Avatar

Weeb_H_Toast

Weeb_H_Toast

About

Username
Weeb_H_Toast
Joined
Visits
0
Last Active
—

Comments

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859277#Comment_1859277

    The same reason why you're here complaining about Survivors; Because they have bad games, run to forums and demand unneeded nerfs and complain about things that are not that bad in all reality. No side is exempt from this, however you mentioned Survivors have the most influence on the game which is why I addressed that specifically.

    See the problem is that there are 4x more survivors than there are killers, I remember when old Freddy was nerfed a week after release because of survivors complaining. Nothing remotely close to this has happened because of solely killer complaints, only when the survivors comparing about something, does anything get changed. This is a fact, observable through the entire change and update the history of the game.

    I didn't have a bad match, I've only had easy ones, there are a few exceptions, but because of how this game is built. in favor of the survivor experience over the killer's experience, killers had to get good, whereas survivors relied on perks they know will never get changed. Any player with the salt of their tears knows this about Dead By Daylight.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859010#Comment_1859010

    You're blaming the wrong people. Survivors have no control over what the Devs intended to make their objective. You think Survivors aren't bored of holding M1/R1/RB an entire game? I think I speak for most of us when I say I'd like another objective, and I shouldn't be blamed for what I have no control over. Also saying Survivors are the only side that have the most influence over the game is a HUGE couch in the house of opinions.

    Then why are survivors still complaining about killers?

  • My theroy, the devs (who built the game) have no idea how to nerf the perk.

  • No, this would give teams woh are commincation the abilty to give their friend the hatch, the desv want to buff solo queue, not buff Survive with Friends.

  • @Unicorn said:

    Never understood people that blame Survivors for having it easy, like they have control over what their objective is in game.

    Take that up with the Devs, and please for the love of God be respectful about it. People tend to forget that the Devs are actually human.

    I blame the side with more people playing it, and with more influnce over game direction.

    @Thatgurl_again said:

    Cant the same go to killer? I mean killers practically cry when a SURVIVOR survives. This game goes both ways, a two way street. There isnt supposed to be power roles btw, in that case I mean what luck would survivors have?

    It would if the game was built in favor of killers, some aspects of it defintly are, but a majority of matches would not be winnalbe for the killer if the survivors played to their best. As the killer winning more often then nots realies on captolizing on survivor error.

    @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/217630/survivors-dont-like-the-idea-of-dead-by-daylight

    You could say the same for killers. They don't want a challenging asymmetrical horror game. They just want a cheap power fantasy where they get to kill 4 helpless victims.

    In this case, for this game, where the whole point of even having the killer playable at all, in a 1v1, 2v1, or 3v1 sitation, the killer should always win. A perfect aysmetrical game would have the power role (that's the side that needs to be beaten with coawrdination and teamwork,) should be powerfull.

    Think about it like this, killer can't play the game whiel listening to music and still play at thier best. As evident by streamers, survivors can. The survivor role does not require as much focus to play, and as such, is without a doubt, easier.

  • @ReverseVelocity said:

    Nah, there's strong killers I love going against and weaker ones that I dislike.

    Let's see your perk buidl. Let's see if you like go against the strong ones as it feels better to bully them or if you actually like a challange.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857345#Comment_1857345

    The killer has an opportunity to win the match, it happens before the gates are 99.

    Once you've reached the point of 99 gates you have already lost

    The end game collapse does not exist to give the killer an end game advantage it is for ending the match.

    Bolding text doesn't make the point within correct. Besides, the game should just insta end when the last-gen pops then because there's no way a killer that is already losing can win.

  • @Bond4ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857414#Comment_1857414

    Killers have 75% killrate which is a lot.

    And if survivors have a 25% that means only 1 survivors escape, the average is supposed to be 2 kills 2 escapes, if you want more kills then work for it, and git gud.

    No, 50/50 is good, the game should be properly balanced around this.

    @VexTheHex said:

    I was getting 3 to 4K at Rank 1 with my Wraith without any slowdown perks today. (I neglected my candle bell boy for a long time) Killers on here always complaining need to just get better and realize you are supposed to lose some. It's typically the killers on here crying for more nerfs, so if any side needs to take a step back and realize the game isn't all about them... it's the killer mains.

    Due to the counsel players and matchmaking being a joke, I am not surprised.

    @Phasmamain said:

    If I’m being honest this game is easy for both sides

    Yes, easy in the wrong ways, frustrating in others.

  • @Angelicus23 said:

    Teamwork, coordination and skill is unexistant in solo q

    Yes and no, I've hard my share of shitshows and shitstomps. Unfortunatelyly, mostly the latter.

