Avatar

Warcrafter4

Warcrafter4

About

Username
Warcrafter4
Joined
Visits
9,097
Last Active

Comments

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444183#Comment_1444183

    I've always been a fan of that, personally. That way you've only got yourself to blame if you don't get to use it. You're opting to put yourself back into the game.

    What about the issue of lockers with DS:

    If you open the locker to grab the survivor they DS to get away.

    If you leave the locker the survivor gets away anyways.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446000#Comment_1446000

    110 killers are not M1 killers. They are 110 for a reason. They should use their m2 to stop a chase.

    Not always possible as there are loops on handon field that the huntress can't realistically use her hatchets(Such as 2nd story/car house fall vaults) to try to stop and are infinites if not for blood lust.

  • Some loops are still infinite loops in the game against 110% speed killers if they didn't have blood lust.

    Also part of point of the game is that you WILL go down as a survivor and its your job to stall for as long as possible to help your team win.

  • @NoShinyPony said:

    It's a really interesting phenomenon: A lot of players say "slugging is boring, don't slug", yet when they are slugged they will hide from the killer and wait 4 minutes until they bleed out.

    What's the reasoning behind this?

    What is even worse is in games where I am a killer vs a toxic SWF 3 man I had slugged a solo ace I was planning on giving hatch then chased and death hooked the rest of the toxic SWF(Which took around 1 min).

    But ace hid somewhere so I couldn't give him the hatch for being the only non toxic survivor in that game.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440975#Comment_1440975

    Yes, it gives you an advantage. Does it break the game? Not even close. I’ve watched tournaments of killers going against very good, strong teams and they can 4K, so it’s not something that makes the game unplayable/unwinnable for killers.

    In the case of the Nurse: Going to an area where her power doesn't work does in fact break the game sense she should never be able to hit you because she is slower then you without her power.

  • @Mikeasaurus said:

    There was a Rank reset? Seriously, no joke here, but my rank didn't change on either side for me. Still Rank 2 Survivor and Rank 4 Killer. Maybe bugged, but I am seeing far more DC's when I'm playing killer, and I'm just playing normally. No tunneling, camping, etc.

    This is just how the game was before when we didn't have the DC penalty and now that its been disabled due to hackers abusing it we are just going back to the pre DC penalty game of survivors instantly DCing the moment something they dislike happens.

  • You thought Michael would be friendly when one of his achievements is literally called "Evil Incarnate"?

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438204#Comment_1438204

    I'm glad the devs will never do that. 2 have said they like DS how it is now.

    As a killer main. They are fine to me. I dont cry about what survivors use.

    They also said they liked how billy was and you see what happened.

    You can't really trust the dev's word a lot of the time on balance.

  • No Mither: It actively makes the game harder for you and encourages the killer to tunnel you out of the game as they can't slug you but you also go down in 1 hit.

  • @ClickyClicky said:

    Love how the gen speed videos have 200 replies and this has none. Nobody complains when a killer wrecks a team in a few minutes. Its just gonna be the “bad survivors” excuse.

    Really shows the bias in the community. Both sides have the potential to quickly defeat the other side.

    Unlike in survivor's case with gen speeds where its often not the killer's fault simply due to pressuring 4 survivors at once isn't possible for most killer until they build momentum.

    However in this video 3 out of the 4 survivors misplayed horribly(2 ran into him during blood fury and one fed him blood fury and a early hook). So it was ENTIRELY the survivor's faults if you bothered to watch the video.

  • @NightmareReborn said:

    I've done years of analysis on DbD's balancing patterns to come up a realistic vision for how the game will look in 2030. Be careful, you may not like it, but this is what we can expect a typical DbD match to look like in 10 years:

    Survivor Gameplay

    You spawn in the match and see a generator. You start to run towards it, but shortly after, you have to stop running since your "running cooldown bar" is full, and now, you must wait for it to recharge. You eventually arrive at the generator, so you start repairing it, but after 20 seconds of repairing, you are forced off it. You must wait for your "generator repair cooldown bar" to recharge. Additionally, "new depth" was needed to keep chases fresh, so now pallet dropping and window vaulting have an "overheat" mechanic.

    Killer Gameplay

    Actions such as breathing as the killer were too easy for new players to pick up, so a new cooldown bar was added to prevent you from misusing your lungs. Upon spawning into the match, your "air" cooldown bar will begin to diminish. If it depletes all of the way, you instantly forfeit the trial and die a painful death. Clown bypasses this mechanic since he barely breathes with how much he coughs anyway.

