WeenieDog
WeenieDog
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- WeenieDog
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If it doesn't interact with the game then no. Having some cross hair overlay shouldn't get you banned.
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I see Pig has been upgraded to the status of Entity Raid boss. plz nerf
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/1185225#Comment_1185225
Only that ? So if the killer have fun with this playstyle that's mean he/she can't play this way because up to 4 survivors may have a bad game ?
@KingOfGhost said:
@WeenieDog So at the same time survivors can do anything they want because at worth only one killer will have a bad killer right ?
I just mean to say that discussions like this seemly boil down the '4 vs 1 fun'. I'd just hope to get some other answer besides '4 people slugged is not fun for anyone'.
Personally, I don't mind either or. And I do agree with the idea of 'Kill rushing and gen rushing are two different sides of the same coin'. I've 4 man slugged and I've had games where my team had gens done in 4ish minutes. Is it great? is it balanced? Not really, but to be honest, I'm already used to both situations and have just accepted that this game isn't exactly "esports ready".
DBD as it is, can be feel really snowbally.
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inb4 some variation of
"four people having a bad time vs 1 guy having a bad time"
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I mean.... it takes a while to build all that stalk.
Unless your team was just feeding him. but that may be a player quality issue and not a balance issue.
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I think I've only had like 5 people die in 900 hrs. And I've died twice.. One of them was because someone was just crouch spamming at the gate and I was desperately clawing at the hatch.
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Hag and she gets an apron cosmetic that says "Kiss The Cook"
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@escape_plan said:
When i place all portals can i just continue to place them (oldest will be cancelled like hags trap)?
No, you'll only have a certain number of portals to put down. Portals can be refunded once they are broken by survivors, so you'll have to keep that in mind. It's always nice to keep at least one portal just in case.
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@AhoyWolf said:
No, In my opinion he's the most balanced Killer in the game, he does have a bit of everything, He does have map pressure, Shred to help him in a chase, stealth for a few seconds after teleporting, the only thing he's missing is an insta down ability.
I don't know why people don't play him that much, but I do, and I think he's the best Killer BHVR has done in a long time.
I'm in the same boat as you.
Definitely a solid killer, but not one that'll let you automatically win by picking them.
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It's pretty much just kick up the volume (and equip stridor if you encounter Iron WIll).
That's it really, unless you're a little new to the killer role. If so, then I'd just say to take a few games to really listen out for sounds. really get a feel for what injured, running, rustling of grass, and what locker opeing/closing sounds like and their range. Tracking by sound is something that all killers have to do and isn't special to the spirit.
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maybe if it slowed your repair speed by some amount, or all healing actions were blocked so you couldn't heal anyone or be healed by anyone but that perk.
...Now thinking about it, at rank 3 it would take 40s to heal all while accomplishing half the generator. IMO, it would be an upgrade to self-care. Instead of wasting 32 seconds healing and then jump on the gen. You just jump on the gen and heal passively. I'd imagine if they did make it, a perk that puts you in a better position both in health state and game state simultaneously would have some MoM level drawbacks.
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@rephaim said:
Pop kinda blows against swf as legion. Even if you have discordinance and bbq. Survivors on comms can either sabo you the right way or just finish the gens and just give the survivor as they open the gates and save the survivor. But thats mid to high rank. Screwed more so if there is a competent obsession. Then the game just regressed into a slug game just to get 3 kills, 2 sacrifices, and one escaping.
Yeah, the counter to Pop is working separate generators and that's just something a SWF will do more easily than solos.
It's still solid though.
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The only thing I can think of is:
Maybe when you let go of the snap out of it action> got an unlucky skill check and failed> screamed and it locked you out of any action.
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I think giving the Oni the ability to ping around generators at with a controllable 195.5% movespeed dash, getting either hits/burning pallets quickly only to then upgrade to a 1 shot as base a bit too powerful.
I think he's fine as is personally.
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@Demogordon_Ramsay said:
Gonna have to go with Darkness Among Us. The fact that Legion was so incredibly poorly designed, and the devs’ response was to erase them from existence and then basically completely forget they exist save to make money off cosmetics makes it kind of obvious that this DLC was nothing more than a cash grab. Fundamentally broken Killer with a map that was so goddamn buggy it had to be disabled on release, and then design-wise it’s one of the most AIDS ones so far. It's obvious that very little effort was put into this chapter compared to others.