  • @thrawn3054 said:

    Killer has never been easier. You complain survivors don't want a challenge. How much easier do they need to make killer?

    I didn't say "buff killers" meathead. I want survivor to be harder, actually challenging. Sitting on gens is boring, most killers are either an ez win, or a quick loss, and are mostly the former.

  • Ok' I've calmed down a bit; my feelings are still the same, and I just conveyed them... harshly.

  • With how the game currently is, the killer becomes more dangerous as the game progress, (pallets and walls a broken and survivor loose hook states) whoever, all the pressure is gone after the last-gen is poped because if a gate is 99'd, there is no way for a killer to pressure survivors near it, as they can lick the switch and leave, which means the killer must go out of their way to regain some pressure via opening the gate and downing the survivor at it, wasting time the killer already does not have, (due to both gates being 99'd.) The "second half" of the trial is a joke, there is no pressure on the survivors, which allows them to make even more mistakes and still be able to escape.

    Completely dismissing the idea of some counter to punishment for the survivors 99ing a gate is pure entitlement, the killer is as entitled to a winnable match as the survivors are. Yes, killers can play poorly, and giving "free kills" from the EGC would be stupid. However, the fact that survivors can 99 gates, creating safe areas around them defeats the purpose of the game not instantly ending as soon as the last generator is completed.

    Here's an example; Say both sides played really well, and the killer doesn't have a slowdown perk, and all but one survivor are on death hook. After the last generator is finished, the guy with the 2 hooks left gets downed by the killer and hooked.

    - Remember, the killer payed near perfectly, and so did the survivors. -

    2 survivors go and 99 both gates, while one guy gets chased by the killer. At most 30 seconds have passed since the last-gen has poped and that guy got hooked, both gates are 99'd right now. Now 60 seconds have passed, and the guy on the hook is saved. The one being chased opens a gate, dead hards to boost himself away from the killer, and escapes. 100 seconds have passed. The other 2 survivors save their friend and leave through the other exit, the EGC has been going for a total of 30 seconds maybe. The killer, who played well and wasn't a God Nurse or Spirt, had no way to win, the guy he was chasing escaped because of the 99'd gate, and with no way to guard the hook, and the survivor who was saved being effected by BT and/or decisive, could just tank for his friend to get out if the killer was able to be there instead of chasing the other survivor.

    Once the last-gen is popped, the killers who don't have good powers or end game perks, have no reason and no way to win against a coordinated team, without them messing up badly, or the killer's power being especially good at stopping gates (see trapper, and even then he's still slow af so disarming and 99ing the gates still applies.) The killer is the Power Role, everyone seems to forget this, the Power Role is meant to be daunting, near-insurmountable your own, but the most killer's in dead by daylight aren't. That's why dumb stuff like Mettle of Mither can work, the only thing that feels challenging as survivors is literally gimping myself against the killers. In an Asymmetrical game, that should not be how I see the killers.

    The killer should be scary, powerful, and something you do not want to try in fight head-on, by yourself. Anyone who says otherwise doesn't want to play an asymmetrical team-work horror game, they want a cheap power fantasy, where they can be the main character, and beat everything without a real challenge. Why do you think experienced survivors quit?

  • shopping spree baby, go into a match collect a rainbow map, sell it for 7k bp, ez profit.

  • @bjorksnas said:

    I prefer this instead

    Hex blood favour, when you damage a survivor generators within a radius of 16 meters become blocked for 15 seconds, hex blood favor has a cooldown of 60/50/40 seconds

    its slowdown that also prevents gens being done in your face + has synergy with undying and anti synergy with ruin

    complete garbage, not worth being a hex perk

  • Meta of Mither

  • Necro because more people need to see this

  • @Terra92 said:

    I will say, in a company like this, developers are disposable, considered worthless despite being the foundation of the business. The devs have to do what they're told to make by their higher ups, in the short window they have to make it. They can petition as much as they want, but in a company of 600 or more, you know for certain they have an HR, and HR in a big company usually leans heavily on the resources portion of that department. The devs are a resource and if they cannot make ends meet then they are fired or docked pay. It's a very inhumane thing but at the end of the day, these people need to put food on the table, for themselves and their families. They do their best and sometimes that's not good enough, but thems the breaks. In these situations, throwing money at it doesn't solve the problem. No amount of "you guys make blah blah money it should be done tomorrow" is going to actually fix the problem. That's naive, that's immature, it's stupid.

    I won't be reading these posts anymore, it's sad to see an entire community lambaste and dehumanize a group of people because they're taking orders from up top and have very little say in how things actually unfold.

