Avatar

_HN_

_HN_

About

Username
_HN_
Joined
Visits
0
Last Active
—

Comments

  • Wait... you are telling me that survivors on switch turn off crossplay, to avoid going on the most obviously survivor sidded map in the entire game? What?

  • It's not just a hope for a killer but rather a whole package : Resident Evil.

    Funilly enough, what I want the most out of that pack would be the map. Raccon city Comissariah Police Station would make for such a perfect DbD playground.

    After that I think any of the 4 RE2R and RE3R main characters would be a top tier addition to the game (just make the 2 others as skins).

    And last, but strangely least, the killer. The obvious choice is a Tyrant, probably Nemesis (but MrX would work perfectly as a skin), but the thing is, despite being pretty iconic, that guy dont have ... well, anything that sticks out gameplaywise outside of "I'm Immortal" and "you can hear me comming a mile away". Funilly enough, I think the Licker will make for a way more interesting killer. I just want to be able to jump on walls, that would look cool and play very differently than the rest.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/228032/clown-is-not-the-worst-killer-in-the-game-and-never-has-been

    Ghostface takes the worst killer spot in the game. Clown isn't bad if he's good but like i said multiple times in the past. No matter how good any killer or Clown is. they will not beat a good Optimal 4 man, Solos maybe. 3-4 mans that don't play well. Yeah, ...But not the best survivors. Imho

    This is objectively wrong, since I've said previously, the Pig is a direct downgrade of ghostface on pretty much all front.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950304#Comment_1950304

    these people are only used to running in circles around loops and dropping pallets and spamming CTRL. They can't actually predict more complex opponents.

    Couldn't have put it better myself.

    What they really mean by "no counter play" is actually "the usual counterplay don't work".

  • @DeliciousFood said:

    I'd rather keep the desync issue than play against more than one spirit a day. The 'mind games' involving her are uninteresting at best. Spirit robs too much player agency from a survivor, which is why she's so good at tournaments, because she can put people in situations where they can't ever win and without that much effort.

    But she doesn't need to be gutted, that's absolutely stupid. Make her power have a better tell and balance it with someone extra for her to play with. Her addons are over-tuned though, those deserve to be gutted to a degree.

    "I hate it, but it doesn't need to be gutter, noooh, just remove the whole point of her power and make sure she turns into yet another QTE boss that I can easily side step with the usual looping method and it will be fine"

    K

    Yaknow what's uninteresting? Running loop, getting palette thrown on the face and deal with windows.

    How about, for ONCE, you survivors have to deal with the short end of the stick and get into the position of the person reacting rather than the one dictating the chase?

    It's funny how the narative ALWAYS slide from "ther's no counter" to "there's not enough counter" to "I just don't like dealing with her".

  • What do you mean "somewhat fixed"?

    I just booted the game and the UI is still the exact same! Or are you just talking about that very clunky and still objectively bad twitter mock up they have shown?

    At this point I've just decided to spend some time and make a UI doc for the devs, because I feel like they are in a dire need of it.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950092#Comment_1950092

    I would definetely say that his sonic tonic helps him dealing with a lot of safe pallets,even if they are pre thrown

    Example:

    https://youtu.be/-um_Rnwci68

    1 example would be at 6:50

    People underestimate the sonic tonic

    This example is such the PERFECT proof that the yellow tonic is trash.

    The ONLY reason he got a hit there is because she was LITERALLY cornered and could get away from the loop, that's the only reason why he could use that yellow tonic here, and even then what did it accomplished? Letting him get a hit half a loop earlier than he would have if he just had use a purple on the palette and caught her on the other side after her slide.

  • @odra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950085#Comment_1950085

    oh how i love people saying about audio on spirit. stay in spot got breathing, running makes your breath more audible.

    with good headphones spirit can accurately know your position. what mind games is that ? spirit can use 2 of her senses : 1. view which is scratchmark 2. sound of survivor dont say iron will counter since stridor exist

    survivor : 1. 6th senses of mind game

    You clearly have never played spirit against decent survivors.

    You point is like saying that you need your 5 sens to loop and mind game a killer, the whole point of playing against the spirit is to enticipate what they'll do instead of running scared waiting for the spirit to get the drop on you, for some reasons survivors have decided that since they can't see her, they are instantly totally powerless and can't use their brains anymore.

    Also, just stop asking for fatigue mechanics, it's one of the most garbage design piece of DbD that makes killers just extremely annoying to play.

