White_Owl
White_Owl
About
- Username
- White_Owl
- Joined
- Visits
- 2,486
- Last Active
Comments
-
@CaptainZero said:
https://forum.deadbydaylight.com/en/discussion/comment/1440220#Comment_1440220
I appreciate you trying to help but I don't think suggesting to someone to pay more money to have a better time in the game is good practice, personally.
Yeah but neither suggesting to change something when there are already tools to counter it. I mentioned Repressed Alliance because it directly counters the perk, but there are others to help you cleanse totems like Small Game and maps, which are free and useful against other hexes too.
-
@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1440116#Comment_1440116
No I want my games to actually last longer than 8 minutes where I either kill everyone on 1 gen/0 gens or they all escape if I decided to try and be nice. I don't play Billy, Nurse, Huntress, Hag, ect. I play ######### like Legion and Doctor. The weaker killers in the game do not have what it takes mechanically to actually pressure the map and protect gens, and they don't have strong down mechanics like the others either.
But then apparently BHVR doesn't actually want those other killers to be good anyway which is why we're getting billy gutted. So how am I expected to actually have good matches when the developers neither want strong killers nor longer generator times?
Yeah you just confirmed my first impression. You don't want balance, you just want an easy game.
-
@CaptainZero said:
https://forum.deadbydaylight.com/en/discussion/comment/1440078#Comment_1440078
Good suggestion for a new player - want to deal with it easier? Pay more money.
Sorry for trying to help you.
-
I'm currently maining him to P3-max him and I can tell some survivors know exactly how to counter him. I little advice can be to drop pallets a bit earlier than usual, without giving him time to prepare his ranged attack. This often makes the killer try anyway and miss, which buys you a lot of time.
-
Not everyone thinks that. I for example prefer it at rank 3, and CaulDrohn explained very well the reasons to prefer it this way.
-
I disagree. The regression from Ruin already causes survivors to not leave generators until finished even if someone is on a hook, making it possible without the perk would just encourage an unhealthy playstyle. Plus you're ignoring that the biggest advantage of regressing generators is the information it gives.
We're in a time of Dead by Daylight where killers are actually expected to lose atleast 1 gen by their first hook, and then atleast 3 more by the time anyone is expected to actually die on the survivors side.
I don't know where you were in the past, but it has always been this way. Honestly it seems you want your kills to be handed over to you rather than earn them.
-
I suggest you to get Repressed Alliance if you have such problems with Ruin
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1436700#Comment_1436700
Those survivors don't know how to dodge Deathslinger, they're simply guessing and it's working against you, based off almost nothing. Unless you're an incredibly predictable player and go through the same motions everytime they're not outplaying you with skill, they're guessing right.
Oh right, why didn't I think about it. I wonder why all the other survivors can't "guess right" then, maybe they are all just very unlucky.
-
To me it seems the whole argument "boring because doesn't involve skill" considers only looping as a skill while there are many others.
For example he talks a lot about the Deathslinger, which I am maining lately, and I can tell there are a lot of survivors who know when you're about to shoot and dodge at the right moment, know how to move to make your aim more difficult, know how to use pallets to not get downed etc. Those are all additional skills those survivors learned instead of learning the default looping and call it a day.
I almost agree on the Spirit, but honestly the fact Iron Will is not used as much as it should (since it's imo the best survivor perk) makes me not root for those that complain about Spirit and sounds.
-
I prefer Pop because it's more active and it's not an Hex, but Ruin is still very good. Overcharge is good only against low rank survivors.
-
@calem said:
I actually think it shows a good thing about DBD. Don't give up. You can still 4k and double pip if you play well. Sweaty SWF groups are annoying as hell but they aren't infallible.
This. I can't count the times where the first gens are repaired very early and I still get a 3-4K by applying the right pressure on the remaining gens.
-
I'm pretty sure it's intentional.
-
Lately I'm playing only him and no one complained about it.
-
@Halun said:
All the people saying "If you get there first, you win" seem to be ignoring the fact that they're registering a hit on the person before they technically get in the hatch. So how have they won?
I don't care all that much, because this has never happened to me, but it does seem slightly cheap. Imagine if this happened at the gates? "Oh they got to the gates first, they win. Doesn't matter if you hit an injured survivor while they teabag. They still win". It just seems weird that a registered hit is ignored in a game where the whole objective for the killer is registering hits.
Idk. I can understand OP's confusion/frustration.
You seem to ignore the fact that survivors can jump into the hatch even when they are downed. So hit or no hit they get to escape.
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1430551#Comment_1430551
If everyone had the option to have permanent shadowborn 3 it would make hiding harder, but literally who cares if it does? Hiding is the most boring and uninteractive playstyle in DbD and does nothing but piss of killers and survivors, and if it's harder because of a change like this then that's a good thing, it SHOULD be difficult to hide from a killer. P3 Claudette is still impossible to see even with shadowborn anyway.
That's your opinion though. I love being a stealthy Jake (and before someone comes with some predictable response, I'm rank 1)
-
if you miss them you have to wait to try again
Isn't that true for most other killers?
-
That's an unfair comparison, Alien hands down.
-
I actually like it a lot. Has anyone else noticed the added bloody effect when downing Dwight?
-
Can you imagine if the whining on the forums had a cooldown? That would be really revolutionary.
