Volfawott
Volfawott
About
- Username
- Volfawott
- Joined
- Visits
- 7,058
- Last Active
Comments
-
@[Deleted User] said:
Can we get 2v8?
Now that is some out-of-the-box thinking
-
Countering flashlight is not overly difficult especially if the people get way too overzealous pretending like you're going to pick up the survivor and then just smacking the would be rescuer is a really good way to get around it.
And if survivors are sneaking around following me to get a flashlight save and not doing gens then that's all good in my book
-
The Nerf they were talking about was the fact that killer instinct no longer outlines the survivors it red it just does the pulsing effect.
It's not really a here or there issue and honestly it was only really massively beneficial on corn maps other than that the pulse was enough to know where the person was.
-
I personally would just prefer putting shadowborn on him as his stealth is so frequently available that I would really ever get the left without it.
So monitor and abuse would mostly be useless.
-
Considering the Devs confirmed that it was The Entity who did that to him I assume Mr Herman Carter initially wasn't willing to take part in the entity's little game.
I imagine him to be the type who cared more about his research and his experiments than running around twatting people with an instrument of punishment. Hence why The Entity probably forced him to play along.
-
Susie is a sophomore meaning she's about 15 or 16
We don't know much about Joey
Julie is a senior and so that's about 17 or 18
@drekin7979 said:
I'm surprised that they made any of the killers/survivors under 18.
-
Well we know that Frank met up with Jeff at least once or twice for to commission.
We have no idea if Susie, Joey or Julie ever met Jeff. So there is no evidence to suggest that they would even recognise him. Hell they only knowledge of him could be Frank telling them that some dude painted our mural.
So lore wise Frank is the only one who has any evidence of an encounter which kind of cuts out the other three members of the Legion recognising him
On top of that they were all taken whilst it was still in their teens whilst Jeff has at least grown to be in his 20s or more so I highly doubt that even Frank will recognise him. However they did steal his sketchbook so do with that what you will.
-
The 15% on everything is a bug as not meant to give that buff to any of those things besides opening exit Gates
-
I mean they also said they would never have a clown or religious based killer and we got the plague and obviously clown
-
but still killers have really loud noises even though there in stealth mode.
He gives survivors who are paying attention a chance to escape.
Both Amanda and Myers have really loud audible breathing that you could hear from a distance away.
Wraith occasionally growls and has loud footsteps
-
As somebody who runs a no mither gen jockey build that's a massive hell no especially if you're just planning on removing the 9% only to benefit vaulting
-
@jsphwtsn said:
If the perk had no cooldown, killers could repeatedly pick up survivors and drop them to disable gens and figure out which gens are being worked on.
You do know you could only do that three times.
Without severely wasting your own time is the survivors just going to get off your shoulder.
Also why the hell are you wasting your time dropping a survivor repeatedly whilst other people are doing gens and you would still have to hook the survivor in question anyway.
-
I'm ok with cosmetics as it's the design team handling it. It's a separate team so they're not wasting time and it doesn't affect gameplay
But the last thing we need is new perks until everything is balanced and sort it out.
Don't get me wrong I love this game and appreciate how much work is being put into it. But I feel like everything needs just do good go over before we could start adding new stuff
Perks
There are still perk that are practically useless like left behind and monstrous shrine
Some perk have become beyond conditional and niche especially for the restrictions placed on them furtive Chase and dark devotion.
Add-on
Lots of Killers need a good add-on pass.
Legion has multiple addons that work with the old kit and are severely detrimental to the new one. One of which is terrible on both legion's old kit and with the new kit but it was at least passable on the old kit (fuming mixtape)
Amanda's add-ons besides combat straps medical file and video tape are severely underwhelming especially of the change to her endgame traps it practically made most of the Trap related ones useless. Common and uncommon add-ons should not be outperforming Ultra rares in Amanda's case they definitely do.
Some nurse's add-ons make it extremely frustrating to go against her especially if you're up against a good nurse it practically turns the match into a hatch game there and then.
