Avatar

Warcrafter4

Warcrafter4

About

Username
Warcrafter4
Joined
Visits
9,097
Last Active

Comments

  • If generator damage counts then just use surge Jolt.

    It damages multiple generators at once so a single activation usually gets you 2+ generators damaged without needing to manually kick them yourself.

    The pure pallet kicking ones are garbage but most aren't pure pallet kicking.

  • Can I just point out that the snowmen are acting like old Mantel of Man (MoM). You know one of the most overpowered perks ever?

    Think about it. It grants an extra health state if injured with effectively no pre-requirement and unlike old MoM you don't even need to mend from the extra hit.

  • You kinda answered your own question in the title:

    Toxic is toxic.

    Plus survivors love to complain about killers leaving them to bleedout or neatly bleed out but do their equivalent to the killer in nearly every freaking game.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2684860#Comment_2684860

    Reducing the speed is a nerf. Don't get fooled by the reaction argument, which is not solid.

    You pre-path your next bump during the slam duration which remains unaffacted. In rush, you turn and flick but those are not noticeably harder to control, because you already know your destination.

    Look no further than comp. Every Blight worth their salt uses at least Blighted Crow even when all add-ons are allowed.

    Have you even played with blight or the movement speed add-ons?

    While the control difference isn't very noticable on bounces one and two bounces but give minor amounts of speed.

    Meanwhile 3 and 4 are extremely noticeable and give a large amount of speed.

  • @Chocolate_Cosmos said:

    Alchemist's Ring

    • Hitting a Survivor with a Lethal Rush will instantly recharge 50% of all Rush Tokens.

    Blighted Rat

    • Increases Rush Movement speed by +2 % for each consecutive Rush.

    Blighted Crow

    • Increases Rush Movement speed by +3.5 % for each consecutive Rush.

    I think the movement speed add-ons are fine as is.

    Ironically I'd think those movement speed add-on changes would be a BUFF to them as it makes them more controllable.

    Part of the gimmick of the speed add-ons is that they make you so fast its hard to control and thus reducing the upside inherently reduces the downside.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2682654#Comment_2682654

    "Victim Blaming".... it's a video game. Some people really need to go outside and touch some grass. It's not that deep.

    It is by definition Victim Blaming.

    Cyber harassment is a thing that exist and well I don't think I need to tell you why going out of your way to taunt/harass the killer would count as that.

    Even if its only minor Cyber harassment its still Victim Blaming to go after the killer for reacting to being harassed.

  • @Tiufal said:

    Thats how serversided hit validation works. Just because it doesnt look right on your side doesnt make it wrong. Just accept that the survivor used his DH at the right moment to dodge.

    Dude you can literally see the survivor getting a laggy window vault in the video.

    Aka the survivor is lagging and DIDN'T use their DH in time.

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681368#Comment_2681368

    Unless you want to learn all killers at once, playing survivor requires more skill.

    The Nurse says hi from her skilll ceiling that's so high it has made a bridge to mars.

  • @Ssajbambusa said:

    So I made a poll about flashlight clickers, here's the opposite.

    To be honest, hitting a survivor on the hook is actually pretty bad idea already, because even without Kindred the survivors will know you camp and can just rush gens... or you give them free window for an unhook... so discouraging this actually benefits the killer and not survivors... but sitll:

    Punish toxicity of hitting survivors on the hook by pausing their sacrfice progression timer.

    All this would do is make hook diving and using the survivor on the hook as a meat shield to be more viable.

    Aka its terrible for everyone; by making it more viable for your teammates to farm you to death off of hook while also pissing off the killer.

  • @wewantbetterfun said:

    He's most likely the least used killer now, no one enjoys to play him anymore, I can't bring myself to play him when he was my main and it's most definitely the same for many, revert him to how he was before, yes maybe insta scope was kind of annoying for survivors but that was his biggest strength and he has nothing now, please, remove all the nerfs you made and let us enjoy deathslinger again.

    Sadly since they haven't undone billy's unwarranted(Even by their own standards) gutting they gave to billy yet.

    There is very little reason to believe they'd do it for Slinger.