  • @SMitchell8 said:

    I play both sides, as annoying as it is, it does keep the game interesting for the last survivor. A reason to stay in the game even if you are being outplayed. Perhaps the survivor should have to crack a code to unlock it when there are a few gens left.

    That's actually a good idea. Maybe a way to make the hatch less obnoxious would be to have it take a moment to open? Like, 5 seconds just enough to avoid the very bullshit (and sadly common case) where you are runing after a healthy survivor and know you have zero chance to hit him twice before you stumble on the hatch.

  • The bus have two different possible versions right? Could it be a case of only one of the two being fixed?

  • @Pop_Goes_The_Gen said:

    Why am I getting punished for doing good and losing a double pip because some survivor got lucky that they found hatch before I did. Whats the point of this.

    The hatch is a weird beast.

    On one hand it's needed to give the last survivor a reason to continue playing and not just afk in a corner, on the other hand it also more or less forces the killer to slug the 3rd survivor to get a chance to catch that 4th, wich feels bad both for the slug, the last survivor AND the killer.

  • I'd say myers is eaily on the stronger half of the killer roster tbh.

    Most people think of his T1 as a negative, but you'd be surprised at how often it will give you a free grab at the start of the game, hell, I even won a couple of games in T1 only because of how lost survivors are without the red stain and terror radius.

    His T3 is also, obviously, extremely strong and what's more, it's all about basic attacks, wich let you use A LOT of very good perks that will carry the killer way above the "M1 bot" status he may look like at first.

  • Sadly Noed isn't nearly reliable enough to really counter gen rush at all, they still can just stumble on the totem on their way to the door (SO MANY totems are still just out in the open, it's not even funny at this point) or they'll just rush out the door before you had the time to do anything, and your noed will have at best forced them to leave behind a hooked survivor rather than mount up the usual rescu operation.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950015#Comment_1950015

    You see thing is I do know what I’m talking about. If you know what you’re talking about then how do you counter a spirit?

    Really?

    Aight then : What do the spirit do?

    She can stop, then move faster while being stealth and blind, but she can still hear and see scratch marks.

    What can you do to make that skill inefficient?

    Use the scratchmarks efficiently to throw her off and do some backtrack to have her keep following a lead you aren't on anymore.

    What about the sound? She'll only be able to hear you well if you stay on the same spot long enough (ie if you are just waiting for her to come at you rather than bait her as previously described).

    In a loop you can play with a pallet or a window since she can't go trough them in spirit form.

    How isn't that enough counter play for yah? Let me guess would you prefer for her skill to be extremely telegraphied and with a delay so you can very easily side step it like a huntress hatchet?

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949759#Comment_1949759

    survivors want to control the chase plain and simple. They want Spirit to be a party clown like all the other m1 killers, basically a looney toons cartoon where the big dumb killer chases after you and you just slam pallet after pallet on his head and sprint away tbagging. They like the feeling of knowing as long as they're on the other side of the loop you can't hit them and you need them to make a mistake before you're allowed a hit. Even then they have DH for a third chance lol

    This. It's always boil down to this. Surivor think THEY should always be the one dictacting how a chase should unfold, and the killer should just act as a giant kite with some QTE that require them to dodge something very obvious.

  • Here's the thing when comparison statements : It's all relative.

    The point you havent touched on your post is who then is "the worst" if not the clown?

    I can't for the love of me think of anyone that would be as close to a M1 killer than the clown right now, the closest would be the pig.

    Why is her stealth so needlessly gimped?

    Comparing her to the Ghostface, he can too go to into steath mode, but instantly and without any speed debuff. He can crouch and move as fast as her. He dont have any delay to get out of the stealth.

    The draw back is that he has a CD on it and can be forced out of stealth when looked at (but that drawback can also be used to spot survivor position), and he doenst have that very LOUD and slow to start dash the pig have.

    On the other side Ghost face got a very strong exposure mechanic while the pig has... traps, that will delay survivors very randomly, and wont do ######### to stop them from getting out unless the trap is already activated... Also, thos Jigsaw boxes will broadcast from the start of the game what killer you are, thus killing any surprise factor you could have at the very start of the game.

    Dont get me wrong, I love the pig, but she is a straight downgrade compared to ghostface, but EVEN THEN, I'd say she's still better than the clown (not by much, but still).

  • Great comeback, you really teared my point down while making your look absolutely bullet proof there buddy.