There are still multiple Killers who don't fit the full add-on pattern
And that's only few killers examples that I previously talked about before.
Baseline kit
A lot of Killers need improvements or alterations to the baseline kit.
Plauge is too survivor controlled
Legion is too heavily restricted by their own power
Don't even get me started on Bubba at this stage he only really excels at camping.
Amanda's Crouch and ambush feels lackluster and her traps received a massive nerf to where they could apply the most pressure without any compensation.
If the design team wants to put out cosmetics I'm happy with this they're not the ones who are typically handling these types of problems however adding new perks when there's already so many issues is just going to add even more stuff to the list.
-
There is a massive difference between getting hit and someone getting off your shoulder.
-
I feel like that's not a problem with ghost face and his kit like @Mushwin experienced and more of a problem with the specific person playing ghostface just being a douche
-
It could be good on Legion but not for the reason you think.
Well it's a very nice thing it allows you to get a lot closer to survivors with frenzy as your terror radius is smaller.( killer instinct being distance-based now)
However it's too niche for something that you have to spend your time hooking for people up and will lose all the progress the second The Obsession dies.
Think of it like devour hope and huntress lullaby but with a severely reduced impact basically you have to put in as much work for a very niche result.
-
Here you go
22 votes and 2 comments so far on Redditif you want a specific picture I posted above
-
All we know is that the cosmetic going to get released alongside the Scarecrow Wraith judging by the banner order I assume it's going to come the week after next but don't quote me on that
-
Honestly I'm perfectly down for this change however like people have said above they would need to add something to stop people from 99%
I think it's a good reward for people who want to run an injured build with no mither or if people wanted take the risk to stay injured but 99 can't be a thing if it's giving you that bonus.
I think the closest balanced idea I've heard to 99% is to have a heal regression in a similar vein to how generators regress.
This would mean you either have to commit to the heal because you will lose your progress if to you wait too long
-
Why did they take the orange aura out anyway.
I know they definitely need an add-on rework. 6 of their add-on still revolve around hitting one survivor multiple times which is super counterintuitive to the new kit. Or in the case of fuming mixtape which has always been absolutely useless and now with the change it is even more useless than before
-
My thoughts exactly yet for some reason they still have 5 add-ons that are built around hitting survivors multiple times
Even though it's an extremely counterproductive way of playing them and even with those addons the benefit they give you a so minimal compared to the drop-off of playing that way
-
Is the ghost face you're going up against is instant tiering will go for the rescue but tunneling the people who get off work he's an idiot
-
I'm kind of at a crossroads when it comes to this because I do really like what they did with Min's hair it's a great improvement because before it kind of just looks like a really bad straw wig now it actually looks like that is her hair.
But I can understand people getting upset if they bought a cosmetic because it was cool and now it doesn't look as good as it used to be however I do also see you on the other side I do see people being happy their cosmetics look a lot better.
As for making new ones I would kinda find it very bullshit to have to shell out money for basically the exact same hair but done better but as someone stated it's a very subjective thing so it's a really grey area
-
1) Cleanse totems or leave the second an exit gate is open
2) Sometimes you just going to have to risk leaving someone on a hook and just escaping in end game. Making it go slower with give survivors way too much of a safety net
3) Amanda's bear traps were nerfed enough.
In fact if you don't get a trap on before the last generator gets popped it's practically pointless they literally turn into temporary head cosmetics.
4) understandable for it being bigger but a big no about that around corners crap
5) No just no
6) refer to number 5
7) there's a very simple solution to this stop overestimating your loop. If you have to slam the pallet down one loop earlier then do it
-
Everybody says Sidney or Gale but honestly I would prefer playing as Tatum.
She honestly did a good job at almost surviving her attack in fact the only thing that got her killed was the fact that she's stupidly decided to go for the cat flap instead of stomping the crap out of ghostface
-
I mean I'm fine with it. Most of the time I just hang around the last survivor anyway to stop them from getting off the hook you get off the hook I'm just going to immediately smack you back down
-
Amanda has a large majority of her add-ons that are just awful.
