Zeidoktor
Zeidoktor
About
- Username
- Zeidoktor
- Joined
- Visits
- 5,432
- Last Active
Comments
-
One thought I had for Monstrous Shrine was give effects to a hook you use twice in a row or more. Maybe add a "hook a different survivor from the last one hooked" to restrict tunneling
-
@Bloobadoop said:
Is there a killer that just has perks set up so they can keep up at the higher levels? As soon as I hit gold or iridescent it just seems near impossible. The Survivors are always highly coordinated, and there doesn't seem to be one starter killer that really does the job. I can hardly get 1 kill most games unless I face camp (which I really don't like to do).
Just my thoughts, but I think there should be a killer with all good starting perks instead of trying to get all the teachable perks. It's no wonder que times are so long. I am new, but it just seems like unless you have gotten a buttload of perks for the killers that you're basically never going to get to iridescent 1.
Also the toxicity in this game... my god. I thought I was playing a riot game for a minute!
Something you might find useful if this video, and there are probably others, that offers a serviceable build using non-teachables. I think this vid came before Stranger Things was pulled and its perks became non-teachable. If so, you can also consider Jolt, Claustrophobia, and Fearmonger.
I think otzdarva has a video of such builds for each killer at the time.
-
Do Victor's leaps use up Play With Your Food stacks?
-
Would a possible alternative to the obsession buffs be to have them start at zero and increase with Dying Light stacks? That way the obsession gets buffed while the rest get slowed down.
I'm not sure if stacks should be kept on obsession death or not. This perk has more direct interaction, for lack of a better term with the obsession than Furtive Chase, so losing the effect with the obsession feels like it makes more sense. Maybe an option there is stacks remain for a certain time after obsession death.
-
I've often imagined Hillbilly speaking like either Boomhauer from King of the Hill or, since seeing a video featuring a Space Billy, the Space Sphere from Portal.
Billy (revs Chainsaw Sprint): SPAAAAAAAAAAAAAAACE!!!
-
Thought: make the old version of Borrowed Time (triggering when inside the Killer's terror radius) the basekit and have the perk remain as-is with BT No Matter What.
Though I'd prefer the basekit version be "within Killer's proximity" rather than "within Terror Radius" so at to include Wraiths, Ghost Faces, etc.
-
Demi's beginner guide breaks it down into very simple terms. Simple enough it gave me the guts to attempt it more and even see some success.
https://youtu.be/ZT8vWTWdx-gStarts at 6:45
-
@Jukenobi said:
How fast will this be closed. Any takers?
Looks like my question's been answered so I'm good for it to be closed whenever.
-
@AnchorTea said:
Fnaf 1 Freddy should be the killer. Not Springtrap/William Afton. The series should be represented by its older games.
At the same time Springtrap/Afton is the actual villain, as shown in the third game, which probably counts as an older game given it's Original Trilogy.
In a sense, using Freddy would be like using Pamela Voorhees instead of Jason.
-
@Pulsar said:
30 straight L's.
I quit playing Killer normally (because it's no longer fun whether I win or lose) so I decided to try to play Killers I have never played before in hopes that it would be a fresh experience.
Apparently, that was a mistake because I've lost 30 straight games while trying to learn Nurse.
Do the people making this game understand how ######### demoralizing it is to get clicked at, t-bagged and generally treated like a joke for thirty goddamn games? I had someone send me a TWITCH WHISPER to "learn how to play Killer gg baby Killer."
I had hoped that my MMR would lower enough to the point where I might get people on my skill level, but apparently not. I'm getting the exact same perk set-ups and the exact same people as my first games. It's not even that my MMR is high, I'm just BAD at Nurse because I've NEVER PLAYED HER BEFORE. I can't aim blinks and can't land hits and I'm never going to be able to because my games are ending before I get to learn ANYTHING.
Is this a rant/vent post? yes. Am I pissed? yes. Is this meant to be taken seriously? not really. Am I close to not being able to find any enjoyment in this game. also yes.
It was mentioned briefly but OhTofu has a great Nurse guide that I know helped me when I practiced with her.
https://youtu.be/BwYQImUDgXoalso the current PTB has some fixes for her that may help, too.
-
"I'm going to be honest with you, you can't stop racism"
You say that like it's a reason to not try.
-
@awustzdn said:
Fellow survivor mains, I'm out of the loop because I don't use Twitter, what are we getting removed next? Lightborn, right?