  • Medkits aren't really an issue if they only have 2 or less self heals in them at normal speed.

    They become an issue with 2+ self fast self heals(Aka stacked/Purple medkits).

    Finally they are being exasperated by the existence of CoH which lets you self heal at double speed even without a full medkit.

  • @Dino7281 said:

    I really hate system: god loop with breakable wall.

    That is one aspect on The Game map, where you can make it better for you if you break some doors, but you don't really have to do it, it is sometimes better for you if you don't. That's how it should be.

    and will they ever learn how to create totem spawns, they are terrible on that new map...

    The Totem spawns are bad as they seem to be designed with boons in mind aka made easy to find and reach for the killer to play against boons...

    This sadly also makes hexes effectively worthless on the map.

    Until boons are properly address I fully expect totem spawns to keep on getting worse and worse just to try to make boons remotely fair.

  • @ChronoSeth said:

    Thanks to Scott, it needs another bump in the forums.

    Base Feature - While a survivor is on a hook, all other survivors see each other's auras.

    • Kindred - Whenever the Killer is within 16 meters of your Hook, their Aura is revealed to all Survivors. All other survivors gain a 5/7/9% bonus to healing, cleansing, repairing, and unhooking speed while the Killer's aura is revealed by Kindred and if they are within 16 meters of your Hook.
    • Whenever the Killer is within 16 meters of a hooked Survivor, their Aura is revealed to you. You gain a 5/7/9% bonus to healing, cleansing, repairing, and unhooking speed while the Killer's aura is revealed by Kindred or if they are within 16 meters of a hooked Survivor.
    • The bonus speed gained from Kindred does not stack with other instances of Kindred.

    O look its a loop the killer around the hook for extra gen rush speed! That has totally never backfired repeatedly and been abused on the PTB! /sarcasm

    You can never add in a proximity based "Punish the killer" Mechanic to the game as every attempt that has ever been done has been abused by survivors to the point that they had to be removed...The devs tried repeatedly too.

    Finally I'd rather have the killer's aura reveal just be added to dark sense if it was separated from the survivor aura.

  • @ShadowNurseZFX said:

    Ok so you may be confused, Artist isn't weak at holding W. at the start of the game place 2 crows on each of the furthest gens. 99 chance to find a survivor. make sure yo use your power a much as yo can, try to predict movements and i swear holding W is non-existent

    She is SLOWER THEN THE NURSE while using her power or from the cooldown from her power.

    Nurse base speed is 3.85 m/s.

    Artist speed while channeling/charging/shooting her power: 3.68 m/s.

    So yes W is extremely effective against her.

  • @RainehDaze said:

    I wonder if part of this is just the disconnect between Survivor wins and Killer wins. Like, a survivor dies: they lost. A survivor escapes: they won. Very simple, binary yes/no on whether you met your win condition.

    The killer's objectives are to protect the gens and kill the survivors. So, anything less than a 4k before the gates are opened is still telling you you failed one of your objectives somehow. Down to 2k (which is ostensibly a draw), you've completely failed on more than half of what you're meant to do.

    A clean 4k is the only result where the game can clearly be said to be a win, and not "it's a win, but..."

    Yep this is a large part of the issue:

    DbD can't really make up its mind if generators are the main killer goal or if kills are.

    As it can be viewed as either:

    You get kills to complete your generator protection.(Kills side objective and generators main objective)

    Or

    You protect generators to complete your kill objective.(Kills main objective and generators side objective)

    Yet DbD can't make up its mind which one it wants you to focus on as getting fast kills but losing gens fast can get you entity displeased meanwhile long generator defense but no kills can get you merciless killer or above.

    This means the only way for a killer to know they have truly won is to complete BOTH objectives aka get a 4k(or 3k with hatch) with generators remaining as the game itself can't decide if either individually is a win.

  • Its less a BNP problem and more of a toolbox in general problem as generators are balanced around not having them being in every game so stacking toolboxes and ANY good toolbox add-ons effects the game way too much.

  • For as much as I'd like to agree with praising them for actually optimizing consoles...

    The devs are known for breaking their own optimization for consoles in a single update.