Her status effect add-ons tend to be too conditional like even with the mangled effect you could very easily just take the trap off then heal.
The add-ons that increase the amount of skill checks when doing a jigsaw box is counter-intuitive as it makes it even easier to get the trap off especially for people know how to hit skill checks.
Don't even get me started on Amanda's secret.
Amanda's letter is ok it's personally my favourite add-ons she has it just needs a buff.The negatives outweigh the positives which is terrible for an ultra rare.
Interlocking razor shares the same problem with the addons that increase the amount of skill checks as long as someone's competent with hitting skill checks interlocking razors absolutely useless. I like what it does on paper but skill checks aren't hard to hit and you can't even run an impossible skill check build as you don't have access the huntress lullaby to affect boxes
Ruleset number to feels incredibly unnecessary as an add-on and should really be part of the base kid and the add-on itself reworked
It's kind of sad when common and uncommon addons are a lot more viable and useful than Higher Tier addons especially the ultra-rares and Amanda definitely is a victim of this
-
They would have to get the licence for the music in a similar fashion to how the licence for the mask and the licence for the movie rights of those faces different the same thing goes for the licence for hello Zepp and the Saw licence.
Well it is a possibility I wouldn't hold my breath especially considering the first official Saw game didn't even have the rights to the music considering the acquired it for the sequel it's not out of the question that the Dead by daylight Devs could acquire it but just don't stick your hopes on it
-
On console his perks are universal not on the shrine they also have different icons from the PC version as all reference to Bill was removed.
Due to them being universal on console it's also the reason why they will never appear in the Shrine of Secrets so if you want the perks you have to level up bill on PC no way around it
-
If as you state it's practically impossible to escape once the killer closes that Hatch why are you trying to stealthily go to the Hatch anyway.
You say that the killer can move more freely whilst the survivor has to stealth but if they are boned if the killer closes the hatch why not just go all out and try to find the hatch
-
@Paladin_Goo said:
i wouldn't complain. Killers in the last few expansions have gotten the majority of the good perks, or at least better than the survivors that came with them. Except for Ash...MoM was ridiculous and stupid.
But like, Bamboozle, spirit fury, haunted grounds, mad grit etc.
I guess but I don't know I find it a pain
-
I'm just upset that I can never get golden Feng.
-
For the scare Factor Michael and Amanda just because of the amount of jumpscares they could do with specific builds.
Those jumpscares are only doubled in intensity if you're not paying attention.
Design/lore wise I would have to say Legion and Ghostface I find the idea of killers hiding under your nose that you would never expect a lot more terrifying than a massive hulking brute.
Least scariest would have to be Billy I just found him super cute unless he's wearing that ugly ass frontier miner
-
When you are the last survivor you are given two chances to escape first chances through Hatch if that fails then you have a smaller chance to escape through exit gates.
Like it or not it just happens whether you're a solo survivor or survive with friends group your strength will always be the numbers that you have at your disposal.
Do you lose that you've lost the main advantage that you have against the power role of course it's going to be extremely difficult.
-
I do not agree to traps being so much better mainly because as I've stated before and as you stated just now it doesn't stop the generators from being completed.
Hell if a survivor is ballsy enough which I've done and seen done as the killer multiple times you can complete a generator with a reverse bear trap and then just deal that whilst is active.
Also the survivor get no indication as to where the ruin totem is the game outright tells you where the jigsaw boxes are and unless you're using ruleset number to there is no way you can hide that information from the survivor as blindness doesn't affect the boxes. Not to mention the RNG Factor and the fact you're limited to 4 or 5 at the most
In fact both Doctor's Madness and Legion's deep wounds are a lot more consistent time wasters than Amanda's reverse bear traps
-
@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/68776/allow-amanda-to-crouch-grab
Way to OP, Pig is fine the way she is. She has a built-in Ruin with reverse bear traps, built-in insidious (mobile even) while crouched...as a killer main, trust me, she needs no more buffs.
