Avatar

Warcrafter4

Warcrafter4

About

Username
Warcrafter4
Joined
Visits
9,097
Last Active

Comments

  • @TheClownIsKing said:

    And I’m almost certain being healed by someone else doesn’t disable DS. It’s only if the survivor with active DS engages in self heal or healing another survivor.

    I think that the case but the wording needs to be much clearer on it though which is good because they have shown us this early.

    So we can point out the unclear wording and hopefully get it fixed before it goes live.

  • Its an amazing change it just needs to also deactivate on locker interaction to both get rid of "locker tech" and to make it so inner strength can't bypass its self healing deactivation condition.

  • I hate when people do it when I am playing survivor.

    I still hate when people do it when I'm playing killer.

    Sympathy being the reason isn't hard to understand why killers would hate it as well.

  • For as much as I love this change I feel like they are only doing it because of survivor queue times.

    Its an amazingly good change but the timing seems like its here to address the queue times more then they'd actually want to balance the game.

  • If the devs wanted totems to last for any reasonable amount of time they wouldn't be nerfing undying.

  • Being honest I along with several others I know of here were ok with the idea of spring trap being added into the game originally, but as people kept on spamming the forums, for what was weeks at a time just has made people not want to see him due to said spam.

    Aka FNAF fans have burned the bridge of people accepting him being added into the game with the seemingly endless spam in the past.

  • @Terro said:

    A killer that isn't humanoid. I know, I know... It'll take too much work for the devs to bother making a killer like that (they said it in nicer words).

    Random killer ideas:

    A red light, green light killer.

    A mastermind killer (RE 3 type thing).

    A killer that can teleport survivors.

    A mechanical killer.

    A fire type killer.

    An ice type killer.

    An illusion killer (probably would be super annoying for survivors).

    Mind control killer.

    A respawning killer that survivors can fight off and each respawn can yield a slightly different killer type.

    I'm really surprised that the devs haven't done what League of Legends has and made super complicated killers and experimented more. Well now that I think about it Freddie is probably the closest thing they have to a complicated one and the twins is an experiment.

    We have an illusion killer already that being "The Doctor"...

    Although now that you bring it up its kinda weird that we don't have an ice themed killer despite having two ice themed maps (Lery's outside and windows /Ormond).

  • @FrostySeal said:

    Difference is that "gen rushing" doesn't really exist, unless we're talking about something like Marths depip squad. If your playing killer and multiple gens are getting down really quickly, your just not putting enough pressure on the survivors. I main blight and use pop + corrupt + tinkerer with him and I havent had game where I was like "Damn I was completely powerless to stop the survivors and they actually gen rushed me."

    Tell that to gen rush squads with 4 full power toolboxes when your playing a slow/low tier killer.

    You may be able to stop it with a more powerful killer yes but NOT WITH MOST OF THE KILLER CAST!

    Ps. By your own logic tunneling doesn't exist either.

  • As in she is starting to reach "Nurse tier" with the amount of game breaking bugs she has.

  • The Undying nerf is more or less telling on how the devs view hexes:

    They think hexes shouldn't be meta relevant.

    Hex Undying was the only viable hex defence perk in the game that made hexes work as their design would intend being powerful but removable effects.

    All previous hex defence perks are objective failures such as thrill and retribution doing nothing ultimately to truly defend/deter hexes from being destroyed.

    However with Undying's nerf it's really telling that the developers just don't want hexes to be part of the meta at all as the only perk that made a non game breaking hexes meta got nerfed into the ground which will destroy the current hex using meta as lets be honest DH won't be meta.

    TLDR: It just feels like hexes at this point have become failures in the dev's eyes and they want to bury them with nerfs so they don't have to deal with them anymore(Like they did with billy/nurse).

  • Given that they gutted billy and don't want to address any he has issues all...

    It would be is just another killer for the developers to ignore then try to try to use kill rates to validate them not buffing weak killers and say they shouldn't be used as a valid measurement them while also hypocritically using the same kill rates to justify nerfing another killer.