Goona need some context there, chief. For example, what's already been removed that there's a "next" target?
-
Maybe restoring tokens like Stake-Out, hiding near the killer without being caught. It's on theme with the stealth nature of the perk.
-
Would it still be viable if the Rush Hits drastically increased Rush Token recovery time without being instant?
Same idea, but potentially less opressive?
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2720249#Comment_2720249
No. They arnt. Nor who cares what's acceptable in some ones fake rulebook ?
There's times at the beginning of games where the team ######### up just once and it's enough for you to win as a killer. Where if you let them go easy. You won't get the chance again.
There's times where the perception of gens is misleading. Ok.. You have 4 gens left ? And all of the sudden 3 pop because they were all close. So you feel good about being down to 1 gen now ? People act as though when a gen pops. It'll be another 80 seconds until the next gen pop
Rightly or wrongly, I can't help thinking that this mindset is exactly what this thread is trying to cope with.
My takeaway thus far is that hook camping, while not against the rules of the game, is frustrating to deal with, but there's no easy solution it because, as you say, camping can be a valid strategy and there isn't an obvious way to deal with the abusers of the strategy without affecting the ones who use it at the correct/most opportune times.
That's why my idea was take the most obvious solution (moving the hook away from the camper), add a twist that keeps camping as a valid strategy, especially as the game goes on and the consensus considers it acceptable, but leave a way to reduce its abusability by the survivor side.
Gens don't have to be the determining factor, but they are the easiest one to go with. In your own example, if 4 gens get done that fast the forced teleport range is almost minimized so nothing's really stopping you from camping at that point if that's what you intend to do.
-
If the hacker was streaming, you should be able to download their vod to use as evidence in a report or even just point BHVR at the stream channel.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2720240#Comment_2720240
Still not a solution. Gens are not an indicator of when you should camp
Aren't they? My general observation has been that camping is considered more acceptable in the late game (when generators have been mostly if not fully completed) so it makes sense glint by the to make it less punishing in that circumstance with #of gend finished being an easy way to benchmark that.
-
One idea I'd had is a use the swap/teleport of Pyramid Head's cages but, decrease the range at which this occurs with every completed gen.
That can preseve camping as a legitimate endgame strategy while punishing those who use it right out the gate.
Should probably retain the "no penalty of in a chase by the hook" aspect currently in place for emblems. Should reduce the abusability of things if I'm guessing right about how it was abused.
Plus it's not camping when survivors done let you leave.
-
@DemonDaddy said:
Letting survivors have their fun until you lose enough to have your own just displaces the real issues.
There's also the fact that the solution is short lived as killer's objective and core play increases mmr. The only way to maintain your suggestion is to lose and then limit yourself to never killing more than 2 survivors no matter how poorly they play. Still that only works if the 2ks are equal or lower in mmr to yourself.
The OP's suggestion isn't about "Letting survivors have their fun until you lose enough to have your own." It's about having your own fun and letting the MMR fall where it may. At least that's how I took it.
-
@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2719085#Comment_2719085
So you're ranking down to go against people you don't have to actually try against to win.
I don't know where you're finding the room to "yeah, but" here.
For me, it depends on what you do with the fact you likely outmatch your opponents. Yeah you can kill everyoneat 5 gens remaining, but nobody says you have to.
If I get a group of survivors I can beat quickly, I don't. I play seriously until I get what I want (max BP, challenges or rituals, etc) then just mess around. As often as not I'll get all the survivors to death hook then let them escape. That's fun for me, and generally makes a nice change of pace for survivors who deal with tunnelbois and facecampers. To me it's a happy medium between sweating and farming.
The whole idea is you simply aren't stressing yourself to get the 4k every game. You're kicking back and just having fun with it. If you get the 4k, great. If you don't, whatever. Ideally, I'd think your MMR will eventually land you in what I would call your "casual level", as opposed up your "competitive level"; the point where you can have fun and/or challenging matches while playing for fun vs while playing to win.
-
@Pulsar said:
I win, it just isn't fun.
It's a lose-lose scenario. You either smurf and get fun games for yourself (like you suggest) but you also ruin games for other people. However, if you stay at your "correct" rank, you get more unfun matches but you don't ruin other people's games.
Getting fun games for yourself =/= ruining games for other people. Unless fun for yourself is actively toxic to other people it's entirely possible to have fun for yourself and still be fun for the other players.
