White_Owl
White_Owl
About
- Username
- White_Owl
- Joined
- Visits
- 2,486
- Last Active
Comments
-
Personally I like facing her because you need to juke and outplay her. Except when they do the stand-still-at-a-pallet tactic, which is simply cheap bs.
-
The Dcotor is probably the one with more potential
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/762291#Comment_762291
I have 3.2k hours. So spare me this argument.
This doesn't make any sense. If you can't engage in a proper argument without trying to belittle the other side there's no point in discussing with you.
-
I think a totem counter would be overkill, especially in the hands of swf teams that can tell the others where the totems have been already cleansed. Counting to 5 is not hard afterall.
-
RNG is my biggest gripe. Sometimes survivors free themselves in an instant, sometimes you can ignore them for minutes and still find them trying to get away. I'd like it if they were more consistent, maybe the survivor should need to fill a progress bar with skillchecks which can be made harder with addons.
Some other not listed changes I'd like would be to allow to re-set already placed traps without having to pick them up first (that would make him less reliant on bag addons) and to make them spawn closer to the center of the map (sometimes they spawn in a remote corner and you'd waste so much time going to pick them up that it's better to ignore them).
-
I don't know what to vote because my answer would be "yes, when I can afford it". Certain situations call for a less survivor-friendly gamestyle (like when you are in a really bad map for your killer and survivors are good).
I don't really give a ######### if they tbag or blind me.
-
@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/761244#Comment_761244
This was not an optimal team then. Either you never versed some REAL optimal teams before so you don't have a reference or you simply don't know what optimal is.
Spare me this argument, it just makes you look silly to me. I have more than 2500 hours, I have all the references I need and I know how to recognize a good swf team.
-
The other day I played Nurse for a daily after 2 years of not playing her. I was against a competent swf and with an unoptimal build, and after a couple minutes to readjust my playstyle I destroyed them in a few minutes by just using a bit of slugging. That's how powerful current Nurse is.
The change was perfectly justifyable, and if you think otherwise even though everyone considered Nurse being in her own tier way above anyone else, it tells me you don't actually want balance.
-
Personally I like the idea of tying the mori to the amount of hooks or gens, but I'm not sure on which one.
@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/758860#Comment_758860
It's the only offering that lets a killer relax in a game instead of tryharding with the meta build to stand a chance.
A game can go where a mori is wasted. The same cannot be said for some of the tools that survivors have access to.
My perspective is more about that the item itself shouldn't have limitations because scummy people use it that way. People will turn and say: "What about instaheals?" Well, they needed to be nerfed because there was no counterplay to them. Moris can be used, but it's not a guaranteed win. Sure, the game is shifted heavily to killer, but survivors can still use stealth, outrun and lose the killer: and still win. They require wasting killer time, they punish them by making certain great perks less useful, give less BPs, and the best a killer can do if they mori off first hook is just a black pip. It doesn't reward killers the same way perks like DS/BT can for making poor choices. If you mori at the wrong time, then survivors will absolutely punish you for it.
Survivors can easily find another game too, so it's not like they lose as much time loading or anything like when a SWF ruins the game of a killer.
That's why I advised Hexes be buffed before giving killers another nerf. Because Hex perks have the potential to be strong, but as of right now there is no downside to cleansing them (unless it's H:HG, but I don't see that often).
You're also comparing a one time offering to survivor items which can be used in multiple games if used correctly.
No, not really. A mori is about skill, where gens require way less skill to fix.
The only real argument I see against moris are against players who use them as 1 hook moris, which are just... boring. There's less skill involved playing that way with a mori, but I wouldn't force people to play a certain way.
Let's face it, survivors can absolutely ruin a killer's game more easily than a killer ruin a survivor's game.
In 3 years I have never seen a killer with an Ebony Mori being relaxed. They all use them with their most powerful builds available.
-
Your best weapon against chainsaws are windows. If you use them well you'll force the killer to m1 you, after that he will play like any other m1 killer.
-
I vote no because those in the lobby are their relaxed postures, but (at least lore-wise) during trials they're scared and their posture reflect that.
-
Because complete invisibilty removes any sort of counterplay, especially if it doesn't have something to counterbalance it. Just think about how many complaints there are about the Prayer Beads Bracelets.