  • @GamerGirlFeng said:

    You used to be able to jump. I don't see how attempting your three jumps is denying kills.. otherwise they should remove the 4% chance all together.

    On the other foot If it's your first hook then.. then it's robbing survivors of their deserved chances to jump and struggle points.

    Before it was removed killers used that time to hunt down hatch anyway.

    Killer's mainly camped the hook at that time because the hatch couldn't be closed...

    People really seem to forget how long the hatch standoff system(killers couldn't close the hatch but could grab people out of it) lasted for.

    It was only after last survivor is always death hook was implemented along with the hatch being closable that killers would look for the hatch after the final hook.

  • It got removed because it wasted everyone's time and can unfairly deny the killer of a deserved 4k.

    That along with just encouraging killers to literally face camp the last hooked survivor because they have no real reason to leave the hook if its possible for the last survivor to self unhook.

  • Before I begin legion makes for a great support killer just not a stand alone one.

    -Feral Demons: Legion/Oni. Legion gets everyone injured and the endless blood orbs means Oni will permanently have their power plus survivors not being in deep wounds means legion can call out where survivors are because of Killer Instinct.

    -Blood and Madness : Legion/Doctor: People who are in tier 3 madness can't heal themselves from deep wounds and need a teammate to save them which legion punishes.

    -For Whom the Bell Tolls: Wraith/PH:Survivors who are being chased by wraith can be caught off and put into an inescapable spot along with a cloaked wraith being able to body block for PH to get a quick double hit from both of them.

    Speed Addicts: Legion/Blight: Keep everyone injured as legion and let blight run them over forcing them to heal(Which legion punishes) or get insta downed by blight.

    Phantom Ambush: Wraith/Hag: Wraith can chase survivors very quickly and can get survivors into chases very easily along with being able to push them into a specific direction by cutting them off while invisible leading them into the hag's web.

  • @GannTM said:

    Deathslinger’s walking animation also looks a little weird imo.

    Doesn't he have a bad leg?

    I mean one of his legs have a brace to seemingly to help him walk so his walking being off makes sense.

  • It would have been but it got preemptively nerfed by the developers before undying ever went live.

    If it was the pre nerf version where a fully regressed gen still has the surveillance aura effect it probably would have been used.

  • @Mr_K said:

    I've been flamed for using no perks, believe it or not.

    Survivor "Mains": Complain your taking the game too seriously if you use meta perks.

    Also Survivor "Mains": Complain for NOT taking them seriously and messing around/using no perks.

  • @TrollToll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891536#Comment_1891536

    they work in weird ways, they tend to not want to take steps backwards cause it makes them look bad oddly enough.

    They hate admitting that they were wrong as reverting it would require them to admit that they were wrong with adding it to begin with.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1890109#Comment_1890109

    Yeah, I pretty well agree with this sentiment. The event that triggered this thread was my teammates, apparently all SWF, went to go harass the killer. 3 minutes later, we have 2 DCs and 1 suiciding on hook. Hatch apparently spawned right under the killer’s feet, cuz he stomped it immediately.

    Then he had Whispers and I had no chance.

    Edge case, I know. Still frustrating AF.

    So why are you upset at the killer then?

    What did the killer do wrong?

    Your teammates screwed you over and the killer seemed to just want the game to end and not depip from quitters.

    Please if you want this to stop hold your teammates who wronged you accountable instead of harassing/spiting(Getting killer nerfed) the killer because of mob mentality telling you to attack the minority.

  • Do we really need to point out the elephant in the room with the latest killer meta perks nerfs(RIP Undying you lasted 4 months) meanwhile the problematic survivor ones haven't been properly fixed in 4 years?

  • They know people hate it but they almost NEVER admit they were wrong and removing the overheat mechanic would require them to admit they were wrong.

  • Its a good idea but the devs are too stubborn for it to ever work.

    I mean look at the old PTB aura changes and how that went live with ZERO feedback being taking into consideration until the bad change went live and blew up in the dev's faces...Like every other bad PTB change....

  • @Mandy said:

    The Design team is already a decent size and they're all working on many areas, also, I'd say that DbD is probably in it's best state than it's ever been in concerning balance.