A recent experience, I played a Clown game, played a bit tryhard since i don't use Clown enough to be confident screwing around, and got a 4k. Afterward is of the survivors said that the match was actually fun, despite their being on the losing end.
-
No reason why it shouldn't. Long as the game counts it as a Great Skill Check.
One point of clarification, though, Stake-Out doesn't upgrade skill checks done within the Killer's terror radius. You gain tokens be being within the killer's TR without being in chase and those upgrade your Good skill checks to Great.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2690664#Comment_2690664
Why on earth would those be complaint-worthy?
That said, man I get accused of hacking a lot as (at least pre Artist) I was on a info-heavy kick and ran Discordance, Lethal Pursuer and BBQ every game. Now I'm on a...different, more ungabunga train with Surge, Pain Resonance, Agitation and STBFL. So, so satisfying.
The #1 perk people complain about though seems to be Plaything. I have no idea why.
https://forum.deadbydaylight.com/en/discussion/comment/2690568#Comment_2690568
I don't think those reports get even glanced at.
I remember one guy spamming racial slurs (I was playing Hag) and telling me to 'hang myself nobody cares about you' in postgame. Reported him.
Ran into him a week or two later - same slurs and nastiness.
If nothing else I can understand why someone would complain about using both together, since you can potentially have your location revealed regardless if whether you're close or far. Avoiding one leaves you open for the other.
That said, I recently watched a video of a guy complaining about a Myers using Brutal Strength and Bamboozle, so I know not to take it too seriously.
Also, again, Freddy.
-
Not recent but my all- time favorite was a Meg who got mad at me for using Barbecue and Chili and Infectious Fight together. So angry she rage DC'd when I downed her after killing everyone else.
Thing is, using those two perks together might be complaint-worthy... had I not been playing Freddy a killer whose whole thing is negating his own terror radius (I use Infectious precisely because I find it hilarious when it works).
-
"Is there any positivity here?"
If you have to ask, the answer is no.
That said, there's the Wholesome Moments sticky thread and I find Ask The Community to be better than General abour negativity.
-
@Majin151 said:
If you still want to support bhvr as you're feeling like it's not the developers fault this nft stuff happened
Just buy anything else but avoid buying the Pinhead stuff as the money will also go to the owners of the ip which probably came up with the stupid idea of Pinhead nfts
Didn't it come out that the NFT stuff didn't happen? That it was just empty rumor.
Edit: Nevermind, didn't Unite they actuality tweeted about it
-
Maybe an offering? Like add "increases number of Scourge Hooks by X of a Scourge Hook perk is in use" to the current hook offerings?
-
@BrotherLove said:
I am going to play 50 games on every killer with the goal of becoming the lowest rated account in DBD (with 5k hours). Today I will be playing ... Nurse. Hope to see you in the fog! How long do you think this challenge will take?
You sound like a Killer player after my own heart. I play killer for points, so i3 tend to be less serious vs when I play as Survivor. When I'm killer I'm fine messing around and getting 8 hooks. If one or more survivors use a BPS or cake, I'm fine to farm.
-
One idea I'd had was a perk that turns a Boon Totem into a previously cleansed Hex Totem. They get Devour Hope, but also have a Boon set up, there's your Devour back.
-
To me, most of the time, threes just no incentive to slug over hook. The main times I slug are when I down someone and know another survivor is close by, or if someone pulls a Borrowed Timeless rescue right in front of me (slug the rescued survivor, go after rescuer).
I'm the latter case, I make no effort to re-hook the slugged survivor because tunneling off hook is one thing I hate when I play survivor, so Itry not to do it when I'm killer. I'm not above the slug since it forces either use it Unbreakabke or someone to leave for the pickup.
Outside of that and the odd circumstance here and there, i feel no incentive to slug because I play for Bloodpoints and I get t more by hooking than slugging. Plus grade/ rank is hurt by survivors bleeding out vs dyimg on hook, and since grade offers BP now that's even less reason to go out of my way to slug.
-
"Why people are whining about Dead hard?"
Because it's... (checks calendar) ...Monday.
-
I feel like any Ghost Face addon pass should include things that effect stalking/ marking as much as anything. I'm no GF expert but I do know many recommend using stealth as just that: stealth and not even bother with stalking. In general, the devs seem to go for encouraging use of a killers full power as much as possible
Some off the cuff examples based on prior addon passes might be ways to incorporate his teachables into his power, like a reduced terror radius when in chase with a Marked Survivor, loud actions by marked Survivors give your a second or so of aura reading, or downing a marked survivor blocks off unmanned generators within a small range.