    See you on your next post where you'll ask for the exit door to be removed because one guy, once walked toward it at the same time than you and you got caught.

    @[Deleted User] said:

    How can a slug give away your position? You move faster than a downed survivor.

    Shhh, dont poke more hole in his story. He was totaly not hidding in a bush for 5 minutes, he was being Jason Bourne and jumping off a plane as part of his 4/63 step plan.

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948728#Comment_1948728

    If a DBDxRE crossover is gonna happen, it's gotta be Nemesis as the Killer, though I am not sure how you could make him both accurate to his character traits and make him viable for DBD.

    Nemesis is a Tyran, so him or MrX are basically the same, hell, I suspect that if we ever get the Tyran, one will the the skin of the other anyway. But as I said, despite being very iconic, they really dont have ANYTHING special outside of the "you can hear come come a mile away", but then again, that didn't stop BVH from finding clever way to give decent kit to that type of killer before.

    Still, even if he's less iconic, I feel like the Licker would really bring some cool and unique gameplay to the table

  • If you rather work on a 10% gen (ruine or not) rather than getting healed, ESPECIALLY when you see the "We'll make it" perk is active, then you are doing it wrong, VERY wrong. Doubly so if you can see that basically the whole team is already wounded and facing a killer that is as close to be a M1 killer as it gets.

    Also it seems that most survivor have forgotten the very basic trick that consist of 99% a gen then let the other working with you on it heal you to THEN finish the gen, this sending the loud notification of your current position to the killer AFTER you are done taking some time to heal rather than before.

    The worst part? A LOT of thos people also rather self care (probably to get some BP) rather than let other do the job for them, which is just... mindblowingly bad and show one again how extremely bad the majority of the survivor player base is.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948712#Comment_1948712

    I’ve don’t need to play spirit to understand they are broken

    "I dont need to know what I'm talking about, I just like to talk out of my ass"

    Survivor POV 101.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948486#Comment_1948486

    They want a minimum of counterplay in the chase instead of basically having to guess at best. That is not too much to ask for. As with Deathslinger, her strength isn't really the issue, although unlike him she is strong enough to stand a nerf. The real issue is the lack of feedback she gives to survivors.

    Hillbilly is also far from dead and buried - no need to be dramatic. He's still comfortably above average and his base kit is very similar to what it was before. Overheating is usually only a concern if you're running engravings.

    You realize that this game is 98% about guessing the opponent move right?

    And just as the DeathSlinger, she get a LOT of counter play, you just need to know how to mindgame her, which is pretty easy.

    Hell, she is even hard countered by one of the most commonly used and reliably good perk in the game, ie Iron Will.

  • @ba_tetsuo said:

    "It rewards the user for bad game play"

    DS

    Unbreakable

    DH

    BT

    etc

    I'm sick of hearing that. "Those are are anti-tunneling perks!" NOED is an anti gen rushing perk. Do bones

    Well put, Noed is basically the only "second chance" perk the killer have.

  • Get off your highhorses jimmy you are about to faceplant.

    First of all, I dont know what game you are playing, but NOBODY camps the last slug to catch the last survivor, it's just a VERY bad strategy since at this point everyone knows what the survivor options are : Getting the hatch or Getting the exit (or getting the last gen if it's a 4/5 case). Camping a slug is the best way to make sure that your last survivor will be ready to get out the second that slug dies.

    EVERY killer that isn't a total noob at this point will just start to patrol the map to get a drop on that survivor, since EVEN if the slug get back on its feet, YOU HAVE ALREADY WON, unless you are 4/5 with gens at 75%+, thos two last survivors have not a SINGLE chance to win the game.

    Your whole lil super spy kid list of actions you take to get that hypothetical (and nonexistant) killer off the slugg dont even sound like ANYTHING anyone would (and could) do in a game, but I guess you have that super special perk that let you run across the map faster than a killer without leaving any marks anywhere, right? Because that's the only way pull off that insane plan.

    Do you do the same thing when you need to unhook someone? Do you run at the other side of the map to make noise then teleport back to the hook when the killer in on his way toward the spot you were making noise?


    Edit; Also, just so we are clear, your "suggestion" is a very, VERY shortsighted fix to a problem that only exist in your mind. And said fix will have a side effect you have obviously not given enough thought : It will make the solo experience miserable and increase the divide between solos and SWF. By knowing where the other survivors are, you can meet them halfway which is very important, and NEVER a problem outside of your very hypothetical, niche and again NON EXISTANT case where in the 2/4 you get rated out... SOMEHOW, by a slug that you could outrun while crouched.