    You know the number of people on balance team was publicly announced as TWO right?

    Out of 600+ employees only TWO WORK ON BALANCE!

  • Yep but when it comes down to killer nerfs the developers have the policy of "Scorched Earth".

    They will leave nothing good nor fun about the killer and kill off all of their own revenue they would have earned from said killer's cosmetics as I doubt they have earned much from billy/Nurse cosmetics since being gutted.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1883866#Comment_1883866

    not sure about the key, the styptic is not really valid as you have to be injured and being injured would already cancel the exposed effect.

    Kinda disagree on the map. It does support, but the cleansing mechanic is the built in and intended counter to these perks and also available without a map.

    Good catch on the styptic I didn't notice the while injured part.

    As for the map Both the glass and crystal(The one I originally meant to say but both work) beads can tell your entire team where a totem is effectively making the totem undefendable by the killer ensuring its destruction very quickly canceling out the hex.

    Also I bring up they key as empathy and bond both override knockout so they tokens should do the same.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1883259#Comment_1883259

    So for how many survivors out there do you think this tip does apply? Then you can guess why brown/yellow addons are a problem. Having one addon cancel 3-4 perks is a bit unbalanced and as said already, most exhaustion addons were created when exhaustion ticked down while running.

    https://forum.deadbydaylight.com/en/discussion/comment/1883270#Comment_1883270

    How can you use dead hard early against a huntress while not injured yet? Or any exhaustion addon against clown, how normally starts the chase with a bottle or can throw them at your window/hill to avoid triggering the perk.

    https://forum.deadbydaylight.com/en/discussion/comment/1883431#Comment_1883431

    it is "addon cancel perks" vs "perks cancel perks". or which survivor item can cancel killer perks? and the "perk cancel killer power" discussion normally leads to "I don't wanna run perks to counter 1 of 20 killers". So not sure if you skipped a lot of scenarios just to do a default salty comment

    Glass bead on a rainbow map effectively gets rid of all hexes in the game...

    Also styptic agent can effectively cancel a haunted grounds going off if the survivor is good.

    Also doesn't the key token add-ons override the knockout downed survivor aura blocking?

  • Its simple double standards:

    To them:

    As survivors can disable killer perks which is fair to them

    but

    Killers disabling their survivor perks isn't fair to them.

    It gets even worse when you consider that survivors get to bring 16 total perks per game but the killer only gets 4.

  • Most of the time its unintentional especially when it comes down to really good loopers who can chain loop the killer across the map multiple times over in a game(Aka not wasting every pallet just being very smart with them + windows).

    Simply put: If the survivor is literally looping the killer around the map they will eventually lead them to you simply because you're on their extended looping route.

  • @Chordyceps said:

    Tossing it at a pallet before you break it should be a good use. I say should because every time I tried that trick, my afterpiece antidote releases afterpiece tonic gas for some reason.

    Even if you can get it to work because of the bottle throw cool-down it actually makes you lose distance over just breaking the pallet and chasing like normal.

  • Hardcore:

    To balance for casuals is to try to completely idiot proof the game.

    There will always be a dumber idiot meaning you will always be going deeper and deeper down the rabbit hole of idiot proofing.

    Balancing for "Hardcore" aka people who know how to play the game competently will have a more stable balancing point for the game.

  • @OldHunterLight said:

    It is like Oni as well, when you go into rage mode your hits don't count as M1 even though you use it.

    I never asked why so this is an interesting topic.

    For Oni it might be the same reason as for blight: Their power's attacks lets them break pallets allowing them to be more aggressive at loops then normal attacks.

    The same logic also applies to Demo who despite their shred just being a gimmicky lunge it also breaks pallets and doesn't count as a basic attack.

    In fact is there even a single attack in the game that can break pallets that even counts as a M1 attack?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/220133/no-joke-can-we-add-counter-play-to-the-spirit-please

    This here, ladies and gentlemen is why kill rates are high.

    Survivors don't want to learn, adapt or improve.

