White_Owl
White_Owl
About
- Username
- White_Owl
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Comments
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Legion. I find them a bit too reliant on duration addons, and the 4 second stun for missing a hit (which on Legion seems easier for some reason) is too much of a punishment, but that aside they can be very strong thanks to their insane map pressure. Plus they are fun af and get a ton of bloodpoints.
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Because this is a PvP game, and as such it has to encourage interaction between players. I love being stealthy, but I realize not being seen by the killer all the match is fun for me only.
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But sometimes DbD is so good at making you hate it...
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I don't know why it has it, but I know it shouldn't. Surge is more a QoL perk that allows to not waste time kicking gens, with the litte bonus of the additional regression and a bit of info. It's not strong enough to justify a cooldown.
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Both. Thinking only one side needs buffs/changes is being shortsighted.
In any case my opinion is that survivors have currently the short hand of the stick thanks to dedicated servers. It's kinda having reverse pallet vacuum and killers get many hits that they shouldn't have gotten. Not counting that camping and tunneling are rampant right now.
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Isn't this joke a bit too old? Show mercy and let it die.
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More like "list of things good killers can play around while the others complain"
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Camping is a lot less stressful and rewarding imo, because you dont worry about how you will be gen rushed regardless of how your chases go.
You see, that is the exact reason why gen speed will never be changed.
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As killer, DS and BT abuse. I generally don't camp nor tunnel, so when survivors force the activation of those perks I find it particularly irritating.
As a survivor, basically everything thanks to dedicated servers and matchmaking.
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The game core is based around the fact that killers have a narrow FoV while survivors have 3rd person view. Such a drastic change would probably never see light.
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From the wiki:
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Remove the red stain and you remove the main mind game tool making chases become luck-based, and I think nobody would like that.
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I really hope not, I ######### hate pirates.
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At this point you could say gens aren't the survivor's objective, since their real one is to escape. But this is a very short-sighted (and frowned upon) view since it leads to unfun gameplay.
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Personally I think Legion is fine. Played right they have insane pressure.
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Bunny Feng have always been just that. I don't get what the problem is.
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I'm sorry, I don't speak kangaroo.
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Seems like they streamlined him, which is good since he was confusing af to anyone who isn't a Doc main.
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Thank you for your service. Very appreciated :)
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One word: hypocrisy.
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am I the only one who thinks its rather boring to remove the 99ing an item? I mean....is that not, ya know, playing the game?
I think you are. Having to 99 items adds nothing to the gameplay, and I think nobody with more than 1h of game time is bothered by it.The change is just a QoL one.
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Nobody bothered with sabo because it took a huge amount of time for a low chance of success, and required a lot of coordination. Those changes are aimed at solving those problems to induce more people to go sabo.
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This reminds me of when someone thought removing pallet vacuum would be a buff since the increase of downs under the pallet would make pallet saves a lot easier.
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I doubt it would ever happens. First, survivors can die which makes them lose item and addons, while killers don't. Second, generally speaking killer addons are way more powerful than survivors' ones, (whose strongest ones are one use and than disappear anyway), and people would use an "Ace in the hole" perk to keep their strongest ones like Iridescent Head + Infantry Belt. Not healthy at all.
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Game develpers are usually months ahead compared to the live build, and those changes have probably been worked on for a long time. Any "value" in relation to the community is pure speculation.
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I mean, everyone was asking about a secondary objective and they gave us one. Sabo at the time was THE secondary objective, but it was nerfed so hard nobody bothered using it.
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@Peanits said:
8 seconds is a pretty hefty assumption. For the record, it's nowhere near that (actually closer to 2.5).
I get being upset if you try something and it's not as good as it first seemed, but jumping to conclusions before you even know the details of it doesn't help anyone. At that point, you're making up something to be upset about.
2.5 seconds to sabo a hook? Damn I'm really looking forward to seeing how it plays out.
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Because of customization. Last Year has only recolours, DbD instead has more characters, each with dozen variations. To make proper gore effects (that don't look bad) they would need an insane amount of work.
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Maybe you don't like it, but calling it crap and saying no one likes it it's just you being mean. The "new" animation is not bad at all.
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If you want a more general rule for chases, every second the killer doesn't move it add 6.7 seconds of chase time.
In any case this is all in theory and with the premise survivors run in a straight line, which is rarely the case.
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The amount of people not getting OP's point is hylarious.
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I have the feeling people who say playing killer is more stressful than survivor have never bothered playing solo and/or in high ranks. The amount of bs I witness is unspeakable.
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I think it could be nice if he had a secondary power which allowed him to sniff some of his "substances" to get some temporary buff, like increased movement and action speed.
Also the reload must be reworked, 5 seconds of extremely reduced speed is too much.
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Are we gonna ignore that fact that in those 3 minutes he ignored any interaction with the survivors except Feng? At around 2 mins he even drops the chase to set traps in a corner of the map (which makes little sense since those are low-traffic areas). I mean, what were the survivors supposed to do, wait for mr Trapper to set all traps and tunnel Feng before doing gens?