Ruin affects everybody and persists as long as the totem is around which isn't shown to the survivors unlike the reverse bear traps which are single target and are actually incredibly easy to get off unless the pig pressures it. They're not really comparable.
Her crouch makes her move slower than nurse and any survivor with a good pair of headphones similar with Michael can't hear her very audible breathing. When going up against Michael and Amanda learning how to recognise and lock onto their breathing is a very key way of countering their stealth.
-
@Awakey said:
I'm aware. But Spirit has the limitation of a duration. The pig can just crouch whenever. Would make her too strong with Amanda's Letter, or on maps like Léry's.
The difference is spirit is invisible.
Meaning it doesn't matter what map you're on a good spirit can still effectively get grabs.
Amanda however is not a survivor should not have Amanda get that close unless they are out right just staring at the generator.
If a killer needs to be on a specific map with specific add-ons for it to be powerful I think you're overestimating how strong it would be.
-
Can you get to higher ranks as killer you do not have time to be messing about with secondary objectives.
Hell even chasing a survivor for too long could be the difference between a lost game and a win and that's doing your job.
Reason why survivors are given secondary objectives is because the main factor that there are multiple survivors means that even the one person is dealing with Eastside objectives ok getting a rbt trap off, two to three other survivors could be working on generators.
Long and short of it the reason why you able to give survivors these hindrance objectives is because even though one is busy progress can still be done by the others. As for Killers you can barely waste your time not doing your job optimally let alone waste your time doing side objectives that don't give you any progression
-
© 2015-2019 Behaviour Interactive Inc. All rights reserved. BEHAVIOUR®, DEAD BY DAYLIGHT® and their respective logos are registered trademarks of Behaviour Interactive Inc. in Canada, the United States of America and/or other countries. All other trademarks are properties of their respective owners.
Good luck
-
You know you can power through ruin and if the total is too hard to find it's probably a lot quicker for you to just power through.
Unless you're super unlucky and constantly keep getting skill checks even if you only can hit good you should still be able to power through in a lot quicker than if you were to waste a bunch of time looking for it.
The fact that the game took so long because all four of you were spending so much time looking for the totem is your own fault
-
I mean the risk is that you're basically running the game with one less perk that could potentially be taken out of play without you even noticing.
If he gets taken out of play or if you don't reach endgame it's basically a wasted perk slot.
On top of that even if it does go off it has The Weakness of all hex perks it can be destroyed
-
Don't hang around the exit and just leave.
If you want to distract or take a hit realise that you're putting yourself and your emblems at risk
Problem solved
-
Oh yes both sides of definitely just as toxic as each other.
The only difference is that because it's a 4 to 1 ratio you're most likely going to run into toxic survivors whether you're playing survivor or killer
As a survivor especially if you're going in solo you have a chance of running into toxic survivors and toxic killer.
As a killer you have a chance of running into four toxic survivors.
-
Damn I've always missed You, Chester and Lowbie.
I'm glad the new name is more agreeable with you though
-
I feel like with the test subject They added her sleeve things from the outfit she was wearing in the first saw when she was in the reverse bear trap. ( which mind you I'd really like that as a cosmetic as well) Less because it makes her look more human and simply to cover up the Hidden Blade
The leather outfit as stated before is most likely a female version of hoffmans outfit however it could also be based on what she was wearing when she was fighting with Eric Matthews as they are both similar and you could see the undershirt she's wearing is the same as that scene. So honestly you could make the argument for whichever one you want
As for Tapp's beat cop I assume it was just something they thought it would be really cool to add nothing more nothing less.