    Very optimistic of you to think that the devs would even let killers breath at all!

    I mean look at the current game there's already next to no breathing room for the killers to begin with!

  • Plague is a killer about personal responsibility which is why a lot of people don't like her.

    A lot of players cleanse spam(Cleansing well before they are broken) then cry after game when they die to endless corrupt purges.

    There are so many times were my team cleanses endlessly while having no idea how to play against Corrupt Purge Plague and end up dying faster then if they just stayed broken.

  • This is a visual bug and nothing more.

  • Don't forget it requires basic attacks now making it nearly worthless on leather face.

    Its like Surge all over again where the killer perk is incompatible with the respective killer's powers.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435810#Comment_1435810

    That would be OP. Not only would you build up stacks really fast, but every heal would be guaranteed to be 6-7 seconds after you get to 5 stacks. Mangled, Thanatophobia, Coulrophobia, 10 Dying Light stacks? Doesn't matter. You get +50% healing progress with each skill check and you get a skill check every 3 seconds.

    The number is hypothetical(it could be every 5 seconds + the 1-2 seconds for the skill check to finish so about every 7 seconds) but making it more consistent as more of a bad luck protection mechanic.

  • @EmpireWinner said:

    They should make skill checks more frequent.

    I think the perk should be buffed with:

    While healing a teammate you will get a skill check every 3 seconds(Not counting the time taken up by the previous skill check).

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435533#Comment_1435533

    You sure about that? I've played this game for nearly 3 years and I've never once saw/heard that.

    If your talking about toolboxes its far more noticeable of a difference once you see as a killer someone with a brown toolbox(Darker shaded slightly more rust) and someone with a yellow+ toolbox.

    If your talking about the broken key thing it does come up from time to time but due to how useless the broken key is as an item; suggestions to make it look different rarely get traction due to everyone ignoring its existence unless they are actively doing archives.

  • @SailedSavage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435384#Comment_1435384

    It's funny how hostile everyone in this community is when a simple question is asked. I do appreciate the previous input but the last one was kinda unnecessary. I asked "is he too strong" as I run into him a lot and almost every team I'm queued in can never handle him even at reds.

    Fair enough but given how often people ask for doc nerfs while ignoring his counter mechanics often irritates me so sorry I went too far.

    Also as for doctor always finding you is kinda his gimmick which is further pushed by his restraint addons which counter calm spirit(By revealing your aura when his static blast hits you) and lockers with he can see his illusions aura's pointing to you if your in a locker(If your in madness 2/3).

    Outside of his detection he is almost entirely an M1 killer with no mobility and if you prethrow pallets only a little anti loop making him an average killer.

  • @PB_TORCHer said:

    @Warcrafter4 What ever man. I would like this. You say useless. I disagree. It could counter DS still, not have to slug if its the new green, and would be enjoyable to see.

    If you use the ebony to dominate . Your not a good killer.

    Pyramid head inspired this idea. Mori's are hardly used and usually unfair or Cheap depending on what side we're on.

    I think Mori's are fun and want to see them more.

    You assume a lot by accusing me of relying on an ebony mori.

    Also Countering DS on death hook isn't worth being an ultra rare offering alone and it would make it worse then the ivory mori.

    Mind you I am not fan of the Ebony mori(I think it should only let you mori someone you hooked before after you hook someone else aka No tunneling with the ebony) as it currently is but I know what would be useless or not.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432142#Comment_1432142

    So is it toxic bringing a broken key with no add-ons in solo q to try and convince the killer to bring a mori? 😂 especially when your only running WGLF as your only perk.

    This is something I've brought up in the past as a suggestion for the broken key that is based off of the brown toolbox.

    Broken keys should have a different model to make them distinguishable for the killer much like how the brown toolbox is actively darker and more decrepit looking then the other toolboxes.

  • @PB_TORCHer said:

    I previously stated how I wish Ebony mori's were not able to happen till a player is on death hook.

    I wish the current Yellow Mori for killing the last player in a trial without ever needing to be hooked was just part of the game with EVERY killer. This would be AWESOME!

    Make the New Yellow Mori be usable only on 1 player when they're on death hook.

    Keep the Green Mori the same and again PLEASE change the Ebony to death hook. Currently it often makes people DC or give up early. I believe this happens because it feels unfair and hopeless to the individual and the whole group.

    I stated in a previous post to make the Mori animation to be in 3rd person for every killer as well or a menu option to toggle my preference.

    I love Mori's. I would cool to see them more while keeping it fair.

    Changing ebony to death hook is useless and is already a feature of pyramid head.

