is good until they have Spine Chill! haha I see what your saying but its honestly alot of work that you may not benefit from. Will it work with Undying/Ruin?

    Again survivors are 80% of the time gonna bless totems and not destroy them.

    https://forum.deadbydaylight.com/en/discussion/comment/2717058#Comment_2717058

    Ok, tell me why it isnt.

    https://forum.deadbydaylight.com/en/discussion/comment/2717061#Comment_2717061

    Can you honestly win with Hex: Pimento (3 or 4k)? Its not even consistent. Sure you can have one good game where no one runs boons but then the next 4 or 5 WILL have boons lol. I've tried all Hex builds before and they're pretty decent depending on the combo but Pimento is not good at all imo. Even if they bless Haunted Grounds or Retribution it prox's. Pimento doesnt prox because"multiple" totems need to be destroyed for it to have its strong effects

    So I envision Hex: Thrill of the Hunt, Undying, and Plaything. The last perk can be Corrupt, or Ruin if it fancies you. You could even run Retribution for intel if you need it that badly. Just brainstorming.

  • @Esheon said:

    @Keezo He's talking about the tombstone addons, not the base instadown.

    @Sunbreaker7 It's a Very Rare and Ultra Rare add on that allows this. Both add-ons greatly increase the time required to reach Evil 3. There are ways to get around it. Hiding while he's in Evil 3 is the best way, but you can also jump in a locker (which will make him grab you instead of kill you).

    I tend to let a Myers get a 4K if running both Iri add ons(hair and tombstone) it’s an investment to make that happen. Plus they might not have the achievement.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717010#Comment_2717010

    Exactly. And some killers also profit from people grouping up.

    Good Ol’ Bubba enters chat.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2717060#Comment_2717060

    Fourth and fifth Pentimentos do occasionally happen, but the killer mostly has to wait until four or five totems are cleansed first then do a quick run around the map placing a bunch of Pentimentos right in a row. Whether that’s actually a good strategy or not is debatable, but if your goal is to see four or five in a game without the survivors intentionally helping you do it that’s the method.

    Bingo, you can’t do them one at a time. Gotta do them basically all at once.

  • You “can” make it work but you have to build exclusively into it. I could see a Ghostface build with it.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715305#Comment_2715305

    I am actually starting to believe that this is a survivor game and killers only exist to give survivors a gameplay experience. Survivors have WAY to many second chances, pallets, windows, and solid killers coming out and immediately getting nerfed.

    Play an M1 killer on the meat plant map against solid survivors and the entire game is just you breaking pallets and getting nothing accomplished. 5 gens will be done you'll have maybe 2 hooks and only like 1/3 of the pallets on the map are broken.

    Eh, it’s not a balanced game in the slightest. The odds can be stacked in any players favor depending on perks, items/add ons, killer selection, and mistakes made. That said if a killer can pull a 2 piece it’s better than nothing. I’m a killer main and I look forward to the day when legitimate balance issues are brought up with raw data examined. But it’ll be a journey to that end state.

  • @Canas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692411#Comment_2692411

    Taking a break doesn't work, the core issues still remain once you return. It doesn't matter how many days pass between my sessions, I'm equally frustrated and livid after just playing a single match. The constant abuse of second chance perks and the complete removal of killer pressure by a perk like CoH truly removes any actual fun the killer could extract from the game. Games are supposed to help you relax and to make you experience fun, playing DbD meanwhile feels like an actual job. And the worst thing is: you don't get paid for it.

    CoH is a straight up counter to any hit and run killer. Which is why more killers are either not caring anymore, or try to learn the top killers better to stand a chance at 4Ks.

  • @Shroompy said:

    I really must be playing a different game

    Different perspective, same game. I’ll have matches where I can be chill and just have fun. Then I’ll have some where I’m struggling for first hooks on people.

  • @Predated said:

    Flashlights are arguably the weakest item in the game, blinding is one of the very few things they are capable of doing, and flashlight saves are one of the few things that blinding is actually good for. So it's understandable that having the weakest item in the game being completely useless is like rubbing salt in a wound. There are no perks that even come close to doing similar things to medkits or toolboxes. The best you have is broken status effect for medkits and incapacitated for toolboxes, both which last quite a short amount of time.

    Lightborn is by no means an OP perk, it's rarely worth a perk slot unless there are more than 2 flashlights in the game, but it fully removes the use of flashlights and event items(that are 1 time use, and thus an entire waste whenever lightborn is used).

    So instead here is my suggestion:

    1. Bring Lightborn back to its old state of being harder to blind, but not impossible, making flashlight saves still mechanically possible, just harder to time.
    2. Remove all other blinding effects instead and turn it's duration into aura reading instead.

    This would at first seem like current Lightborn being nerfed for the sake of flashlight saves, but there is one major difference: Survivors think you're actually blinded, meaning you can actually use the perk to a benefit. You could fake the quick attack and have survivors think you caught them by sound alone, never expecting you to actually lunge when they blind you later on. You could actually stalk as a Myers or Ghostface and pretend to be blinded instead, without survivors realizing you can. It would reduce any blindness related tech to smithereens(people dont ever use those techs when you have the current lightborn since you're never blinded from their POV)

    It would overall have more utility than just being a hardcounter to flashlight saves, without actually fully screwing over 2 entire sets of items that are already quite weak and easy to avoid in general(flashlights and event crackers).