However his undercover cop seems to be you based on Daniel Riggs outfit from Saw four
-
Survivor
Top
1) Alert ( It's really great for keeping track of the killer especially is a solo survivor it has also helped me find a couple of almost completed gens because I seen areas where they've kicked things)
2) Lithe ( my favourite exhaustion perk. It doesn't restrict you as much as sprint burst. It's not as map dependent as balance landing. It's not as baitable as dead hard)
3) Wake up ( With the new endgame collapse I expect this perk to get a rise in popularity however it's still criminally underrated. However while I do think it needs a little bit of a buff it has saved me from many deadly end game situations)
4) Spine chill ( It's a godsend when going up against stealth killers and can also be really valuable in the chase as the slightly faster vault can make a difference.
5) Stake out ( This works beautifully when you're doing a stealth gen build especially if someone's looping the killer next to you which pretty much turns you into a silent gen jockey)
Bottom
1) Left Behind ( This was practically useless before endgame collapse now it's even more so nothing else needs to be said)
2) MoM ( I hate it in its current state and it feels absolutely cheap to use especially if you use really scummy builds like combining it with dead hard or something else that will extend the chase far beyond what it should be)
3) No One Left Behind ( Kind of the opposite of left behind it's got a lot more useful since since endgame collapse because of the amount of blood points but it's still just very bad)
4) Anti slug perks (This is cheating but I literally couldn't pick just one all these perks require the killer to play a certain way or their absolutely useless and you just wasted a perk slot. Said requirement for the killed to play a certain way is the main reason I don't want no mither to start you healthy)
5) Borrowed time ( I've grown to hate this perk as a solo Survivor simply because of the "I didn't farm you I had borrowed time" excuse. As I like to call it I know "I did nothing of worth when I should have been doing a gen but at least I managed to boost my emblem score and blood points" mentality
-
Killer.
Top:
1) Surveillance ( I love the design of the park itself and ever since the change its become a really good tool for locating stealth survivors)
2) Save The Best For Last (It has made dealing with this scummy MoM builds a lot more bearable)
3) Hex haunted ground ( Nothing better than when you're playing a stealth killer it and this pops off as you're about to surprise attack somebody.
4) Make your choice ( Gives me more reason to go after other people even if the person who recently got off hook runs right by me like a headless chicken)
5) Mad grit ( Save me from a particularly toxic survive with friends group)
Bottom:
1) Monstrous shrine ( A perk so bad I don't even put it on my basement builds the one place where it's meant to be)
2) Beast of prey ( I hate having to force out bloodlust for a mind game especially on certain pallets where mind games don't work. If they dropped the pallet I'm forced to either break it cancelling out the perk or just use bloodlust three to get them making the perk irrelevant)
3) Infectious freight ( I really love the ptb version of this even though it was a bug the current version we have is so meh it's not even funny)
4) BBQ (Honestly I feel like this is a massively overrated perk and I've never really used it outside of being in a desperate need for bloodpoints. Side note I don't think the perk is bad it's actually a really good perk just not as necessary as people make out)
5) Huntress Lullaby (Like with the one above I don't think it's a bad perk and I don't hate it. I'm just annoyed that for some reason it notifies the survivors before I've even gotten a single token hell why does it have to notify the survivors at all it's not powerful enough until it gets to 5 tokens and at that point it's pretty apparent that you don't need a notification to warn you)
-
Holy crap I thought you died.
-
Ok I agree that Legion is not garbage but can we please stop showing pictures of 4k or 4 iridescence as proof that a killer is not bad.
Because even at Rank 1 it can be very easy to achieve this depending on who you go up against I mean hell you could do that as Freddy it doesn't mean Freddy is good.
Honestly if Legion gets anything done to them they need their add-ons to be touched up because a lot of them just don't work well with their new kit.
Fuming mixtape
Frank's mixtape
Stab wounds study
And all the pin addons
These seriously need to be adjusted to fit more in line with their new kit. As they require you to hit deep wound survivors again despite the fact that it's no longer viable with new legion
Or to frequently use feral frenzy to get information despite the fact that once again it's no longer viable with new legion as you can't spam the power as frequently.