Another idea: Status effects like Oblivious on a Survivor if you can stalk a survivor from 0 to 100 uninterrupted. Maybe a rarer version that also hits any other close by survivors.
-
@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/2532941#Comment_2532941
Why did they have to leave him in this state to make his other add-ons better? So they reduced the CD on his power by 6 seconds.. fine, but then why does it come out as a net nerf? I mean, it's only 1 second longer with double CD, but let's be real.. his other add-ons are so bad that people will likely just keep using book/pen anyway.
What this does is leave Ghostface slightly weaker than before and give him nothing in return. At high MMR, I'd be willing to bet most people use add-ons (if they even dare play this miserable pile of doodoo). That basically means that his 6 second CD reduction buff is worthless.
Assuming I'm even correct about this, and I could easily be way off base, it seems pretty straightforward.
Your want to do a pass on Ghost Face's addins, but aren't sure how to go about it because certain addons are used so overwhelmingly. So what you do is reduce the need for such addons, maybe knock them down a bit both to compensate for that change and make them a bit less appealing/necessary, then wait-and-see. Do people stick with those addons, as many here have said they would? Do they branch out and experiment with other addons? If so, which ones do they use? Which ones do they ignore? How do they then fare in actual matches?
Let that go for a while and your can learn which addons become/ remain popular, which ones don't, and adjust and rework from there. The alternative is just rework everything from a blank slate and hope for the best.
-
@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/2532482#Comment_2532482
If what you say is indeed true, I find it funnier than anything else. You know what people don't use? Anything that doesn't reduce the CD of his power. It has been this way for a couple years already, but hey.. more D A T A, right?
These developers are a straight up parody.
That's exactly why they reduced the base recovery, though. If they do that and people really do still use the recovery addons only, then that means overhauling everything. But if other addons start setting more use then that might mean a different approach is warranted.
From what I've gathered the devs goal seems to be making as many different addons as appealing as possible. To do that with Ghost Face, they need a situation where the most primarily used addons aren't and, of they remain so, that too, is valuable to know.
-
@Kebek said:
Just you wait once people realise how it can kill all 4 people with just killer bodyblocking afk 1 box the whole match with some luck.
If your mean because of Amanda's Letter, then I think that was changed so it now generates 4 Jigsaw Boxes, so that wouldn't work.
-
@TacitusKilgore said:
https://us.v-cdn.net/6030815/uploads/KQGEKN0NO4HY/screenshot-2021-09-26-054113.jpg
Got this salt a few days ago on a match where i ended up doing 2 gens completely by myself, we got a 3 man escape and the killer proceeded to say this in response to me using prove thyself. Gotta be the weirdest perk i've ever seen anybody complain to me about besides lightborn.
How about you guys? Whats the weirdest salt you've ever gotten?
Weirdest/Funniest for me was a survivor getting mad at my combining Barbecue & Chili and Infectious Fright. The salt might have been warranted had I not been using them on Freddy, whose own power negates I.F.'s usefulness (I like to run Freddy with TR perks as a "stupid build".
-
I personally wonder if this isn't part of the idea. Reduce the need for recovery addons, see what people use or don't use, and use that information for a more thorough add-on pass later.
-
@humanbeing1704 said:
right?
Right or not is Irrelevant. People will find something to complain about regardless.
-
@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2524307#Comment_2524307
Hmm do we know if Rule Set No 2 still exists after this? Or is it replacing Amaanda's Letter?
Good point. Personally I've wondered is RS#2 shouldn't be base kit.
-
@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523829#Comment_2523829
Yea this is what I want to know on that iri one. Otherwise, survivors spend 1-2 mins searching boxes at the start of the trial and then you have no power the rest of the match? :/
On the flip side, it could pair worth Rule Set No 2 nicely.
-
My main builds as Survivor are an anti tunnel build which mixes meta and non (Decisive Strike, Borrowed Time, Babysitter, and Off The Record) or a build with We're Gonna Live Forever and Mettle of Man + two perks for whatever I may be aiming for that day.
On killers I enjoy meme or "stupid" builds like loading Freddy with Terror Radius perks or Plague with Exposed perks. It's always funny being Infectious Fright to work with Freddy.