    They just want things made easier, because they couldn't be bothered.

    And after everything was nerfed, they start to complain about survivor queues.

    Also don't forget that they will also complain about a stagnating killer pool they face because gee golly nerfing a specific killer into the ground means no one plays them.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877815#Comment_1877815

    It’s actually more clever than you think.

    It’s clear they were originally dealing with the conundrum of “how can we help Clown dominate better in chases by helping him catch up faster?”

    They couldn’t simply buff hindered. That would affect Huntress add ons, and Freddy.

    Do we really want a Freddy with buffed Hindered?

    The Afterpiece Antidote solves that problem. I think what a lot of players can’t seem to wrap their head around is that BOTH are meant to be used to quickly close the gap on survivors.

    This would be a key reason they buffed his reload speed. More overall bottles are going to be used during chases.

    Each killer has their own version of hindered.

    So buffing the numbers on clown doesn't effect huntress'(Pitifully low 3% vs clown's 15%) hindered add-on numbers.

    So unlike legion with Deep Wounds Hindered can be buffed for clown without effecting other killers as they don't technically use the same debuff.

    Plus any buff to Clown's hindered can just be tied to his intoxication debuff as to not effect others regardless.

  • @DawnMad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865485#Comment_1865485

    Then the best scenario would be:

    1. Finds the other hex
    2. Finds 3 dull totems that turned in to a hex.
    3. Find the Undying.

    ...so people need to "break Ruin 4 times" and such but look at how it will be now:

    Same scenario but after the changes:

    1. Finds the other hex
    2. Finds 3 dull totems.
    3. Finds Undying that turned in to the other Hex.

    Nearly nothing changed. It still lasts all game.

    No need to do the dull totems with the new one so people will be skipping that step entirely.

    Also in games with that set up you'd need not to worry about NOED so...No one will be doing dull bones.

  • @scottymo said:

    It’s for bonus BP this why so many use a whole perk slot for it. Check. I don’t agree with this. Seems like a waste of slot if supposedly that’s all it’s good for. Seem ONi, demo, nurse, ... use it very effectively.

    I am sorry but Demo...Seriously?

    They are a set up killer who generally speaking won't have portals set up near where most revealed survivors due to how slow it is for demo to set those up along with how easily they are destroyed.

    Plus if they are close enough to an active portal(Aka ones that survivors can see and interact with) you can hold shred to see them anyways.

  • @scottymo said:

    Let’s stay on the topic and not attack the commenter. That’s just a lazy and poor substitute for an actual argument or counter point. Its also hinges on trolling.

    Healthy is an understatement. It’s in most killers toolkits. Interesting how you sidestepped my point about the high number of killers that use that perk. I cannot pin down a stand out survivor perk that I see we’ll say 75% using like bbq. Love to see the game data on that perk and the percentage of matches it shows up. Bet EYE popping...

    Yep and how many killers use it ironically proves its mainly used for the BP as BBQ's aura reveal is near useless on killers like Trapper/Hag as they are set up killers who can't realistically use the aura reveal to any real advantage most of the time due to needing to rebuild/adjust their traps.

    Mind you there's more killers were the aura reveal is nearly useless on like Deathslinger/Clown due to being too slow and with limited effective range on their projectile.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863640#Comment_1863640

    I dont think so. All your scoring points you get usually correlate to the emblems dont they?

    Do either of the following to check:

    Do a totem and check light bringer at the end of the game.

    Or

    Just check the emblems on the wiki: https://deadbydaylight.fandom.com/wiki/Emblems

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863522#Comment_1863522

    You get boldness points not objective points. Also they aren't an important objective and they are the most annoying objective to bother with.

    The Emblem system itself considers totems to be a side objective to "Light Bringer" aka the generator emblem.

    Its entirely possible to get a Gold Light bringer without ever touching a generator from simply doing totems.

  • it is ~43%-47%(Based on platform) if you add up ALL SWF group's sizes instead of looking strictly at 4 mans.

    Even then 4 mans on that graph for PC seems to be 6% as each line is 10% and its above half way to the first line.