    If the optimization lasts for the entire patch cycle then I'd start to have hope in it.

    Aka I want it to be optimistic but I am skeptical how long it will last.

  • I like Lithe the most but if I am restricted to one I'll be using deadhard as its the most reliable one.

    It also saves me from being farmed to death by my teammates from time to time.

  • @laKUKA said:

    Countries of the first world creating nuclear bombs exploiting all the resources ... and these children get angry because there are a couple of computers on ...

    Can I just pointout the EXTREME false equivalence between comparing an NFT ....TO A BLOODY NUKE!?

  • @kaeru said:

    If NFT is that bad why it's not prohibited by law yet?

    Its mainly because law making is a slow process but given that laws have already caught up with crypto to the point of making it taxable...

    NFT's days are numbered.

  • @jesterkind said:

    Don't revert it, improve it. Most of what they did was necessary (excluding the TR increase, that one feels suspect to me), but it wasn't handled particularly well.

    Make him ADS slightly quicker (without it being the same speed as the old quickscope, I think there's a middle ground that can be found there), make him 115%, and possibly replace the TR increase with a lullaby radius? If not, maybe some more reliable TR addons. After that, Slinger would be in a much better spot.

    At that point you might as well just make a new killer if your going to completely change his identity and kit.

    Deathslinger's idenity was before being gutted out of the character:A stealthy low range ambush killer with his small TR and low overall range and even lower effective range.

  • Being honest the main issue with flashlights is that they aren't allowed to be good as a flashlight save is one of the most powerful things a survivor can do in the game:

    It heals a survivor for one health state(from downed and carried to injured).

    It stuns the killer.

    It blinds the killer giving the survivors even more time to escape with.

    It resets a chase.

    Its a mechanic that while its very fun to pull off is completely unbalanceable.

    Also being blinded through shack walls is dumb.

  • @dspaceman20 said:

    I don't think so. I still get use out of inner Strength and I find in certain situations it can be better then circle of healing. Inner Strength I still more time efficient then circle of healing

    Its only faster if you heal once.

    Meanwhile CoH can let you heal repeatedly and let teammates so it heals more health states faster in most scenarios.

  • I have had the same issue on my Demogorgon as well where until level 50 my best perk that I had was rancor....

    I literally perstiged again just to try to get good perks for my Demogorgon faster.

  • Yep and every player agrees...

    Too bad the devs don't.

  • @Tr1nity said:

    Its odd, all of a sudden the mood about VHS suddenly went really sour, what happened?

    Your expecting a game in the 4 v 1 pvp space to have a positive reaction on their competitor's forums?

    While I don't think VHS will replace DbD(Nor is it trying too), it is a 4 v 1 pvp game competitor at the end of the day.

  • I feel like its less overpowered and more "bugged".

    It says nothing about stopping breathing sounds yet it also removes them as well with grunts of pain while injured.

    I know its intentional at this point and not a "Bug" but it really shouldn't remove breathing or they should update the text to say that it does.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651746#Comment_2651746

    Yeah, and a survivor needs to move away from objective, just to place it.

    Takes significantly less time to snuff it than it does to bless it.

    Killer's time is wroth 4 times as much as there's only one killer and 4 survivors.

    So if it takes the killer even 4 seconds to find and extinguish(This includes travel time) a boon totem then it would have given the survivors 16 seconds worth of generator time.

    Boons only take 14 seconds so the killer taking even 4 seconds to remove it is time beneficial to the survivors.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653083#Comment_2653083

    Oh? Is it?

    Cleansing 4/5 totems and still being hit by one of the strongest effects in the game is fair?

    Honestly, if you say yes. I have zero interest in continuing this conversation with someone that irrational.

    The main change to NOED I'd like to see to help solos is that if you cleansed 2+ totems your just immune to NOED's expose.

    However the killer gets to see on the HUD which survivors are expose and which ones aren't.

    It would encourage people to do bone as not doing bones is what makes you vulnerable to it while giving solos a way to get around NOED regardless of their teammates ignoring bones.