  • The perk is NOT Overpowered by any means, it's core issue is it rewards the user for bad gameplay. Hex perks should be high RISK high reward perks, but theres next to no risk bringing this perk.

    I mean... what would you call having to play with a dead perk for the whole game, for it only to matter at the very end of the game?

    Sounds like a standard case of High Risk High reward to me.

    There's also a point that every love to ignore when it comes to that particular perk : It's the only one right now (since blood warden still doesn't activate when the gate are powered rather than open) that actually give you any advantage during that last part of the game.

    All the gen related perks? Worthless.

    All the information perks that are often related to gens? Worthless.

    Delaying perks? Pointless.

    You dont have ANYTHING else to let you deal with a simple case of "I have a hooked target, the door are powered and I want to make sure I can secure that hook". Unless you are someone with a very particular ability, there's literally NOTHING you can do to prevent 2 or 3 other survivors to unhook someone right infront of you during the end game because in the overwhelming majority of the cases by the time you land 2 hits on someone, you'll have more than likely run across the entire map and reached the gate.

    Hell, if you have borrowed time and deadhard or just DS for the hooked (which the overwhelming majority of high rank player have) you can almost always pull off a solo that is almost impossible to counter for the killer unless the 2 doors are literally at the exact opposite of the map.

    I'll be totally fine with a removal of noed if the end game was a bit more fair, and doing so is extremely simple : Just make the door lever regress at a 100% speed (ie the same speed than it takes to activate them) when not worked on, that way the survivor wanting to rescute a late hook will have to do it knowing they'll have to open a gate in its entirety after that, or will have to have someone stay at the gate to keep it at 99%.

  • @Forrestgump said:

    thats why i only use dead hard for distance.

    This. I know it's all the rage to whine about "hitbox" (which is actually latency, but hey, details) right now, but even before that patch, I kept having A LOT of DeadHard not fire despite me hitting the key at least 0.5 sec before I get hit. It was so bad I looked like the thing was supposed to be a on release action rather than a quick cast.

  • @Terro said:

    It's not a free escape. It's an escape.

    Words.

    The have "improved" Dead Hard design with that patch (and strangely enough, none of the changes it got was in any patchnotes... because reasons).

    You can now turn while DeadHarding wich is nice, but you also can't go trough killers, which is also very nice and force people to use it as its supposed to use it rather than to confuse killers by glitchign trough them and make the whole thing jankier than it already is.

  • @Nosferatu3145 said:

    It's just me or the gens are flying like hell in every single match? Survivors don't heal anymore and just hold M1 on gens separatadely to get the BPS from the envelopes. They don't care if they're gonna die for that, they just need to push the gens ASAP.

    And I can't even play survivor cause I get hit from 6 meters alway.

    It' pretty funny because you are half true.

    When I play killer, even something like Legion, you can be certain that every god damn surivor will heal all the time, but when I play survivor, even with a medic Claudette with We'll make it, Herbalism and a empathy, NOT A SINGLE survivor will let me heal them, prefering staying stuck on the gen.

    I got titled pretty hard the other day when I lost a game with that Claudette set up to a Clown, just because NOBODY wanted to let me heal them. It was insane!

  • @[Deleted User] said:

    There's a lack of killers because many of the killers are just awful to play. Along comes a killer who actually feels fun and feels fair to play and survivors want them nerfed.

    They wanted Nurse nerfed and they got it. Then spirit and she was nerfed. Then hillbilly. Then pyramid. Now they want freddy nerfed and it's confirmed they're getting it. So then it will be back to spirit who has already been nerfed. It wont stop, people will just continue to want the top tier killers nerfed and at the same time they complain about queue times. Maybe because playing Trapper or Wraith doesn't feel fun against your toxic tbagging swf with 16 second chances? just a thought

    And in the mean time, the worst killers in the game get HUTE buffs like a piss bottle that serves no purpose and a reduction of reload time, or an invisibilty from so far away it really doesnt matter anyway coupled with a slight out of stealth lunge reach. /S

  • I'll be honest, I'm surprised BVH didn't managed to struck a deal with Capcom after the massive success that was RE2R (and his not very bright lil brother R3R).

