White_Owl
White_Owl
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- Username
- White_Owl
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Comments
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Survivors' chase potential has been gutted over time with the rework of loops and maps in general, plus the huge nerf to BNP and insta heals. Saying they ignore the problem is just being dishonest and biased.
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I bet there would be a drastic increase of hard camping since there would be more time and aggressive builds would become a lot stronger.
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AFKing is reportable so report them and hopefully they'll face some consequences.
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As a killer it's kinda wierd to have lag, but it's still better than not playing because I'm a ######### host.
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I don't see a reason for it. If the thought was to make them more defendable, it would be pointless against survivors beyond rank 15.
Also it wouldn't make a lot of sense.
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They said they don't want people to burn out completing all the tomes in no time. It's also a strategy to keep steady the playerbase during content droughts.
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How is it unfair? You get notified from the beginning and have all match to plan ahead how to avoid it.
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I agree that it's cool to see all the details up close
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@Peanits said:
It's not being looked at right now, no. The EGC is purely meant to end the game and stop people from sticking around wasting time. As a survivor, if the hatch was closed, the odds are stacked against you. This is intentional; at this point, you've failed to do the generators and failed to find the hatch first. The killer has the upper hand now. You can still slip out the gates if you're lucky, but it's not meant to be consistent or reliable.
Can something be done about the gates though? It's not interactive nor fun when gates are close or in line of sight to each other that it's literally impossible to open them and you can only wait two minutes or suicide. Even as killer I find that cheesy.
Even just some kind of LoS breaker around gates could do a lot to improve the situation adding some kind of counterplay/strategy.
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A bit sad because this game, with all the flaws it might have, is unique.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/817228#Comment_817228
The healing acts like an Iron Will and Hides your blood trail if you're curious! ?
I know, but with the fact it doesn't make you broken it doesn't seem so necessary imo. Being both David's perks, this and Dead Hard should be able to be used well in combination, but if you rarely get chased while injured this wouldn't hold.
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I like this suggestion. Not a huge fan of the passive healing though since it wouldn't be really useful (since you can already get oneshotted) and could make Dead Hard less useful.
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I wouldn't say higher, but at least equal. I'm thinking about high rank play, but both solo survivors and low tier killers need to manage 4 other people without knowing exactly what they're doing, so they have to think about a ton of things to be successful. The main difference is that as a survivor all those 4 people could be trying to kill you.
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Do the freakin' gens.
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I hit ready as soon as I'm ready so I can chill for a while and do something else during the wait.
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In my experience people will understand the opposite of what you mean anyway.
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/804608#Comment_804608
"Overperforming" and "Doing the rjob well" are two completely different things.
Mixing them up is either out of ignorance or malice. I'll give you the benefit of the doubt and say it was the first option.
I'm not the one saying she "does the job well", I'm using the term the devs themselves used. If someone is talking out of ignorance or malice is the OP.
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I don't think I would, for the simple reason you can always see a skin or a charm, but not a mori (especially since survivors love to dc to secret offerings).
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Thanks to everyone for the answers :)
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A single killer isn't and shouldn't be the solution ot gen times. The two are uncorrelated and this thread is kinda ridiculous.
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Personally I loved the Moonrise event, with the lantern mechanic. It merged well with the current game mechanics (unlike the pustulas from the Halloween event) and was a lot of fun.
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I agree but for a different reason: the speed increase is a bit lame. It would be nice if toolboxes could affect skillchecks in many different and creative ways, like slowing down the pin, bonus progression on great skillcheks etc.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/800250#Comment_800250
How do you do it? I had the tractor thing done to me the other day, they just kept slow vaulting over and over and the window never got blocked.
You just have to make sure the chase doesn't get interrupted.
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@Entity_Burger said:
https://forum.deadbydaylight.com/en/discussion/comment/804608#Comment_804608
Survivors already overperform. It's called 'genrush'.
Matches should not end in 3-5 minutes. That's barely 1 minute per hook attempt. But the second a Killer has enough map pressure to stop the genrush, or has any addons to slow down the game the Killer is OP or 'unfun', the addons are OP or 'unfun', or the perks are.
It's kind of a joke, how badly the Devs are nerfing viable killers while ignoring the underlying problem of gens being done way too fast. It's why I'm convinced there's a Survivor bias; because genrush exists while any Killer who can do anything about it get beaten to death with the nerf bat.
I guess you have stats to base your assumptions on...
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You designed a killer that performs their job well and thats........bad?
Would you say the same if survivors overperformed in their job? I think not.