  • @HollowsGrief said:

    I do wonder why they did this, he was complained about ever now and again, but never more than any other generic "nerf this" thread. If I had to guess I would say that one of the devs in charge of balance had a really good slinger give him the business, sort of like why they nerfed huntress lullaby. I don't even mean that in an insulting way, I really do think the devs will experience something on live servers and then turn around and nerf said thing after having an unfun experience. Combine that with the fact that they are genuinely low ranks you can see why a killer that is considered mediocre (slinger) getting a very heavy handed nerf with no compensation to speak of.

    Its probably because of they who shall not be named constantly complaining about deathslinger having "No Counterplay" then getting their fans to spam that endlessly.

    It reminds me of billy's gutting where only around 10-12 people ever complained about him but they complained every day for 6-12 months strait and the developers gutted billy just to shut them up.

  • Yes you do.

    Nothing matters to MMR other then kills or escapes.

    This is one of many inherent flaws of the system.

  • This challenge ironically rewards you for sandbagging the survivor who rescued you as you'd need to get them hooked before you can complete your challenge.

    So its why I always see sandbagging skyrocket when this challenge is relevant.

  • The real reason is that M1 killers have been power-crept so badly by survivor perks that they can no longer function at a viable level anymore.

  • @Junylar said:

    Doing the bones is the counter you are looking for. Or does it only work in defense of killer perks?

    It would work if killers could do bones like survivors IE permanently remove them.

    As is its just a false equivalence.

    Or are you talking about the other killer "Do Bones" aka tunnel and camp the survivor who brought boons to death?

  • Most QoL perks just aren't good enough to see play on either side.

    I mean Fixated and Buckle Up are good QoL perks for survivors but no one runs them because they too weak.

    Same goes for killer QoL perks.

  • @dspaceman20 said:

    Honestly with circle of healing it shouldn't stack with other healing perks and addon. It also shouldn't work with Medkits. I don't understand how they didn't realize it shouldn't stack in the ptb. It was pretty obvious.

    Being honest I am surprised the developers haven't hard capped healing speed to 200%(100% base +100% bonus).

    This would have solved so many issues with healing perks the developers have been facing for years now.

    As healing stacking has caused so many effective immortality set ups for them to deal with since the game's inception.

  • Survivor Rule book: #1. Rules for Thy, Not for Me!

    Its a double standard about 2nd chance perks with the community where the killer isn't allowed to run a single one without getting harassed for it.

    Meanwhile survivors can run up to 4 without problem and even get their 2nd chance perks defended.

    Its a long standing issue with the community.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641885#Comment_2641885

    I’ll never understand why some people don’t. My friends told me not to once and I was like okay but this is gonna make the match easier for the killer.

    That was for old plague who didn't start with free corrupted pools.

    Its more sistuational now as if the free pool is in the middle of the map then just cleanse once broken, if its in a random corner on large maps like mother's dwelling you can avoid cleansing as corrupt purge won't come into play.

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640533#Comment_2640533

    This just sounds like you think everyone in higher MMRs is a toxic cheater. And with block lists would never get to play. I am fine with that.

    The main issue is that you might get stuck in infinite lobbies because of THEIR block-list.

    Remember for the block list to work it has to use EVERYONE'S so if you get into a game with one of these mass blockers then your lobby will never get into a game.

  • @IamFran said:

    The Doctor.

    Aside from Discipline, Electrodes, Iridiscents and maybe Calm, the rest are all bad. Order, Restraint and the Tapes are trash.

    I don't feel like Restraint is bad add-on line its just the yellow add-on's reveal doesn't even outlast the scream's reveal.

    Aka they just need a 1-2 second(s) longer reveal per level.

    Also the illusionary doctors always face the survivors so it occasionally "pings" where a survivor was which is one of Restraint's main upsides.

    Also the tapes mainly need an actual upside for using them as they are green add-ons that only give sidegrades which is normally a brown tier add-on's effect.

    Order's Illusionary pallets should just be baseline and should get a new secondary effect as the main effect static blast cooldown reduction is good but not enough by itself.

  • The "House of Pain" is one of the few true infinite loops that remains in the game.

    If your Huntress or Deathslinger there is literally nothing you can do if the survivors aren't dumb so don't bother chasing there.