    Racoon City LPD would make for a GREAT DbD playground and Leon and Clair would make for very iconic survivors, and for the killer you could go for the very iconic Tyrant (but ngl, he doesn't offer much in the way of intersting gamedesign) or a Licker with the abiltiy to jump on walls and make midrange attack with his thong.

    I guess Capcom is playing hard to get...

  • @gendoss said:

    It's actually the best time to play nurse right now. The hitboxes are so messed up you can hit a survivor from much farther away. You don't need to be super accurate with your blinks at this moment.

    No.

    The hitboxes were NEVER messed up, it was always just a case of bad latency and desync that would have literally ZERO impact on the nurse in particular.

    Also, yeah, Nurse feels AWFUL to play, and it's the main reason why she see's so little play. It's sadly a trend with DbD killer design, where they feel the need to make the experience of playing the killer directly related to how strong it is. The strongest it is, the most unbearable it is.

    There's literally NOTHING fun about the way the exhaustion plays out, losing control of your character, and in particular your vision is one of the most aggravating design feature you could ever put in a game.

    The second most aggravating design feature would be to have controls you have to wrestle with, and that's precisely the second part of DbD killer design.

    Trying to land a hit at the end of a Oni dash is painful, trying to bounce around with the Blight is awful, trying to hit someone with your very janky throw up projectil as plague is just the opposite of fun.

    I'll be honest, I'd rather have killer with weaker abilities but actual fun gameplay and control, ones that dont shame my screen around and mess while making fight with some awkward abilities than having something like the nurse, with extremely good ability that comes with a huge load of constant kick in the nuts.

  • Just going to ask a straight forward question to the people who want Spirit "nerfed":

    Well, that's just survivor mains being survivor mains, complaining about stuff they have never played and poorly understand by saying there's no counterplay is basically what they do on a daily basis.

    Fooling a Spirit is easier than fooling a Nurse, and the ability of the spirit is definitely weaker than nurse's.

  • I need to make a copy pasta about how this was never about hitbox but latency and desync.

    Also, played a lot of survivor today, didn't got any weird hits, if anythign it was quite the opposite, I managed to land some palett stuns that were DEFINITELY bullshit.

  • @TheClownIsKing said:

    You know the drill. Last 2 survivors left, what does the killer do? Slug one over and over, while they hover over them as bait. I’ll do my best to try and get them back on their feet and away from the killer, but sometimes the killer is so damn stubborn for their 4K, it’s impossible to help that survivor without it being suicide.

    But every now and again what does that damn slug do sometimes? Crawls in your direction so the killer can follow them. It’s infuriating. Please get rid of the aura reading in dying state. It’s abused just often enough to be a big problem.

    If you just camp the downed in a last 2 survivor case you are playing killer wrong, there's very little chance for the other survivor to show up unless you rune something that give you stealth.

    It feels like your suggestion to remove aura reading just steam from a bad experience where you were hidding in a corner waiting for your teamate to die, and got salty over the fact that said teamate put you on the spot. If anything the game should give MORE team related info to survivors to help reduce the gap between solos and SWF.

    I find also pretty funny to see you blame the killer for being "stuborn about their 4K" when you are on the other side being extremely "stuborn about your very slim chance to find a hatch or get a solo door".

    So yeah... maybe, I dunno, stop hiding when you are in the last duo, and try to "play the game" by getting your teamate up, it will give you both more points in the end than just hiding in a spot and wasting everyones time.

  • How is the killer need to have as many survivor wounded as possible to then sprint across the map to annihilate someone that happen to be on his way any good at tunneling?

    Wat?!

    He is one of thos killer that will use his power after a hook to just go on the other side of the map, you can't be any less tunelly than that.

  • @Crowman said:

    People complaining about Deathslinger's quick scoping ability are picking the wrong thing to get upset about.

    Not only does it require skill to pull off, but it doesn't apply immediate damage and his chain can be broken. And while on the survivor side it may seem like it's impossible to break his chain, Deathslinger's are already factor obstacles before they shoot. The other thing was if it was easy to break his chain after every shot then he would be garbage and no one would play him.

    Indeed. The quickscope is one of thos things that look easy when you are on the receiving end, but is actually pretty hard to pull off when you are the one doing the shooting.

  • @crispo said:

    i think that he needs a slower ads time similar to the huntress.

    Pls no.

    The MAIN problem DbD has design wise is the way they keep making the quality of life of the killer the worst possible, making the control feel extremely janky and clunky is an attempt to "balance" them.

    Deathslinger is fine and don't need to be kneecapted for no reason.