    Not really sure why the community feels the need to nerf very situational perks for killers while survivors have numerous options for looping, healing, and gen progression. Why not attack the more meta perks? If we are going to discuss “balance” perhaps we should talk about how we can bring the gamestate to a more 50/50 ratio as a whole without bringing anecdotal evidence to the table.

  • I have a strong opinion that people who go against “good” Trickster players or any killer really want them nerfed. And people who go against “bad” killers feel like gods. You should have seen the trickster at launch. He was terrible. So slow, 8 knives needed to take a health state, it was pretty annoying to play with, then you have the “bloom” of knife throws. Needless to say he’s in a much better place now and isn’t bottom tier.

  • @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/301619/what-licensed-killer-you-want-to-see-in-dbd

    Jason. Chucky. Angela from Night of the Demons, and Tall Man from Phantasm.

    The Tall Man would be crazy good. I dare say that if he had a slow moving one shot projectile that he’d be balanced. Or at least drop people to a deep wounds.

  • Depends on if I have certain challenges to do (pallets, walls, etc). But most of the time I let chat choose if the last person will get hatch or hooked.

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714036#Comment_2714036

    On the contrary, I'd consider it borderline a "nerf" (not the right word, but ya). Crosshairs are REALLY distracting and once you find the center of your screen and know it you shouldn't need one anymore. There are also ways to determine it based on positioning of text on screen as well.

    If it is an addon and/or you can turn it off, fine, but I really don't want one when I play normally.

    I can see your point on that. Typically on FPS games I play hardcore or “realistic” so no cross hair. It takes a lot of practice to get better with the ranged killers and as a result it’s so much more fulfilling to drop a hatchet from the heavens or to toss a bouncy blade around long corridors.

  • @Adjatha said:

    It would be better if all killers were designed to be fun to play, instead of so many being designed intentionally obtuse, with throttled movement, punishing cool downs, arbitrary restrictions, and a steady stream of QoL nerfs.

    They add Boon Totems and survivors get:

    • A white aura they can all see to know where the boons are
    • A boon buff notification in the right corner of the screen when they're in it
    • A blue haze overlay around the corners of the screen when they're in it

    Meanwhile, Huntress still doesn't get a crosshair when aiming. It's so embarrassingly one-sided.

    A crosshair for huntress and trickster would be a HUGE QOL improvement. Especially with a range bar to actually work on drop offs. Hell make it a freaking add on that way survivors aren’t complaining about how “noobish” it would be.

  • That’s a fun idea. Typically when I run survivor I try to build around a team balance. But I do have Bill running all the altruistic perks. It’s really fun to have the old man having peoples backs lol.

  • As a killer main, that’s totally balanced. It rewards you for keeping track of who’s about to be one with the spider. Use the scourge hooks as first and second hook, with them being a final hook when needed. Is it tough to keep track, sure. But it’ll keep them around longer for you.

    Side note: I enjoy carrying a survivor past a hook where their buddy went bye bye.

  • As a killer main there are a few times where camping is pretty valid. At end game or close to end game, sure. That particular survivor is doing an exploit, sure. That survivor is being a Chad and really pressuring you while the team is useless, also sure. But for the most part the game literally rewards killers to bounce to different targets and chase/hook them. Camping a hooked person skips the hooking part so you actually lose points.

    That being said, the community needs a great deal of work. IMO everyone “could have fun” with the proper mindset and play style. If survivors are rocking all meta perks and are communicating via discord or another VC then it makes the killers really step their game up. But what’s the point in playing like an esports team if you aren’t in one? Is playing all sweaty really fun? Or is playing only to win the only way either side can have fun? I dunno I beg to differ on all that. Fun is relative and you can get enjoyment from individual moments and not the final outcome of a match.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692475#Comment_2692475

    It takes 24 seconds to bless a hex totem.

    1/4 of your team is occupied during that action.

    As a team, 6 seconds are lost by blessing the totem.

    Therefore, if the killer takes any more than 6 seconds in the match to get rid of the boon totem (ie, you didn't go down directly on top of it so they had to walk more than 2 steps to it) then as a team you have gained net time.

    If you get even a single heal out of the boon, you've saved one survivor 16 seconds, buying back 4 of the 6 seconds it took to light.

    Now on top of that, we're considering Pentimento, so if you don't bless the totem you already have to cleanse it again, meaning your total time cleansing one totem is 28 seconds, more than the 24 it took to bless in the first place. And on top of that, there's the 30% slow to gen repairs which will stack up to a lot of time gained if the totem is not dealt with.

    There is no good reason to not bless a totem instead of breaking it. There is far less reason to break it instead of blessing if Plaything is being used, because people ARE using it to get Pentimento to work. The only time I can see an argument for breaking a totem when you have a boon equipped is if they're ALSO running Thrill of the Hunt and it would take 48 seconds to break, in which case you can argue that it takes a hell of a long time and being interrupted is a realistic possibility.