@SnakeSound222 said:
I'd say it's still Darkness Among Us. While we got an amazing menu theme and great perk in Discordance, everything else was meh to flaming garbage. At least the perks from Chains of Hate have synergy with other perks and the map is great.
^^ same
as far as most generic killer... My vote is Freddy. What the other killers do might not be ground breaking but at least it's something unique to them in respects to the cast.
Freddy just has a bit of other killers' kits.
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Girl, that's just how to play killer in general against sentient survivors.
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@DWolfAlpha said:
This just feels like old legion with different add-ons. I mean, I'd be down for that to a degree.
That's because it is old legion.
It would take 4 hits to down someone. 1 to apply DW and 3 to finish it if it were 20 seconds. That's pretty much the same as it was on release as well as the 3 second stun time.
Every time I see something like:
"-miss in feral frenzy NOT end your power"
I think of how silly it was
https://clips.twitch.tv/BlushingDeterminedGnatBCouch
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I mean, Is SWF really necessary when the only reason you died is because NOED?
It sounds like your solo group did well enough to complete all the gens and open a gate + 3 escape.
but I do agree that the emblem system doesn't do much to pair people of like skill together and that may make it feel like SWF is the only way to play.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1167301#Comment_1167301
Yes, SWF has been around for a while, but that doesn’t mean it’s balanced. These other suggestions: bloodlust, tunnel, camp, slug, etc. they’re honestly boring for both sides and feel like half measures. (Btw, no offense meant by any of this. I’m enjoying our civil debate! 🙂)
The imp, on the other hand, adds depth, strategy, and various new elements to the game. In addition, he provides indirect benefits to solo players (survivors and killers alike) with his effect on matchmaking.
Finally, his ability to damage gens helps ease the high tensions over “gen rush” that we’ve seen so many complaints on lately. Take red forest for example. He can patrol the far out gens, keep them damaged, and call the killer over to the right area while the killer is working the middle of the map.
SWF isn't balanced, but I don't think fixing something potentially broken with something else potentially broken is a good thing.
I also don't believe that adding the imp would add any more depth to the game. Giving players more options doesn't automatically mean players will utilize them. We have loads of perks for both sides, and every DLC more perks are added but not much more depth is ever displayed.
I'd sooner think the Imp would remove more depth if anything because of the what I mentioned before about the killer building bloodlust while the imp destroys pallets. Can the imp and killer do some high coordinated things? Sure, but why when they can just both double stack on one survivor, easily down them and have Pop goes the weasel cover the chase time. Tracking perks would be redundant. Or the potential to easily 3 gen because the imp can endlessly interrupt survivors. Survivors cannot interact with the imp but still can be affected by that player.
Then there is killer balance. Some killers excel in 1 vs 1 and chases, but those killers are usually slow and still have to locate the survivors in the first place. If the imp was added then changes would have to consider a nearly omniscient killer.
"He Provides Indirect benefits to solo players.... with his effect on matchmaking"
I just don't see how solo survivors get anything from this.
It definitely would help on maps that are too large for most of the cast to defend. Maps like Disturbed Ward, Mother's Dwelling, The Temple of Purgation, Lampkin Lane (IMO I think the problem with Lampkin is the fences and platform gens. One makes it too hard to cut off survivors and platform gens are too safe in general) , but on the rest of the 30 maps it would be a balance nightmare.
I think a better solution is to shrink huge map sizes and have a better tile generator that doesn't spawn pig tree next to a jungle gym and a normal loop.
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The biggest issue I can think of is situations where the killer can run around a loop building bloodlust while the imp destroys the pallets. There would be no need to think about safe/unsafe pallets. A survivor could just be mindlessly followed and downed unless there was rule that said that the imp's abilities are disabled within a certain distance from the killer.
You just have an old legion situation where the survivor can't get away and their defenses are largely ignored.
And then there's moments like what to do with solo players that unknowingly join a lobby with a SWF.
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Doesn't the Pig already have a drill?
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I just wonder how honor would even be built. If people voted, then it could end up like OW's endorsement system where people either don't vote, or just randomly pick on a name on their own team.
And how would the game be able to detect punishable actions in a fair and consistent manner apart from straight forward incidents like disconnecting? and what would fair play even mean?
But I think we'd end up with the same situation we already have:
People that |camp/tunnel/farm/1 hook death/hold m1 all game/generally throw| don't really care about points or rank.