    Moris on death hook are useless sense they usually take longer then just hooking someone hence why pyramid head with his death hook mori has the single fastest kill animation in the game to make it ever worth using.

    So can we please stop with these "Change moris to death hooks" thread its been beaten to death that it would never work over hundreds of threads at this point.

  • @SailedSavage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435115#Comment_1435115

    Nah it's not THAT bad. He just needs a few tweaks to static shock. Make it 2 dimensional so it can't go up or down a floor on indoor maps and make static shock recharge by getting hooks and hits instead.

    1. The static blast is tied to the Terror radius so unless its code is completely rewritten it will always go off in a sphere like shape.
    2. The 2nd one would be a massive buff that would end up breaking the doctor as any good doctor would only need 1 static blast to get hooks and they usually hook before its off cooldown so this would make the doctor MUCH STRONGER.
    3. Just because you don't like something doesn't mean it needs to be nerfed.
  • Their low tier almost exclusively due to a lack of addons that have a noticeable impact on the game and the inability to replace existing portals.

    Being able to replace existing portals means you can be more liberal with their use of their portals being set will let them be more aggressive with them along with Demogorgon never being stranded without the ability to make new portals if they used up all of their stock.

    For their addons to be better they need less of the portals take X longer to seal or survivors are inflicted with X status for Y seconds and more addons that interact with shred or aggressive part of their portal power.

    A hypothetical example of a green addon for Demogorgon is that after you exit a portal your shreds will charge 50% faster and go 25% further for the next 10 seconds or until you attack with shred. This means you can fake out with it but the moment you attack with shred the power up is gone.

  • @EmpireWinner said:

    Are they that common?

    I kept count and out of my last ~30 games about 23 or so had SWF with streaks of them going between 5 in a row at the lowest and 8 in a row at the highest.

    The game can drown you in them if it wants to be cruel.

    Edit: This was only counting people who I can confirm by friend lists to be 3+ man groups.

  • Its simple:

    They see killers use BBQ when they lose(Even on killers where its useless like trapper or hag) and begin to falsely correlation them losing to the killer to the use of BBQ

  • @Seanzu said:

    The devs stated that no survivor perk (except for self care) is anywhere close to being used by 80% of players in red ranks.

    When asked they refused to either give the usage numbers for these perks(So we don't even know if that's true).

    Nor would they answer how survivors' perks usage rates worked:

    If its based on if there is one of said perk

    Or

    If its based on total people with said perk in any given game

    Or

    if it only counts gaves with a specific threshold of people using said perk.

    All 3 of these would give wildy different numbers but the developers refuse to let us know which is used to count survivor's perk usage rate.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427715#Comment_1427715

    "Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality."

    Eh, disagree.

    I think the Great Skill Check Progression-Bonus was cut in half because it was the easiest way to make Gens a little bit slower, without actually increasing the Gen Time. Like, you dont really need to think a lot about this or check if it is balanced or not.

    Meh still proved my point that the no great skill check progression part of old ruin did in fact slow down purples/reds by a semi noticeable amount(the other guy claimed it did next to nothing at high ranks).

  • @Pok said:

    Do we have to start again on ruin?

    My opinion is that for old ruin:

    yellow/brown ranks = Extremely effective, survivors can't do a gen with ruin

    purple/red ranks = almost useless, veteran hit almost all skillchecks, or got rid of it very quickly, knowing most of the totems spots.

    This was litteraly an anti new player perks for me. Not counting people experiencing lags on skillchecks, and the randomness of totem locations. But every excuse is right for crying again on devs hating killers. DS was nerfed a lot.

    Just throwing this out there:

    The great skill check bonus progression prevention when the numbers were crunched was the single strongest *reliable* slow down effect in the entire game.

    With the then 1.6 seconds bonus progression on a generator 2 survivors getting a total of 10 great skill checks finished a generator in ~28.5 seconds which is the same time as if ALL 4 SURVIVORS WORKED ON A SINGLE GENERATOR.

    Keep in mind 10 skill checks across 2 people isn't that uncommon in DBD.

    Fun fact: you great skill check's bonus progression had to be CUT IN HALF after ruin was nerfed due to how powerful they were in reality.

  • @DwightOP said:

    Was that really the reason they justifies ruin nerf? I remembered they said "because it punishes noobs more than veteran survivors" but I might remember wrong there, to long ago for me

    They changed the reason over 5 times from what I remember from the posts.

    They didn't say they were other reasons but that flat out stated multiple conflicting things were the main sole reason for the nerf. Aka they couldn't keep their lies straight.

