anarchy753
anarchy753
About
- Username
- anarchy753
- Joined
- Visits
- 4,021
- Last Active
Comments
-
I'd like a You're Next chapter, it'd be similar, Erin is a hell of a survivalist, and the animal mask guys use some hunting equipment.
-
Holy data collection, Batman.
-
What if more complex skill checks (quick succession, maybe going counter-clockwise) were added, but only had a chance to appear after X amount of successful skill checks in a row.
That way new players won't see them until they get competent with basic skill checks, but they'll be much more common for vets.
-
I prefer when it's hard to rank up. I just get to play normally and not have to be in the red ranks with the most disgusting of players. It's much more fun.
-
@BBQnDemogorgon said:
Yes called Rifts/Archives.
Archives free track/challenges Rifts are paid.
A lot of people asked for it but a lot are also like you and against it. Battle passes are everywhere because people buy/want them fortnight popularized them.
It is definite and is likely coming in October/November. It said the date is tentative on the roadmap though so it could be delayed.
Rewards in the Rifts are cosmetic only so it won't actually hurt anything.
It was actually a Dota 2 thing first, and has been making millions for them since its inception.
-
@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/714163#Comment_714163
funny, because survivor is damn near a participation ribbon.
I'd prefer the survivor one be AT LEAST one pip. Too many of them are easily done by just letting your team carry you. Or based on the character each could demand a certain bloodpoint category must reach 8k. (Dwight - Objective, Claudette - Altruism, Meg - Boldness, etc)
-
There's nearly a phobia for everything, we pretty much don't cater to any of them. We have blood, dead bodies littering the maps, we have an undead ghost lady. We have a Clown, and a Doctor. All of these can be phobias.
It is a HORROR game, people don't come here to be "comfortable" and there's no reason vomit of all things should be avoided.
Since Plague has come out, there have been NO threads from people who can't play because of this, only people saying things should change IN CASE those people exist in the community.
How bout nah?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/716335#Comment_716335
It’s not laughable. In the same way seconds aren’t laughable in the fast paced nature of this game.
Yeah ok buddy.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/716307#Comment_716307
Small numbers matter in this game. They matter A LOT.
3% per stack is laughable.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/715321#Comment_715321
It doesn’t turn The Obsession into a god. You can hook them once, continue to injure them and slug them, maybe even risk hooking them twice. You just gotta ensure you try to kill them last.
Or hook someone twice, and tunnel them as soon as they're off hook 2 to get DSed. They are now the obsession, you can now gain more stacks from the original obsession, and you have them one hook from death.
-
It's pretty #########, doesn't affect 1/4, BUFFS 1/4, and takes forever to stack up small amounts. Not to mention the more you stack it, the less % of the team it affects.
It's only decent on Plague because the healing buff isn't useful when all your heals are done by fountains.
-
A lot of what was mentioned: Clown, Legion, Plague, Doctor.
Clown simply isn't all that fun. You throw a slowing aoe, other than that you're a 115 M1 killer, and really, just tossing bottles isn't all that interesting. It also slows him to throw them, so as a power it's rally just underwhelming. You don't get looped at loop 1, you go to loop 2 because you gassed loop 1. Thrilling.
Legion. Their nerfs simply went way too far. They're not fun to play because their power is just counter-intuitive. It has chase elements but can't be used in a chase as it's non-lethal. It aims to stall but the time it takes to move between targets wastes any time it buys, and the movements speed is appalling. The devs keep loving to say how many meters they can run, but when survivors are running too, the distance they can close is pathetic. They have very little kill potential compared to other killers.
Plague's corrupt purge is problematic, the fact that almost all survivors don't cleanse against her means that regardless of her kill potential, most of the game has her playing as a basic M1 killer. Your vomit does nothing because they're broken so you may as well not even have an M2 button. She also gets abysmal deviousness bloodpoints and ######### emblem scores.
Doctor has tracking, but he suffers in an actual chase. If you want to use your shock to stun, you're a slow killer and risk it doing nothing. If you don't, you're still just an M1 killer. His power is all tracking, but he still has to chase like any other killer and has the same issues as any other killer but with less practical power applications within a chase.
-
It's depressing that a discussion of a perk that gets used in like 90% of matches has just devolved into people ego stroking like it discounts the point at all.
-
No, in fact devs have recommended it in regards to other situations like this, such as Pig's ambush.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/714908#Comment_714908
Would you also choose to add more stuff like that, though? I feel like the opinions on those things are already pretty split as is.
Not specifically as strong as those, but there's a serious issue when most of the playerbase agrees that almost every add on she has is utter garbage
-
I like that they're actually a legitimate challenge, and they represent an achievement, not just a participation ribbon that everyone has.