  • @EvanSnowWolf said:

    Because according to the statistics only 4% of players are SWF.

    That means 96% are not.

    Sooo.... they are making changes for 96% of gameplay.

    According to the last posted statistics of SWF they make up 43% of the playerbase.

    Mind you those statistics are very old now but idk where you're getting the 4% from.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852305#Comment_1852305

    Did you really just call one of the strongest killers in the game "mediocre" lmao?

    I feel like he can be described as mediocre simply due to how hard he can be shutout of the game if he's denied an early hit by people playing pallets very safely.

    He is a very easy killer to counter early but one of the hardest to stop if he gets a good start.

  • @Yords said:

    High, low skill killers will make survivors complain if they are good like freddy

    Survivors complain about high skill killers like Deathslinger/Nurse/Spirit(Without strider) and bad killers like Clown/Wraith....

    So using what survivors complain about as a metric is about as useless as a paper mache umbrella in a rain storm.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1852294#Comment_1852294

    But isn’t that a killer’s dream... a genlock? That is what they did to themselves. That map is notorious for that situation. Not to mention he ended up with a 4K anyways. Who cares how many gens are done - and how quickly - if you win the match?

    He literally had to more or less camp 2 people to death(one literally camped to death the other nearly camped to death) and nearly slug a 3rd to death and only won because the survivors threw at the end.

    He more or less had to keep 3 out of 4 survivors from playing the game for most of the match simply because of map RNG which is no fun for anyone.

    It wasn't an fun or enjoyable game for anyone on either side simply because of map RNG forcing the plays.

    Edit: Just because he won doesn't mean RNG didn't make the game HEAVILY favor survivors.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847925#Comment_1847925

    Wait.. you mean he chased one survivor on an hourglass shape map from one side to the other, never to return... and all the gens on that side popped?!

    Bait.

    Given that spawn RNG made him take 40 seconds to even find a survivor as deathslinger...

    That's just the normal RNG nonsense that gives survivors an advantage in this case 4 gens!

  • Killers do more per game then survivors do to win.

    Heck the winning play for survivors in a lot of games is to just gen jockey aka holding down M1 and occasionally pressing space.

    Compare that to a killer who has to do tracking/Mind games/Generator management(Keeping survivors off gens and making sure to regress the right ones)/Downing survivors while potentially playing around at this point half a dozen 2nd chance perks/So on and so forth in order to win nearly every single game.

  • Sadly he can never be A tier due to how much the game is balanced around higher mobility killers.

    I mean Deathslinger despite his amazing chase usually lose games simply because he can't physically reach generators in time(Mind you he'd only needs to be in 12 meters to reliably get a shot off) and he's only 5% slower then a normal killer.

    Just remember the one thing ALL A-S killers(Freddy/Spirit/Blight) have is mobility in one way, shape, or, form.

  • Motivational Frustration is good but that happens when you feel like its your own fault.

    Aka souls Born's difficulty minus the endless Ambushes in BloodBorn/DS3(DS2 has one of lowest amount of ambushes # wise in the series).

    In DbD its increasingly not anyone's fault to losing.

    A clown VS a sweat squad/Wannabe sweat squad can't really be blamed for losing as the game is far too rigged against them to be the player's fault and thus it rarely becomes Motivational Frustration.

  • Did someone say demodoggies?

    Untitled Image

    @iZombie for finding this.

    Anyways I feel like people play demo casually as they don't expect to win which ironically can make survivors mad at them for not taking them seriously...

    Yes that's a thing I have experienced as demo

  • For Oni its mainly how his early game goes:

    If someone can stall the first hit for a min even while throwing multiple pallets you usually win.

    However he snowballs hard and punishes people who try to work on generator's while injured(You produce A LOT MORE blood orbs if you interact with objects while injured).

    Also don't Tbag him while injured it literally gives him more blood orbs(each time you crouch it drops one blood orb).

    Yes he is literally the Anti Tbag killer.

  • I feel like less and less people are doing these codes given how this code is still working despite being limited.

1 … 25 26 27 28 29 … 52