  • It was an excuse and nothing more.

    The developers have a chronic lying issue that is going to eventually blow up on them.

  • No.

    Once all pools are corrupted the plague is forced into corrupt purge mode and all pools reset.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425913#Comment_1425913

    Devs mentioned they liked the original billy alot, more likely for it to change and if not, they’ll change the overheat so chainsaw sprinting is more common. BHVR wants this game to last for a while so they are always listening

    History shows otherwise as the only time they listened to PTB feedback at all in any significant way was for the doctor and ONLY the doctor.

    They also said this is a "Slight nerf" even though it takes over 40% over heat to break a pallet with the chainsaw.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425155#Comment_1425155

    Still a player test build, if the change stays when reaching the live build then thats when the issue comes in, believe me its fully possible BHVR learns from mistakes. Just stay optimistic

    Given this is a WORSE repeat of the nurse they won't.

    Also they completely ignored all PTB feedback on the nurse "Addon rework" so nurse "Addon rework" 2.0 billybogalu won't be any different.

  • @brokedownpalace said:

    But there's nothing wrong with people who said to wait until the PTB. Now we know for sure that the nerfs go too far. Now we can complain with evidence to back it up.

    Knee jerk reactions are rarely or never good even if they end up being right in the long run. It's not the people were saying "these nerfs seem too harsh, I don't think Billy deserves this, and here's why" it's the people who were saying "BILLY IS DEAD LETS ALL LEAVE DBD THIS IS THE END OF THE WORLD BHVR ARE MORONS LETS CAMP EVERY SINGLE SURVIVOR IN PROTEST"

    People only reacted in that way because of past evidance showing it will probably horrendous IE The Nurse "Addon rework".

    It doesn't make much critical thinking for most people to figure out they were going to gut billy just like they did to the nurse.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425077#Comment_1425077

    Because old Nurse was broken. Hag isn’t anywhere near old Nurse.

    I know omega blink nurse(But not base kit nurse) was insane but play rate had no factor in her nerf was what I was trying to point out.

  • @ShadowRain said:

    Its only the first day of the PTB, they are probably fixing him as we speak

    People said the exact same thing about the nurse's "Addon rework" (Code name for gutting the killer).

    Guess what didn't happen?

  • @SunderMun said:

    Hate to break it to you, but she already has the correct add-on combination, in terms of rarity. She ain't getting one until they decide they want to change how killer add-ons work.

    There is no logic or reasoning to what they are doing with "Add on reworks" (Code name for gutting the killer) so anything goes at this point.

  • @xenotimebong said:

    Nobody plays Hag so I don’t think they’d bother. Probably Spirit or Freddy if anyone.

    No one played nurse even according to their own stats(Being the single lowest play rate killer if I am remembering correctly) But they gutted her anyways.

  • @Entity_Lich94 said:

    Funnily enough, all the guys on here that were saying this was a good thing and that he needed a nerf have gone very quiet. I honestly would like to ask the devs what is the thought process behind killer addons because they always seem extremely gimmicky, situational or just flat out useless

    its why I was bringing up how the brown nosers acted this exact same way about the nurse rework in the past and almost no one believed me.

  • Its almost as if people had the super power of remembering what happened last time!

  • In door maps are good as long as they are intuitively designed like the game where there are clear tells for where gens are(Closed sliding doors always have a generator).

    However they are also prone to have the least intuitive designs in the game such as the newest map Midwich which is so counter intuitively designed that it both favors and hampers both sides in a bad way.

  • One of the things the devs could implement to try to reign in gen times is simply to add the healing speed cap to generators.

    For those of you who don't know healing speed is capped at 100% because of shenanigans survivors pulled in the past(Such as being able to fully heal within the default attack cooldown) which shut down that nonsense.

    So if we add this to generators it would mean that generators couldn't be completed faster then in X seconds.

    Just speed cap in general suggestion for both this and healing is to make the bar turn blue once you reach the speed cap to let people know that they have reached it.

  • @handfulofrain said:

    Yes, I know it sucks that they slapped a cooldown on Billy and tokens on Bubba.

    Yes, I know it sucks that they changed the passive on Balanced Landing.

    Yes, I know it sucks that they changed Pyramidhead in the latest update.

    Yes, I know it sucks that they made maps smaller to help some killers out.

    I promise that if you just keep playing the game like normal, you'll be fine. You'll relearn whatever it is they changed and everything will be fine.

    Truthfully, I don't think I've ever been in a community with a bigger bunch of entitled, whining children. It's not the end of the world. In the end, remember that it's just a video game.