    Small post-script: it's esque, and you can amalgamate it to any word, since it's a suffix. Mobile game-esque or mobile gameesque: derivative/resembling mobile games.

    If they told us that they didn't have choice, 100% I'd be ok with what they've done

  • "The Developers do listen, we take relevant feedback from the forums to them but what you must realise that a lot of ideas for perk changes etc aren't going to work within the game and that maybe the downside is too much or the perk would be too strong. We rely on their expertise in this area."

    Bullshit, the only act like the listen, and only when a loss of money is involved. I bet Dead by Daylight will legitimately be dead in the next 2 years if the developers don't change the attitude towards community feedback, and Mobile style monetization.

  • They did this to themselves, either threw cowardice and not standing up to their superiors who pushed this garbage out or complete and utter disregard for this game, the community, and the players.

    There are no excuses. Apologize sincerely, admit you guys ######### up, and start prioritizing game health over new content.

  • @chieften333 said:

    You ready to recieve more iridescent shards?

    I'd prefer a fixed game

  • Only if it was Springtrap, he's basically the only truly honorific looking animatronic that isn't a hallucination. 7 ft tall rotting corps in a robot suit, seems kind of spooky to me, the since he's one of those slashy type killers, he'd have some kind of stalk power, which we don't really need more of, unless it's really diffrent/

  • @Zaytex said:

    I'd make Corrupt Intervention base kit for Killers and Kindred base kit for survivors.

    I like this

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775888#Comment_1775888

    im just saying that literally nothing else in the game is affected by the emblems but rank, it doesn't make sense to do it with the hatch when what it really needs is just interaction with the killer by making it take time to open along with a few other changes.

    i get that people don't like someone who did nothing escaping by hatch but this just doesn't seem likely to even be considered by the devs simply because it is using a score system to decide if you escape when the devs don't support that kind of mechanic anywhere in the game. I'm pretty sure both the devs and the community would rather have a different rework of the hatch that is well... more thought out and mechanically interactive.

    I didn't say emblems, I said earned bloodpoints in Objectives, Survival, Altruism, and Boldness. This allows the survivor in question to know whether or not it's suicide. Based on how full that little circle was. If not, they wait at an exit gate, and start opening it when the killer closes the hatch.

  • Alight, I've got an idea.

    1. Timer is 60 seconds (read the rest).
    2. The timer never pauses.
    3. Doing any channeled interaction besides mending makes the timer go 600% faster (10 second bleedout.)
    4. Skillchecks appear and can be done both good and great, failing a skill check shortens the deepwond timer by 25%.
    5. Minding time is 16 seconds, regardless of who does it, they will face 4 garneted skillchecks, increasing in difficulty per successful one completed (ranging from a typical generator check to overcharged unnerving.)
    6. Failing a skillcheck has the next skillcheck be the same difficulty as the the previous one that wasn't failed(You can technically fail 3 out 4 checks to have an easy last one, though this notifies the killer and you'll have 15 seconds until bleedout.)
  • Having them regress at the same base opening speed would be fine. Leave the opening time as is. Change Remember Me to add a fake exit gate, and decrease opening speed by 5/7/10%.

  • @AChaoticKiller said:

    why not just make a more fair mechanic for opening the hatch itself instead of a system you may have had no chance to get a high score in for various reasons. what if you got tunneled or slugged for the majority of the game? what if your team died too fast? what if you just didn't do enough compared to the killer?

    that would also be weird to even put in this game imo, people would rather have flat numbers or a clear view on if they can do something. having an invisible scoring system decide your fate would be frustrating and also goes against what the hatch stands for as a way for the last survivor to stand a chance of escaping.

    As of right now, the hatch rewards pour play on the survivor side, it doesn't matter if you let your whole team die, did no objectives, and get a free escape. A better idea would be to evaluate the survivor attempting to escape based on their own current match ranking. Having all scoring categories highly rated would allow safe passage. Say at least more than a collective 18k bloodpoints, this allow the survivor to evaluate their chances of escape from the in-game hud score feedback. A survivor only needs slightly above average in all categories for a match or 2 at max (which is fairly easy for Boldness and Altruism) with minor amounts in another category or category's.

  • And they didn't even add new terror radious music

    Seriosuly though, take away the current tech that his kit has and giving him nothing in return.

  • Billy nerf is fine, what's not fine is the addons with downsides

  • @not_Queen said:

    @doitagain_ You pretty much nailed it. Like this would have been the answer I give.

    the only problem with this if if cosmetic sets are UNcreative an d can be split apart without clipping issues.

    See the legion sets.

  • this'll be good

    bump

  • Anyone remeber the story Called "Hounds of Zaroff" or "The Most Dangerous Game" that'd be neat, I think its also public domain.