    People always forget for some reason a crutial difference between him and huntress, one that make him way worst than just "insta quickscope huntress" : you don do any damage by just landing a shot, you need to reel the survivor in (wich can go badly in lot of ways, and then land a M1, it's way slower and dont have all all the pressure the huntress have over pallets (and even his window pressure is iffy at best if the shot isn't from a 90degree cone infront of the window.

  • Nah, there's not THAT many god pallet on that map, there's 2 (or maybe even 3) VERY obnoxious case of very long loop (one near the Saw1 room that was showcased in the clip, the other on a corner around a stair) with not one but TWO god palettes on them, but other than that, it's not that bad, especially on the first floor (the ground level is where all the pallets are).

    Also, will that clip is very bad as face value, it also means that the basement is now almost empty of pallets and will be easier hunting ground from now on.

    The real problem for me on that map are thos new breakable doors, they are just... well the worst frankly.

    As a killer they will increase the hook distance by a stupid amount and make patrolling the gens on the ground level the worst pathfinding game ever, and as survivor, you often end up in a dead end because turns out, following the flow of the map just lead you on a breakable door.


    Tbh, I haven't found a single good game design reason for thos breakable walls. At best they act as pre-droped palette near a window that you'll have to break when you come near to them if you dont want to have your futur chase totally butchered (like in the Silent Hill map), at worst they will completely destroy the overall flow of the map and make them totally unintuitive to navigate like in The Game, and in some cases they are just a trap for newby killers and should never be touched (like in the Coal Tower or in the preschool of Badham).

    So I'm asking you this question: What was the idea behind thos wall-pallets?!

    in Closed Comment by _HN_
  • Nurse and for a simple reason : She is the most glaring case of BVH design style when it comes to kiler, the stronger their skill is, the most obnoxious it is to use.

    There's a reason why she is the least used killer in the game, she is EXTREMELY anoying to play as. There's NOTHING worst than having to deal with that constant blinding and head bobing every time you finish some TPs, and having the bling guess how far your tp will go, hopping you will end up on the right side of a wall is just the worst.

    On the suvivor side it's not much better since when mastered, the nurse will be painfully punishing and without much counter play (there's still some, way less than for spirit, but still some).

    I can't see where is the fun when playing a game when the biggest "difficulty" comes from an UI constantly slapping you on the nuts and spiting in your eyes while you are trying to use it.

  • @Mineguy said:

    That's a real question for the swf groups who wear the same names or clothes. What are you trying to archive except many lobby dodges?

    Welp, they are trying to archive what most SWF try to archive, cheese the game as much as possible and then pretend "they are just trying to have fun".

    But it's okay really, if they want to be the kind of obnoxious clone team, we as killer can also just dodge them and make their queues longer and longer.

    Sadly I dont even think thos people realize that's what is happening and will just come and whine on the forum about how long the queues are.

  • @Nosferatu3145 said:

    To this day I still think that charms were the worst thing to be put on the game. Now they give us those boring junk that no one looks at as "rewards"

    Sadly, for stuff like battlepass to work, it has to be filled to be the brim with literal junk used as padding, otherwise it would just be empty.

    THAT SAID, I think DE could reduce the numbers of charms and add instead blood points and shards...

  • Cool story op.

    On the other hand, I, and most people with a pair of eyes, can see that thos animations are pretty bad. They are so stiff that the survivor don't even look like he's running anymore, but instead walking really fast.

    For an animation to work it need to have... weight, and movement. Both things the new animations dont have.

  • @Crypticghoul said:

    This is something I really dislike about DBD's current design. Major fundamental issues in the games' design or balance are relegated to various perks (tunneling/camping prevention, gen slowdown).

    I do wish there was a base kit mechanic in the game to dissuade or prevent killers from tunneling rather than just the fear of someone having BT/DS and that gen speed was balanced more appropriately so that a bunch of slowdown perks don't feel necessary against survivors that are slamming gens hard.

    Can't disagree with that.

    It feels really like some perks should be just part of the base game now in a way or another.

    Gens should regress baseline (same with endgame doors) and kick should actually be worst wasting the time on them (make them a 10% flat reduction), on the other side, BT or undying could totally be baseline too (but not DS, ######### DS).

    The problem si that, on both side, you have at least 2 or 3 "must have" perks that have clearly been shaping the balancing of the game for a while now, and that's just bad. What's the point of having 400 perks in the game if you only have 1 slots to put them on because the rest are hard locked by other stuff?