    And if they did this to DS the survivor community would be up in arms and doing this worse.

    Survivors are in a glass house throwing stones on this subject.

    Don't believe me look at any DS nerf thread.

  • Shadow born gets replaced by monitor and abuse by the doctor which also grants up to 10 degree of vision while outside of chase.

    But also reduces your terror radius by 8 outside of a chase which can be invaluable to several killers who need to get closer then normal.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1422229#Comment_1422229

    So explain why BHVR's stats showed that 4 man SWF survives only 9% more than solo survivors? Perhaps because having information doesn't make you suddenly a god at the game, just you have information. I think the reason people think SWF is so powerful is because its rare to get 4 solo queue survivors that aren't potatoes, so going against 4 decent players in one lobby feels oppressive, regardless of communication status. To which my response is, yet again, git gud.

    You do know in most pvp games doing something that gives 5% above average win rate is considered to be game breaking right?

    Now imagine how bad it is when that is doubled.

  • @Splinterverse said:

    I've had a lot of recent matches where the killer knows where all the survivors are at all times. After inspecting perks and add-ons, it's clear they don't have anything that shows auras. A lot of them are not even running Barbecue, but are downing folks and walking straight to another survivor who is obscured by a wall, locker, or some other obstacle.

    Anyone else noticing this more lately?

    I've started recording matches to use to report it, but I feel like there's been a massive increase in it. Maybe there's a new hack circling or something?

    EDIT TO ADD: I found a Youtube video showing that such hacking tools exist. They put a box around all survivors at all times to know where they are.

    I've also checked every one of these killers and none of them had the perks suggested in the replies.

    Was the killer(s) the Huntress or the Doctor?

    I have multiple times downed a survivor with my last hatchet. Then go to reload in a nearby locker and end up pulling a survivor out of it.

    That is just the nature of Huntress as she needs to open lockers a lot so hiding in them as a survivor is a death wish.

    As for the Doctor to avoid static blast you'd need to get out of the terror radius or into a locker.

    This means that if the killer sees scratch marks but didn't get a static blast hit then they will most likely check lockers to see if survivors went into them to avoid the blast.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420129#Comment_1420129

    They didn’t nerf Pig for no reason, they nerfed Pig to kill stupid end game trap builds when they introduced EGC. You can disagree with their reasons all you want but saying it was “for no reason” is incorrect.

    What exactly is bad faith about their killer changes? Adding limits to some of the best killer abilities in the game (teleportation and an instadown map-wide sprint) seems unjustified to you? Or is it them buffing some of the struggling killers (Clown, Trapper, Plague, Doctor, Freddy) that you think is bad?

    For bad faith: Lying about the changes reasons "Skill expression" is nothing more then meaningless buzz words.

    Lying about the nurse add-on update ONLY EFFECTING THE ADD-ONS. They flat out said no base kit changes then did base kit changes.

    They do these lies all the time and its getting old.

    As for pig here's a better question: What is the difference between a reverse bear trap end game build vs a normal one outside of reverse bear traps acting as a blood warden for 1 player along with her needing to not use any for the entire game along with needing to get end game downs.

    Pig's end game builds would be as "stupid" as everyone else's and a pure meme due to the nature of those builds of not working most of the time.

    Ultimately the pig nerf was for no real reason.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/169409/wraith-cooldown-bar

    Never, because unlike the Hillbilly’s power which gives you some of the best mobility in the game and unlimited instadowns, Wraith’s power gives you a slight speed boost and prevents you from even injuring survivors. So you guys can give up on this stupid “joke” any time.

    The devs will add on a cooldown say its for skill expression and called it a day.

    They do enough killer changes in bad faith that I along with others wouldn't be too surprised if they actually did it(Remember they nerfed Pig TWICE for no reason).

  • It deters a gen rush which a lot of survivors do.

    Also another design issue is that cleansing dull totems does nothing to help survivors outside of countering NOED.

    This makes cleansing against NOED almost counter intuitive to survivors sense doing bones does nothing for them but that isn't an issue with NOED but an issue with totems in general.

  • @Mr_Gr00vy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1416489#Comment_1416489

    Some survivors is a reason why.

    But, at the same token I have seen killers who just down right tunnel and they're within purple to red ranks.

    I know but those are generally speaking the exception not the rule and nerfing ALL killer's ability to punish bad plays isn't going to fix that.

    As I have seen those killers hit BT and continue to chase the BTed survivor on every hook.

1 … 41 42 43 44 45 … 52