You guys shouldn't think about invisibility when playing Wraith, but more about camouflage: if you walk in the open you can still be seen, you need to use the environment (trees, walls etc) to sneak up on people.
I agree though that some maps with huge empty spaces (like Bloodlodge) screw him too much, and the shimmer should not be visibile beyond a certain distance (I think 32 meters would work)
-
What's the point of a question/poll if you only accept one type of answer?
-
As a survivor I main Jake because I like his backstory/personality and his perks. I have Nea as a second main because I like her appearance and cosmetics.
For killers I don't main anyone in particular, but Wraith has a special place for me. He's the first killer I played because I'm a stealth enthusiast and I really love his design.
-
He is, especially while crouched.
-
consistency for consistency sake and not taking into account the unique aspects of each killers, just makes them feel the same and more boring.
I agree.
In regards to stealth killers it is particularly relevant, because even if they all are part of the category, each one has its own gimmick: the Wraith is almost invisible, Ghostface can crouch and lean from corners, the Pig can crouch too and can do a dash attack. I think there's no reason for EW1 Myers to not have the immunity to Spine Chill and Premonition as his gimmick in addition to being undetectable.
-
I go proud of the fact my hook saves are 99% safe ones.
-
Actually a lot of people ask for buffs for some of the weakest killers, just look at how many "Legion Rework" or "Clown Buff when" threads are created each day on these very forums
-
I want to be paranoid when Spine Chill doesn't activate for a suspicious amount of time
-
It's a ######### tactic, but a tactic nontheless. Don't expect survivors to have fun with it though.
-
I'm more on the stealthy side, and often I'm the last one to be hooked, but I have no problem acting brave when the situation calls for it.
-
From your screenshot I'd say the reason they dc is not the killer, but the build. It's a very stressful one for the survivors, and I saw a lot of people dc or suicide once they figure out you're using that perk combo.
@HeroLives said:
I don’t know why people think wraith is bad, he’s actually a pretty solid killer. He can hold his own in red rank if you actually put time into him.
Yesterday I faced a rank 2 P3 Wraith who managed to hook everyone twice without camping or tunneling, and with no perk. He was quite scary and if he had perks I have no doubt we would have all died quickly.
-
@Science_Guy said:
I'm not sure how "consistence" with other stealth killers is a good thing here. Different killers having special attributes is what sets them apart. Reducing all the variations to a single status effect seems like a step backwards. We gain simplicity and lose flavor.
I agree. I'm usually in favour of these kind of changes, but as a survivor if I didn't see Spine Chill activate for a certain time I would get paranoid and start looking everywhere in case Myers was right behind me. That was his thing that made him unique and more thrilling than most other killers. I feel like this will be lost because of this change.
I think in some cases it's ok to make an exception.
-
Personally I hope they trade some of his annoyingness for chase potential.
-
I'm pretty sure it's intentional to have the killer guess what that loud sound was.
Also, would you really be so cruel to basically nerf Diversion?
-
Mobility that's very likely to cause you bump into every sort of thing in most maps? Okay...
-
It would affect only a couple killers...
If we're talking about adding vfx customization for all killer powers (not tied to to event skins) , in that case I would totally agree
-
The perks we currently have are balanced with a 4 perk loadout in mind, more would be kinda broken imo. You can always play with less though.
-
@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/752448#Comment_752448
yeah ik, it's so weird how the great skill check is the same size yet it feels easier for some reason xd, i think it's because the good skill check zones are reduced which means i can focus more on the great skill check or something...... idk
You're not the only one. Probably the fact that the relative size of the great skillcheck zone is bigger makes it easier to land them when you hit the skillcheck.
I've always been of the idea that it should reduce the great skillcheck zone (or completely negate it) to be usable beyond rank 20.
-
As survivor there's low ping and, aside some occasional bs hit, it runs very smooth.
As killer it seems there's less delay on powers compared to the other test, but I experience way more rubberbanding, especially at the start of the match, and interactions (vaulting windows in particular) have a high chance to make you freeze in place for a bunch of seconds.
-
@Spooky13 said:
They just kinda stopped making Splinters. Pig was the last to get one. Ghostface, Demogorgon, and probably every licensed killer after that will most likely not have a Splinter. Non licensed killers don't have them because you can earn them with Iridescent Shards instead of paying.
Yeah but why? It was a cool feature since you could try licensed killers before spending money on them.