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944358#Comment_1944358

    Amazing. Everything you just said was wrong. The killer has a LARGE advantage in hitting the survivors, because the survivors do not react properly, seeing as they're acting upon an inaccurate position of the killer. The fact that on the killer screen the survivor is within range when they're hit doesn't mean in the slightest that the hit is just as 'hard', or that it required the same amount of skillful input as if it happened at low latency. It's the very same reason why VPN'ing as killer to increase latency gives a huge advantage in this game.

    Please, do not make a fool of yourself any further. You showed a complete lack of understanding about latency in online games and you have no place reprimanding others on this subject.

    KEKW!

    Did you just... did you just try to insinuate that the survivor has any real mean to "react" to a killer being in range of a hit outside of a palette or deadhard?

    There's a MAJOR difference between "a large hit box" and "some desync", and said desync will only matter, again, if you are standing next to a palette looking at the killer walking to you to slap it on his face, or if you are mindgaming on a very, VERY short loop (short enough for that rather small latency to matter), the rest of the time it dont chance jack sht since, yaknow, you dont have any way to "react" to a hit coming (and dont even try to pretend that 180 are a decent and relyable way to do it).

  • @PerfectlyPink said:

    No, this has actually been the most miserable experience I've had in any video game in a really really long time. My internet isn't that great, it'd hurt me quite a bit before the patch.

    Chase someone, down then, oh wait NVM packet loss. The game THIS patch however has been absolutely awful, I literally cannot hit people since I'm rubber banding to places I was ten seconds ago, im getting stuck in the walls and the ground, I get stuck in the grabbing animation for a good 30 seconds, I smack someone... or not... I can't vault, kick gens, and plenty other lag related shinanigans.

    I have literally never gotten mad at a game before to this extent. Like I've gotten annoyed, but I legit want to break something, last match in particular.

    I started to get more and more of tho rubber banding and stuck to wall things too...

  • @KolbyKolbyKolby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944386#Comment_1944386

    Spirit, Deathslinger, Pyramid Head, and Nurse in the right hands have no counter. If you think anything otherwise then we don't have anything further to discuss as you clearly don't know how the game at its core works.

    I love how very peremptory you seem to constantly be, it's especially funny since... yaknow, you are constantly wrong.

    No, the game isn't killer sided, let alone "incredibly killer sided", no Spirit, Deathslinger, PyramidHead or even Nurse DO have counterplay.

    The simple fact that you are so wrong on thos points make me think that you are either a pretty bad killer yourself, or yet another survivor main that tries to pretend he is a killer to ######### on that side of the game.


    Also, here's a reality check that I feel you need : Surivors arent supposed to be able to "outplay" all the killer all the time, otherwise no game could ever be anything other than an easy 4 escape with the killer running after a single survivor all game long.

    The point of the game is to have the killer wast time runing after people while the rest of the team work on gens, it's a thug of war, if the killer couldn't systmatically catch anyone they chase, it would be even more unplayable than it already is, because let's face it, a good survivor that know the tiles, how to loop and where to go can EASILY make a killer run for long enough for 4 gens to be done, if not more. We are to a point where the killer often is forced to drop chases because the time it will take to complete them has became too long for it to be worth the gen trade. Hell, if anything the game only "works" because so many survivors are frankly aweful at the game and make mistakes that the killer can then exploit. But without thos mistakes, the killer is almost powerless to stop the survivors, that's also why SWF are such a problem, they get a global strategy and infos that help them make less mistake, thus reducing drastically the options of the killer.

    This alone should be proof that no, the game isn't "heavily survivor sided"

  • "forever"

    Let's not exaggerate all of sudden. It just went from instant tag to less than a minute tag.

    That said, the fact that the change happened, without any new killer released, is pretty... telling.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944327#Comment_1944327

    Well I think I made that point clear but I'll say it again. We are complaining about an animation that is the same animation belonging to one of the most celebrated videogame franchises of all time, in which players have zero complaints about the injured animation. People are being blinded by nostalgia and hating on the new animations just because they don't like change. "It's looks like they have to go to the bathroom!" What a bunch of 4-year olds!

    I dont think you've read my post, so I'll have to repeat myself :

    1) What you shown is a static screenshot. There's not "animation" here, just a pose.

    2) Resident Evil is a very, VEEEEEEEEERY uneven series that has way more bad games than good.