-
I use them to buy unlicensed characters and cosmetics.
-
Honestly I don't understand it either. It's counterable and predictable, and most of the times it allows only one one-hit down before being cleansed, so not a big deal.
The only problem I see with the perk is that it can make camping way more rewarding.
-
No, I don't. If I don't like a survivor is because of their behaviour, not their skin/character.
A bit off topic, but that description of Nea is what drove me away from her and made me a full Jake main. People expect Neas either to be toxic (and so get targeted more) or immersed (and that usually comes with insults in post-game chat).
-
His chase potential is already pretty high if you know how to use the gas. I don't think this change would improve him significantly.
-
@[Deleted User] said:
I hope it’s Hag.
she needs healthier counterplay. Ones that don’t leave her powerless, but also ones that aren’t a joke like attempting to crouch away from the hook despite her trucking on back over to down you before getting more than a couple of metres away.
I agree. I love playing Hag, but I reckon she is awful to face.
-
If someone manages to get a blind save I usually compliment them in my head since it's insanely difficult to pull off. There are so many counters that's it's far from being flawed.
-
@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1411861#Comment_1411861
Then why don't do the same thing to legion and clown? Are they more happier with current clown and legion than current billy?
They can't change everything at once. Bubba and Billy were long overdue for an addon pass/rework, so they most likely have higher priority.
-
I like this suggestion a lot. +1
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1411391#Comment_1411391
Since when did chainsaws overheat?
https://forum.deadbydaylight.com/en/discussion/comment/1411295#Comment_1411295
BHVR doesn't care about their playerbase. They just expect people to play whether the character is fun or not, look at nurse. These devs are beyond full of themselves, just lucky DBD was a surprise success in a niche category.
I guess since a mad cripple tinkered and modified his for murderous intents.
-
why waste your time with these people?
Don't know, maybe to learn something and get better?
-
I don't like much this system. As many others I love mixing cosmetics and fully personalizing my characters.
-
Considering it's a Bubba perk it's wierd, since he's the kind of killer who should rarely down people with m1. That requirement should be removed, and the debuff to the downed survivor should last longer (maybe it could be tied by how much they recover) to be considered a buff to an underused perk, imo.
-
It alters the power opening for a very different playstyle. Imo that's how ultra rares should be.
-
While you're away from the game you should learn a bit about paragraphs... sorry but that text wall is unreadable
-
Personally I love the change, I always found Billy very fun but at the same time a bit bland, since his power is very easy to use and there isn't much thought to put into. I'm one that love playing strategic killers though, so I understand why people liked him this way.
-
That would be true if your connection is bad. But if you think that hatchets should hit survivors even when the survivor dodged them (which happens a lot) there is something wrong with your expectations.
-
Saying that playing survivor doesn't require skill is being delusional imo, especially when talking about solo survivors. Sure there are some "handholding" perks, but killers have them too, so that's hardly a valid argument.
-
@JesterClown said:
https://forum.deadbydaylight.com/en/discussion/comment/1406802#Comment_1406802
compensation does exist, survivors see it in this game, when they nerfed gen speeds, perks were buffed. Ideally when theres an unnecessary nerf there should be a buff
I get what you're referring to, but that's not the same thing. Prove Thyself wasn't buffed as "compensation", it was changed so that it could still do what it was supposed to do (=remove the coop penalty). A compensation would have been increasing the bp reward for coop actions for example, but that didn't happen, did it?
Also, who says a change is unnecessary that warrants a compensation?
-
Totally agree. The fact that a survivor could escape on the first try or literally being stuck for minutes is bad for both sides.
I also like the idea of adding skillchecks to the process.
-
It for every change they gave a "compensation", the game would be a complete mess.
Something is problematic? Change that, period. This compensation thing doesn't exist anywhere and makes absolutely no sense.
-
Greatly reduce the timer, but make it stop during chases and when downed. That would make it more punishing for real tunnelers, but not abusable as it is now.
-
The fact is that Spine Chill requires map awareness, it can't make up for a lack of it since "all it does" is telling you the killer is pointing at you.
-
I think it mostly comes down to someone's playstyle. Anyway my best solo build is Iron Will, Bond, Sprint Burst and Unbreakable. They're all perks that will always be useful in some way, and they all have more than one advantage.
-
During chases what's important is the difference in speed with survivors. From 10% to 15% is a 50% increase, from 15% to 20% is a 33% increase. That's too big of a difference for not having conditions like PWYF and Bloodlust.
-
At red ranks survivors tend to be good on average, but the amount of stupid mistakes I see with Bond is incredible... Which is ok, I do them all the time, but still incredible.
-
They should tie the victory conditions (merciless, brutal etc) to the amount of kills like at the time of the Victory Cube, instead of the emblems which are very flawed especially on some killers.
And I say this as someone who managed to get every adept achievement thus far.
-
Surveillance by itself is a very good perk especially in the endgame, Ruin just make it very strong in the early game too.
-
I honestly don't understand all this interest in FnaF (both love and hate). From what I've seen it's just a game to play one night with friends for jumpscares and laughs, kinda like Slenderman. It's nowhere near important/iconic as L4D or Silent Hill. Also the design is kinda meh.
-
I like to "stalk and run", a mix of the two. You 99 someone and then chase someone else so the next time I find the first survivor it's a quick chase.
-
Definetly Detective's Hunch.