-
@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/750972#Comment_750972
There might be other perks some of the more mobile killers can use but most of the M1 killers are wasting time in red ranks playing without Ruin.
For example I love Trapper. By the time I’ve set up traps, two or three gens will pop without Ruin. If I’m Wraith by the time one chase is done, I’m down at least two gens unless the survivor is a potato. Same with others like Bubba and Clown. Plague. The reason more mobile killers are more popular is they can end chases quickly and apply pressure. M1 killers have no map pressure.
With Trapper Corrupt Intervention is definetly better than Ruin imo.
-
Killers are too, TOO dependent on this perk, especially m1 killers.
That's not true, there are many valid alternatives to Ruin, most killers are just too lazy to use them.
-
For me Legion. I almost never see them and the one I faced recently disconnected early in the match because they couldn't do much.
-
They said content will be available in the store after a certain time, and to me that's enough, since it won't cause "fear of missing out" unless you want everything asap (in which case you might have an attitude problem).
Also, to my understanding you can buy the premium after you grinded it, so you can do it when you're sure to get what you want.
About point two, what do you expect, MCote to write you a 10$ check when you finish the Rift? Obviously people say money referring to ingame currency.
All in all, I'm not a fan of battlepass systems myself, but from what I see they did it right.
-
Looking at the content in the ptb Rift it didn't seem the cosmetics are linked in some way (except event ones). Will it always be that way or will we see Rifts with a main theme in the future?
-
For the same reason people make a fuss about the Nurse: they don't like changes, especially if they require some effort from them.
Anyway I don't see what's wrong with keys, considering how killer-sided the EGC is (especially because of bad gate spawns).
-
Yet Insta heals got nerfed and not a single thread on that huh?
Well it's not a secret the most vocal forum members tend to be killer-biased.
That doesn't change that a nerf to instaheals was overdue.
-
And the one that makes survivors scream when blinking through them and giving her 200 BP seems really useless as well.
Actually that's an addon I would love to use. It seems a fun one.
-
And the one that makes survivors scream when blinking through them and giving her 200 BP seems really useless as well.
Actually that's an addon I would love to use. It seems a fun one.
-
@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/744273#Comment_744273
Ghost Face has a power gauge, but his power doesn't counter looping. He can do some mind games with it, but it's very far away from countering loops.
I kinda forgot about him, but in a certain way it still holds up, since his power can help a lot to mindgame around loops with high walls.
-
I don't think so. If you notice killers with power guages are those whose power can directly counter looping, but Billy's chainsaw doesn't. Imo it's more plausible a nerf to insta-chainsaw addons since they reduce a lot survivor's counterplay.
-
Do you really think buffing her addons would have been fine with her basekit that required no addons to be highly deadly? Come on, be realistic...
-
What if the addon allowed hatchets to pass through walls? That could be fun
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/744171#Comment_744171
I like to think of it differently, I believe its more so about the fear of what happened to Legion, but also because most people believed a coordinated team or a SWFs could only be beat by The Nurse and only The Nurse... That isn't true at all, even the lowest Tier of Killers can beat a coordinated team or SWFs...
Of course Top-Tier makes it easier, i'm just saying that it's still do-able... Seriously... even LeatherFace can be a Red Rank SWFs if you know what to do.
I don't think so, this kind of reaction happens since a lot before the Legion rework.
-
Nurse fun? I stopped playing her 2 years ago because she is boring as hell.
And who said she won't be fun after the changes?
-
Because the community is mostly a bunch of overreacting kids.
The devs even announced that there was some minor change to the base power and still people act as if it was out of blue, ignoring all the good addons introduced that can lift the Nurse from the pit of boredom she was in. The truth is that people wanted their overpowered killer for easy wins and now they're angry they'll have to think and manage a bit their blinks.
-
On lauch it worked that way but literally everyone hated it and devs had to rework Legion. I highly doubt this feature will return.
-
You're not going anywhere (killer):
when in proximity of a hooked survivor, all unrepaired gens are blocked by the Entity
Beep Beep (survivor):
pressing the crouch button reduces exhaustion by 20%. No cooldown.
-
Unless you play her to camp with 5 traps per hook (which the majority of Hags do in my experience), she requires a lot of effort to play effectively compared to the most common killers, and people don't generally like that.