  • @m0rtalk0mbat said:

    https://forum.deadbydaylight.com/en/discussion/165978/an-open-letter-to-the-dead-by-daylight-developers-long-post

    Im just gonna lay out what i think is the truth behind why BHVR doesnt fix bugs or listen to the community at all generally. I like to think i have a good sense of intuition and this does seem like an easy read.

    I imagine the developers get a lot of threats and hatred from the community because of how toxic and unbalanced the game is, mainly to do with killer imbalance and an almost complete lack of control in a losing match (believe me people get threats in the real world for a lot less). This is probably the biggest reason they dont listen to the community at all and instead implement stupid and unwanted perks, changes, etc.

    Most the survivor teams are most likely made up of spoiled bratty children who flock to DBD with their equally spoiled bratty friends because of how easy it is to be good at (no skill ceiling for survivor).

    And the developers at this point have probably had it with caring about the community. Even though they are in part responsible for all the stupid mistakes and experiences people have playing the game, they are probably at this point just focused only on the profit aspect of thier jobs now; i doubt anything else matters to them at this point. I dont think they started out greedy or really are, but the games basically a dumpsterfire in terms of THE GAME ITSELF and the COMMUNITY, so they probably dont care.

    Its not really important but it is a unique situation i think and probably nothing else like it.

    I wouldnt hold your breath on the developers listening to anything because i really think their disconnected from the community outside of performing thier jobs to make money because of the above mentioned reason.

    TLDR: You have, horrible game imbalances, ungodly amounts of bugs, rampant un-addressed cheating, a toxic community, and mind bogglingly careless/oblivious developers who only care about profit at this point. But at the end of the day its just a game.

    Yuo're right, and that makes this sad.

  • Lmao, get in line

  • This needs more attention, I'll do my best in necro this post in the future. I'd suggest anyone interested do the same.

  • Well, "she" dose a lot of penetrating on a daily basis lol.

    And is also an eldritch horror type of creature, the living concept of horror.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387807#Comment_1387807

    Quebec Holiday. If you are going to be an asshat you could at least get it right.

    yeah, don't lump the rest of Canada in with them.

  • Reverse Roulette- Uncommon / Uncommon / Rare

    A:

    The Hatch is visible at the start of the trial. 

    Additionally, 5 False Hatches are generated with the trial. 

    At most 10 seconds of key chargers are consumed from a key when it is used on a False Hatch, once a key is out of charges the key itself is consumed  

    If a survivor attempts to enter a False Hatch they take one health state of damage. The False Hatches remain open permanently. If the survivor is in the dying state and attempts to leave through a False Hatch, they will be sacrificed.

    When there is one survivor left in the match, all Hatches that are not open, open.

    You hear the true Hatches Echo 12/24/36 meters Further and Hear no echo from False Hatches.

    “That Vigo fellow traded his secrets for his freedom. He held up his end, now to find us a way out of this place.” ~Vocie from the void.


    My thoughts:  A trade, potential instant escape at the start of a trail if you get lucky as a survivor with a key in exchange, the hatch game now was mind games based on if the survivor can remember what hatches have been tried at the end.


    B:

    You hear the Hatch Echo 12/24/36 meters Further.

    The trial starts with 1 additional Hatch spawn, The Traped Hatch.

    The Trapped Hatch will sacrifice any survivors who enter it and The Hatch will let the survivors out as normal.

    The status of survivors who enter either hatch is Unknown to the survivors remaining in the trial.

    “That Vigo fellow traded his secrets for his freedom. He held up his end, now to find us a way out of this place.” ~Vocie from the void.


    My thoughts: This version would add score events for both survivor and killer.

    Survivors who escape get “Lucky”  Which awards 4000 BP in Survival

    Survivors who get hatch sacced get “Lost” Which awards 1500 BP in Boldness

    Killers scores “Into the Maw” when a survivor is sacrificed, which awards 1500 BP in Sacrifice

    Killers scores “Wrong One” when they close The Trapped Hatch, awards 200 BP in Deviousness

  • The exit gates take 20 seconds each, and most maps cannot support both. 20 seconds and opening the Fake Gate does not start EGC. Most of the time gates are 99 and taped open so that shouldn't be an issue.

    Blindness removes aura reading, which is null. I'll admit the hatch damaging the survivor is a bit much. Also the items can be taken out of the trial and return to normal when they are.

    For Reverse Roulette, I forgot the mention it, but the killer cannot close any Hatches when there is one survivor left.

  • Bump cause i can't play

  • More info: It loads in fullscreen and changes to the other monitor when I click onto it.

1 2 3 4