    For 115% killers its literally a forced blood-lust loop so don't even bother with a power unless its can outright prevent a vault outside of LoS like Trapper's bear traps or Doctor's shock(Even then you'd need good timing for the shock).

    Ps. That loop is literally one of the reasons why blood-lust exists in DbD...

  • @dspaceman20 said:

    Along with the current effect it had a survivor version of Lethal Pursuer as it showed the killers aura at the start of the match for a few seconds like 5 or 8 seconds?

    I think this buff would make it better. What do you think?

    This sounds like it would be run as a one off in a SWF and would be more or less useless as a solo survivor.

    I feel like Dark Sense and Kindred should be combined as they both reveal the killer based off of an objective being progressed(Generators for Dark Sense and hooks for Kindred).

    Also it would make it infinitely better for solo queues and not just for SWF.

  • @Phasmamain said:

    Yeah skill ceiling is the main thing here. Killers like trickster imo should never be meta due to their ease of use. Even my own main clown shouldn’t be more than B tier imo due to his relatively low skill floor

    How much skill to play a killer should be mostly irrelevant to how well they can perform.

    The Nurse is the exception but she always is.

    If the only killers who stand a chance in fair games are the insanely hard killers then the game WILL FAIL and we have a long history of games failing because of this...Just look at the entire arena shooter genera to see why.

  • I don't think boons should be permanently destroyed but they should have a massive 2-3 minute cooldown when broken.

    Or its charge based where you can only reignite equal to the number of boons you have equipped. With this idea in mind all of them keep all effects regardless of remaining charges.

  • This is fairly standard for anti cheat systems in the gaming industry.

    They usually don't do full recordings but just data point recording such as XYZ positions to see if a player is in an impossible area. Such as staying 50+ meters off of the ground. Or are moving too fast such as having a permanent 2-5% bonus speed without the proper status to make that possible.

    Or are doing an impossible action such as rapidly changing heal/hook states at an impossible rate and whom is doing the impossible healing. Aka if someone has a 1000% healing speed they'd be the one caught not the person being healed. Also if they are doing impossible actions such as healing from a long distance.

  • I'd only change The Nurse if they made an alt event mode(Lets just call it Blighted Nightmare mode for Halloween) where she's at her old FULL POWER(7 blinks + faster/longer blinks with the option to see the blink location).

    However she'd be against survivors who have all perks(With several being empowered) unlocked for that mode and all items/add-ons for free.

    Just leave poor Sally alone for the main mode. She is fine as is minus the bugs.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627026#Comment_2627026

    Bubba's anticamping literally does nothing. I'm convinced they just thought they came up with a clever idea and never even tested it.

    That can be the description of most of their failed reworks as I doubt they actually tested billy or clown(Failed at either buffing him or making him more skillful).

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623460#Comment_2623460

    Maps like RPD exist with long hallways that make dodging ranged and dash attacks (like Hillbilly's chainsaw) unfair, yet the map was still put into the game

    One: How is that relevant? At all?

    Two: RPD is actually one of the worst maps for billy as its nearly impossible to use his chainsaw for mobility or insta downs given how many sudden turns it has(This applies to all dash attack killers).

    Edit: I haven't played as or against a ranged killer on RPD so I can't comment on that part.

  • Power Struggle is a perk that can never be buffed because of how game breaking it would be if it was good.

    Its the developer's own reason for why they can't just buff Monstrous shrine's numbers.

    As for why Power Struggle can't be buffed is that a self save is one of if not the single most powerful action in the game.

    So making it being able to be used on every down like you have suggested is game breaking given that there are spots where a killer is FORCED to go through a pallet to reach a hook most noticeably on the map "The Game" on the bottom floor.

    It would require the game's entire map generation to change to make this idea remotely fair is why it will never happen.

  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615973#Comment_2615973

    If Bhvr showed escape rates were anything above 50% killer mains would lose their minds with how much the stats mattered. But not if they show kill rates.

    :^)

    You mean like Nurse's and trickster's?

    O wait no one is losing their minds about that!

    Did you even look at the stats?

1 … 5 6 7 8 9 … 52