Overperforming is bad in a pvp game, which ideally should be as balanced as possible.
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It wouldn't be a good idea. In my experience most of times BT isn't used against actual campers, but rather to yolo save in the killer's face (which is something that annoys me a lot). Making it basekit would just promote bad and toxic behaviour.
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You guys are overreacting (as always). I saw the challenges and aside 2 or 3, they seems easily doable.
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[EDIT]: I played on Coal Tower, which is a completely fine map for Scratched Mirror. The conditioned logic of SM Myers being only viable in indoor maps needs to stop.
It might be fine, but that map is not comparable to Lery's. In indoor map, survivors might know you're coming but have no idea from which direction and you can easily cut them out, on other maps this doesn't work so well for the simple reason there is more LoS.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/802424#Comment_802424
Spine chill really only works as a quick indication that a killer (without a TR) is nearby as even if they only "quick pop" your Spine Chill its enough to know they are somewhere close.
I don't think Spin Chill is enough of a "meta" perk to be worrisome right now but it does completely kill some builds when it is present.
Sure. I said that because some people think Spine Chill makes you immune to surprise attacks but that's totally untrue.
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I'd like to add that Spine Chill is often misleading, because killers tend to look around while roaming, so the odds the killer will point at a direction and go there are slim. Countless times I got taken by surprise because I thought it was safe but the killer was near me looking around.
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This time, my dear killer mains, we should raise our voice as well.
Or how about you stop being killer mains (and so heavily biased) and play equally both, so you'll understand the complaints of both sides?
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@CrowFoxy said:
Archives made me play a game where a Legion slugged all game to get the EGC sacrifice but everyone got out.
It won't beat the Wraith I faced who spent all the match bing bonging around a rock to scare crows away.
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It's really easy to land the skillcheck, and the fact you can land it after tapping the gen and on the run it's a bit ridiculous. If anything it should work like normal skillchecks, so if you leave the gen before landing it it is considered failed and explodes.
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@Mochan said:
So there's a Survivor Illuminati on this board and they're secretly pulling the strings behind everything and making life hell for killers?
Get real.
If this were true BBQ would have been axed a long time ago.
Hahaha, Survivor Illuminati that's a good one!
On a side note, have you ever thought about changing name and country? You know, accidents happen.
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You don't need offerings, by default there will be 3 chests in a map.
In any case you should definetly blame those survivors. When I asked to leave chests to me they accepted and asked to let them heal in return, in the end everyone got what they wanted.
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That's true. Luckily it doesn't happen often, but the potential is there. Some days ago I had a match in which we repaired gens so fast the game was over before I even noticed (and it felt awful).
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Personally I think slugging is perfectly fine. I wouldn't mind an option to allow a survivor to kill themselves after a certain (long) time, being slugged to death is boring and there should be a way move on to the next match faster without dcing.
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I think it might have to do with the new survivor lobby, where 3 survivors are facing the fire. It's a bit wierd from the killer pov.
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That's a bug. A very annoying one.
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If it means survivors can't drop from the side of the hayball anymore (which made it way more safe) it's ok imo. The harverster is not that good anyway, it's very easy to make them block the vault.
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To be fair that build is quite strong if played right. I both played it and faced it and it's very hard to counter so I'm fine with it. A bit sad Myers lost a bit of his flavour, though.
In any case, once you understand someone is using those perks you can approach them by looking somewhere else/moonwalking. You must have a good idea of the map to not get stuck on stuff but it's doable and it's guaranteed to make those survivors ######### themselves.
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Personally not a big fan, but they're cute. I'm fine to have them so small since otherwise they could be too distracting.
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Killers can already do some sort of emotes: the Clown Dance, Moonwalking Myers, Bing Bonging etc. And more often then not they're used for toxicity already.
I'd like some more emotes to improve communication between solo survivors though.
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I think they are fine, tbh. I already got used to them and don't even notice anymore.
I would like it if they changed them to be more Entity-esque and less bland, though.
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I think the guy reads a bit too fast. If I want to read fast I do it myself, a voiceover should take it slower and add more pathos imo.
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I know a very fun game called Git Gud. It's quite old but an everygreen.
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I tend to try to let them live (unless I lose count of hooks)
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Yeah, too bad they just dropped one if not the biggest update ever, with a lot of lore that everyone is asking since day one and new types of cosmetics. These devs are really lame.
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Nice to see some positivity here for once. I'm joining too since I'm under the impression devs worked their asses off to fix the patch asap.
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I love the aesthetic/lightning and in general they are balanced maps.