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How would you counter a camping Bubba if doing gens wasn't enough?
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green rank killer
against red/purple survivors
just hard camp
and I am getting a 2k or more on average
If you guys every wonder why they won't make gens take longer or add secondary objectives, this is why.
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The killer equivalent of Any Means Necessary already exhists imo and it's Spirit's Fury.
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I think Oni would be the favourite here. Not only he is a supernatural being, he is also an absolute unit covered in armor and an expert fighter. He doesn't rely on surprise attacks on helpless victims, even when he was human it took a whole armed village to kill him.
The one that could be a threat to him would probably the Huntress, since she's a fighter too (even if more animalistic, she could take over whole units of soldiers), but she is still just a woman, with nothing superhuman.
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I agree and disagree at the same time. I agree that killer mistakes can usually be very costly, but that's true for survivors too. Just a tiny mistake around a loop can potentially end the game for a survivor, if not for the team.
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To be fair they made master challenges a lot simpler, all the others can be done in multiple matches playing normally. If people rush it's on them, but it's not really needed to complete them.
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@Mikeasaurus said:
I don't consider it toxic if they're used fairly, but it is really annoying when survivors will literally follow you during a chase, just to flash in your face to save the downed. If they had done it when they SAW the survivor drop, sure, but when they follow for that one reason, that is toxic in my book.
Saving people is the main use of flashlights and it needs perfect timing and positioning. Following the killer is just the best way to prepare for it, it has nothing to do with toxicity. On the contrary you should be happy they do that, it's one less survivor repairing generators.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1071788#Comment_1071788
People seem to forget that the name of the game is DEAD by Daylight, not Alive at Daylight. Escaping should be a rarity, and 4-man escapes should be entirely unheard of
You forget that people play for fun, but also for winning. If survivors had almost no chance to survive, there would be no point in playing the role.
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Because Insidious Bubba exists.
Obviously it's not Bubba the problem, but camping, whose counter is to rush gens as fast as possible. Usually if a killers facecamps since the beginning on average they get 2 kills, sometimes 3 with NOED (in my experience). Imagine if survivors have another objective... camping would become meta in no time.
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@Tipper117 said:
https://forum.deadbydaylight.com/en/discussion/comment/1071142#Comment_1071142
I think if you're chasing a survivor straight into a pallet that works the way you say it does. But when you going around an object in a circle, and you try to charge shred as you come up to a pallet, the survivor sees that and just continues running the loop because charging shred slows you down and they know they have enough time to make another trip around. honestly, if they just took away the slow down, or reduced it for demogorgon when he's charging shred, he would be able to manage loops like any other killer like doc or clown.
You don't charge shred as you approach the pallet in fact, but rather when the survivor is about to reach it. That way you force the survivor to make a choice: keep looping with the high risk of getting shredded, or drop the pallet early (which you can then quickly destroy).
The point is that you need to know when to start charging the ability. Timing is key.
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I like the Wraith's mori, it's simple yes but I find it very expressing. It's like he finally can let go all his unexpressed rage on the poor survivor.
I agree that the Trapper's is kinda dull though. It seems to casual, and doesn't even fit well his personality. I remember seeing on reddit someone made a new mori for his which was very cool.
-edit: found it...
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@Tipper117 said:
https://forum.deadbydaylight.com/en/discussion/comment/1070846#Comment_1070846
Easy there chief. Not all of us know of your prestigious skills with Demogorgon or the amount of hours you have in. So chill. I even said shred had it's place. Never said it didn't. But if you're getting looped around a circular object with as pallet, just holding forward like an "M1 killer" until they drop the pallet doesn't cut it. Because you know what happens after that? They just run to the next pallet loop. By the time you actually catch them, multiple gens have been done. Shred, which goes in a straight line, does not help around those kinds of loops. And some maps are worse than others with the amount of loops, pallets or no pallets. Freddy's maps are horrendous and I'm about to the point where I'm gonna start quitting those maps right from the start of I'm playing Demogorgon. Just out of curiosity, i such work chasing this survivor today through all the pallet loops it took to catch him. After 4 gens got done i just went to the exit gate and opened it for them after gen 5. And before you say that maybe I'm just not that good at the game, get at minimum 3k every game with ANY other killer.
I'm not sure why I'm not allowed to say that a certain suggestion you or someone else gave doesn't work. If you don't like it, than just don't comment. Leave it be. It's that simple
Actually on most loops Shred is effective if not for getting a hit, to at least make survivors drop the pallet earlier, and often destroy it more quickly. Most of the times fakes are enough for that.
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That would be a nice rework for the Blindness status effect imo, making the Third Seal worthy of being a hex.
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I remember you guys talking about how certain events (like crows being disturbed) were very demanding because of how they were programmed and you wanted to change that. Since there have been no other mentions of that, is it still something you're working on? If yes, can we get some detail (like which events are more problematic etc)?
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Probably because most people can't math and seeing mostly small values they'd think they're worthless and would complain.
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His power doesn't help him in camping except to know if there are survivors nearby once every hook fase.