    Also.... how the hell people could be "blinded by nostalgia"... like... what? You mean people are blinded by nostlgia and dont see how bad RE animations were?

    But you know what's pretty funny? The way you didn't show... yaknow, the most recent R2&3 Remake wounded animation....

    It's as if, thos actually great animations wouldn't fit in your pretty stupid narrative that "RE GOOD, RE SCREENSHOT LOOKS A BIT LIKE NEW DBD ANIMATION, SO NEW DBD ANIMATION GOOD" (see how stupid that sounds?)

  • Nobody plays them because it' all about slugging and snowballing, which is far from being something most people enjoy (me included), but they are still strong enough to be playable at all level of play.

    Could they be greatly improved? Sure, totally. Starting by making Victor aura always visible, and continuing by removing the very, VERY needless warnings when you are switching characters, thus allowing the killer to do some sneaky mindgames and not having to broadcast from the start of the game what killer they are.

    But even without that, they are effective enough to be usable to great success, it's just that as often BVH love to make the quality of life of killer as miserable as possible, as a way to "balance" them.

    And I dont know about you, but having to play with a 10foot pole in my rectum doesnt make for an enjoyable experience, even when driving a Ferrari, that's why the Nurse has the lowest pick rate of all killers, it's just EXTREMELY unenjoyable to use her since you get constantly slapped in the face by some black out and have to guess how the control will respond to your comment (same for billie and blight btw).

  • Spoiler : You cant.

    Just like pretty much EVERY SINGLE THINGS the survivor mains like to tell you, it's a lie.

    You CANNOT "bait" deadhard when it's used well, ie, when it's not just used to gain half a meter when the killer is right up your ass in an open field.

    Using it well is done when it will give you the extra security to reach a window or palette in a loop or chase, and that's it. And when its used there, it almost reset what should have been a finished chase and can drag it for another extra minute or more. THIS is why Deadhard is strong, just like all good tools, it depends on how you use it.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944199#Comment_1944199

    They are weak..period, their camping strat doesn't even work if you run any healing boosters because victor dies after he hits the guy, then sharolette takes 6 years to get there to attempt to catch the survibor..in fact using pallets against victor turns out to be double efficient lol, because you can use it to screw vik..then use it AGAIN when charolette tries to get you

    Nah, they aren't..period.

    They are in fact EXTREMELY strong, but their main problem is that they are very snowbally. Either they manage to create a chain of slug and win very easily, or they don't and will lose. If you don't know how to use it properly, don't just assume its the case for everyone else too.

    Also, after testing here again, the reveal of Victor aura is just for a very short period after you switch back to Charlotte, I dont understand for the love of me why the devs are so reluctant to do what SHOULD be done, and let his aura be visible at all time. Having victor on your back should be a massive target that needs to be removed, not something you can keep on for a while, to the point that the killer is forced to recall Victor.

    The simple fact that the dev were forced to add a recall button for Victor if he stays for too long on a survivor should have been a slap in the face and a wake up call. Just make his aura always visible ffs!

  • @chadbeastofprey said:

    killers literally force survivors to run meta with the way 85% of them play. it sucks.

    KEKW, cry me a river, the killer are the bad guys (well...) forcing the poor surivors to stacks all the second chances possible!

    On the other hand, it's perfectly normal that killers are unplayable without a super strong build and addons.

  • @KolbyKolbyKolby said:

    Decide I want to be a healer, all healing perks. Tunneled out of the game with 5 gens left in under two minutes thanks to nothing but deadzones and no obsession, and an unpleasant farm with no BT.

    Decide to try to do a wacky killer build that switches the obsession around frequently with rancor, but because I don't have any kind of slowdown in effect and I'm not using a strong killer, my chance to use the perks is an extremely short one as gen pressure can be too difficult without the right killer kit.

    Decide I want to loot? See above, tunneled out before I can find a chest.

    Decide to play a killer with a bunch of aura reading perks but no strong kit? Well, it was a nice attempt.

    It is incredibly frustrating to be pushed towards meta builds regardless of killing or surviving simply so you can have a game that lasts longer than 5 minutes, and I wish there were an easy fix for it.

    The best proof that the game is heavy survivor sided is to try to play without perk, or with a off meta build.

    You'll quickly realize that half the killers are almost unusable without a strong set of perks to act as a crutch.

    And let's not even talk about the addons, since BHV decided that they were the second crutch that killers NEED to use in order to be viable.

1 … 3 4 5 6 7