-
I'm fond of the Doctor because I enjoy throwing around electricity, but I actually have the most fun playing as Freddy with Infectious Fright.
I use it as part of a stupid build of Terror Radius parks on Freddy whose whole thing is making survivors Oblivious.
I always find it funny when I.F. actually works in these circumstances. My favorite moment was a Meg that got Salty about my using it along with Barbecue and Chili, which might be a legit point except, again, Freddy's whole thing is negating his own heartbeat.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2514865#Comment_2514865
I happen to think the Trapper's traps should function more like Jigsaw Box searches, but that's just me.
The way I see it, if you want to fudge the numbers, just make the first box auto-fail and leave the rest as-is. I don"t see the necessity of changing the probability of the boxes beyond the first one (as I believe that a first box escape can be super punishing for the Pig).
True, but at the same time a Survivor having zero chance at getting out of the trap on the first try is also needlessly punishing.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2514676#Comment_2514676
"I was always under the impression that one specific box was the one to get and all others would fail, so life or death would darkens purely on a lucky guess."
That is indeed how it works. The percentages I listed are just the natural probabilities of getting the Trap off with each attempt. :P
In that case the numbers are flexible as my intent was to standardize the percentages/ odds of a box working rather than have it a a natural consequence, similar to how escapes from the Trapper's bear traps were standardized to start low but increase each attempt and having that chance exist regardless of the box used. Do instead of one box as 100% and 3 boxes 0%, all four boxes would have a 1 in 4 chance [or whatever percentage you want to give it].
I can see how it makes things worse in one aspect, but also might help in others.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2514652#Comment_2514652
The odds of getting a Trap off are 25%/33.33%/50%/100% by default. So you're kinda just making it strictly worse for Pig. :P
Really. I was always under the impression that one specific box was the one to get and all others would fail, so life or death would darkens purely on a lucky guess.
If it's already%-based then nevermind that idea.
-
Two possible basekit changes I've pondered:
Make Ruleset Number 2 basekit: Survivors can not see the Jigsaw boxes until their traps activate. I don't know how commonly they get their traps off pre- activation but if it's an issue that should help.
Fix the odds of a Jigsaw Box freeing the Survivor. First box they try is 25% chance, and becomes 50%/75%/100% from there, with adjustments from box-changing addons. To be honest, I'm not sure if this would make the Pig's RNG issues better or worse but should at least lower times they get traps off the first try.
-
Mettle of Man, baby!
I'm the first to admit it's not the most reliable perk, but some of my favorite games are ones where I get it to work.
First time i take used it I was doing some point farming as survivor and MoM was the only obsession perk I had on my Dwight. Then I actually got it to work in my next match. Can't remember if I was actively trying to make it work or if happened organically. Some other great MoM moments include
Being able to charge out of a Killer guarded gate while wounded.
Building up enough protection hits between hook bombing teammates and a campy/tunnelly Deathslinger it saved me from getting downed right away on death hook and let me get in a solid chase.
Getting downed by the Killer, getting picked up, and having MoM save me from getting immediately re-downed, ultimately enabling my escape.
-
One idea I had for Dead Man's Switch was change it from Obsession perk to Scourge Hook perk to make its effect potentially more frequent and easier to activate.
Similarly a Scourge Hook version Hangman's Trick could stay as is but let the auras linger for a few seconds after hooking a la Barbecue and Chili, but only if done on a Scourge Hook.
-
What about a solution similar to Pyramid Head's cages? Where the survivor is transported to a random hook if the Killer stays too close without being in chase (since it's not camping when they don't let you leave)
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2483199#Comment_2483199
I'm with you, I use twins and I don't need to play like scum to get my kills.
I've played Twins off and on and tried to find more interesting ways to utilize them myself, like focusing more on using Victor's incapacitating power than how slugging (like using the rattle addon so they stay broken).
Also, I haven't played killer lately so I don't know if it's still true but I recall there was an issue recently where several of the addons, while still working the same in-game, had descriptions that gave Charlotte benefits that couldn't actually be used while controlling her (ex: Drop of Perfume making Survivors Oblivious [which only benefits Charlotte] when they're in range if Victor's grunts as he charges a pounce [something you can't do unless you control Victor]). Since I saw this around the time Nemesis was coming out, it made me wonder if BHVR is toying with the idea of making the Twins part-AI, one roaming on their own while you control the other.