    Solid data. So a killer has to run 3 situational perks to even have a chance to get a consistent 5 stack of the perk. Boons are broken when it comes to gameplay. But they aren’t game ending. There should be a charge based system for the perks as survivor gameplay is heavily based on “charges”. That or let killers break the totems while snuffing.

  • Not all killers need to be broken to be used. If everyone was running Blight or Nurse then the game would get stale real quick. Like you I’ve seen some Artist players that really struggled but also some that put in some work. I guess one thing that’s cool about her as a killer is she’s not too add-on dependent. They assist but they aren’t game breaking.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647891#Comment_2647891

    I don't think anyone's saying it's harassment if someone doesn't play how you want. That's a very peculiar definition of toxic behaviour. We're just talking about what it is; i.e., what sort of behaviour in the game is inherently detrimental to its player base and experience.

    Telling people to get over it or leave tends to have that exact result on groups in the long run: they leave, and then you're left with nothing but trolls, then nada.

    I think GTA Online did it the best. Put all the jerks with each other.

  • @gentacle said:

    You guys are equating playing an asymmetrical video game to harassment if someone doesn't play the way you want them to. You can only control your response to actions in video games. If they're taking it outside the video game or hacking within it then you'd have a right to be upset. Opt out, take a breather, etc, there are many healthier ways to deal with people abusing effective tactics or trolling than whataboutism.

    So while I agree with your controlling your reactions statement there is a reason why unsportsmanlike behavior exists. And right now there’s no penalty for that. You can be the biggest tool to either your own team or the killer and no repercussions. That has to change or eventually no one will want to play. It’s not about mental resilience, it’s about being a decent ######### person.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647848#Comment_2647848

    Why is it incumbent on the victim to get over it whilst everyone trying to be a jerk is fine? You shouldn't have to tolerate bad behaviour to enjoy a game you've paid for.

    It also reminds me of a childhood full of really ######### awful advice for how to deal with bullies.

    Agreed, that literally like telling the women to dress a certain way while not holding the guys accountable to their actions.

  • @RainehDaze said:

    I'd say toxic behaviour is something done for no other purpose than to get a rise out of another player. It's the type of bad sportsmanship that has a referee penalise you, not the type that has everyone tut at how uncouth your tactic is.

    Teabagging? Clicky-Clicky when running rings round someone? Waiting at the exit gate rather than just leaving (both to waste time and try and get the teabagging in)? The killer whacking someone on hook? Leaving someone to bleed out in EGC when you're both right next to a hook (i.e. not because there's no way to secure a win or because nobody can find each other)? Those are toxic behaviours. Persistent DC's are toxic for a different reason, in that rather than trying to get a reaction, you're instead denying someone else the opportunity to win on their terms. The sort of "ok, you'll get fined after the game" type of bad sportsmanship.

    Tunnelling and camping aren't toxic, since they still have a perfectly valid purpose and unless someone tells you, you can't go "that's to be annoying".

    Chain blinding a killer probably is if everyone's ignoring gens to do it. That's bullying.

    Example from the match: One person on hook and the team has one gen to complete. Instead of completing that they spend the entire time blinding, head oning, dropping pallets, rushed actions etc. There wasn’t a rhyme or reason to that play style. And honestly a few chases at the beginning were fun. But then it went from me being the predator to them.

  • @DieGräfin said:

    Did they Insulted you in chat? Than you can say it's toxic. T-bagging, blinding or clicky clicky is not toxic. Offend is toxic behavior yes.

    Example, play a couple of rounds Smite Ranked and enjoy the chat. That's toxic 😄

    If you getting triggered, it's the wrong game I think.

    So chat was interesting, even my own stream chat was like, “This is harassment.” They literally felt justified in playing like bullies. Which hey man I get it, it was my job to kill you. But that’s pretty much impossible when being blinded by multiple flashlights at once or having a network of boons put in the area. Then the 1 minute long blind session…yeah that was pretty much uncalled for. Needless to say man I still believe in fair play. But I definitely don’t see myself bringing in virgin killers to trials.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635836#Comment_2635836

    It needs to be worthwhile for how long it takes to set it up.

    Remember killers don't have to setup their HEXs.

    Boons are crazy good right now. You get an infinite perk to reuse whenever you want to place it on a new totem. Killers have to use undying and whatever perk to save it with to even get a second use out of it. Once a killer hex is gone then that perk slot is useless. So why do survivors need to just having such a broken perk? I say this coming from an equal playtime on both sides. I love booning a totem, but hell the killer should be able to break the totem for good. The would be equal balance correct?

  • Depends on your perspective really. So many top meta killers rely on those certain builds and playstyles in order to maintain their top tier status. Base kit wise, I’d honestly have to say my boy doctor. And I say that with a lot of love. His base kit intel got a nerf thanks to shadow step. It’s interesting to see what the devs do to fix the survivor imbalances.


    Also: First comment lol.