That said, the fact that the difficulty increases with rank artificially, and not just based on the players you're against is ridiculous.
-
You didn't do the gens despite the time dynamic being in your favour.
You didn't find the hatch before the killer.
You are given a THIRD chance to survive by the gates being powered.
Now you want ANOTHER chance handed to you for doing ######### all.
-
@joan said:
https://forum.deadbydaylight.com/en/discussion/comment/708447#Comment_708447
Now if a see a lvl 1 and 2 lvl 10 I know the killer could be lvl 4 as me. Now if a see this lvl 1 and 2 lvl 10 I know the killer will be lvl 1
It still has the same RANGE, a rank 1 party can still be matched anywhere in the red ranks, and further based on queue time, their party is just matched the same way as a solo player who is rank 1 would be, which is certainly not against rank 1s every match.
-
@Fynexx said:
I get what you want to say.
But you forget, I play with friends because they are my friends and we want to have FUN together. Not to destroy low ranks.
I play with friends for fun too, but what your goal going into it is, and what impact you actually have on the match are two very different things.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/708422#Comment_708422
"as new player, I would uninstall if i get no chance to survive a single match longer than 2 minutes"
Not everyone is unwilling to improve at the game.
You also have more than a fair chance to survive playing solo against your own rank players, it only becomes hard when you agree to party up with long time veterans and accept you will potentially be in veteran matches.
-
@joan said:
https://forum.deadbydaylight.com/en/discussion/comment/708433#Comment_708433
I'm lvl 4. With this change when I'll see a survivor in lvl higher than 7 I'll lobby dodge. It'll be very difficult for swf to play games.
Who cares? That's no different to what you could do since the ST chapter dropped which showed survivor ranks to each other in the lobby.
This only affects SWF, who are now accepting that if they bring a brand new player it's their party that faces a harder time, not the innocent killer they're matched against.
-
@Fynexx said:
https://forum.deadbydaylight.com/en/discussion/comment/708433#Comment_708433
As killer you can't create a new rank 20 account to bully survivors?
Both sides can, but that's not a long term thing as it costs money every time, but picking and choosing your ranks to force high ranking players into low ranking killer lobbies is abusing the system of how lobbies are made.
Aside from deranking which any player can do and cannot be fixed by matchmaking, a killer cannot manipulate their party in a way that matches them against brand new players in the same way survivors can.
-
This is much better.
First, only survivors can CHOOSE to manipulate the system. This change effectively eliminates that manipulation as much as possible.
Entering a game and partying with experienced players SHOULD come with the expectation that you are matched against experienced players, which the new system does. New killers should not be curbstomped by experienced players just because there is at least one new player in the match.
You're also much less likely to lose players who are joining for their friends due to rank disparity than you are solo players who are being regularly ######### by an awful system.
-
@Peanits said:
Shack is one of the more mindgameable tiles. There's loads of LOS blockers and you can double vault to catch them out of position. Even if they manage to get back to the window in time, they'll either be forced to take a hit or use the pallet.
While I agree it's mindgameable, it would be vastly better as a tile if you couldn't clearly see through every single wall from both sides.
-
I've used Pop Goes the Weasel since it released, but the time extension recently has made it insanely strong and fun, especially resetting a 99ed gen to 0 over a match.
I've been playing a lot of Plague recently and had a weirdly high success rate with Brutal Strength and Fire Up. It's amazing what happens when survivors are one-hit downs and you deal with most of the pallets on the map quickly.
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/706238#Comment_706238
@Kabu Actually lots of high rnaks tend to tunnel the first kill and then drastically change their behaviour to a "nice killer", still getting the 4k cause of the 1° death they got early on
It's a very understandable strategy. With 4 survivors alive the dynamic is always against you. One hooked, one saving, one chased still leaves gens being done by the last.
As soon as you eliminate one person, a hooked survivor and a chase occupies the whole team which progresses you, not them.
It seems like being mean, and then "playing nice" but if you can kill someone fast enough, it's the most efficient way to be able to play for higher points and rank.
-
In my opinion they're scared of ultra rares (or even strong add ons) these days. BNP had to be nerfed, Moonlight offerings got deleted. There's always calls for Iridescent heads, Prayer Beads, Redhead's Pinky Finger etc to be nerfed, and each side basically unanimously wants the others' Instas, keys and moris nerfed into the ground.
Basically since Legion, we haven't seen them willing to be daring at all with add ons in general. There are FAR more basic stat increases in the new killers compared to older ones, and far less that change how their power works for the match, and anything considered strong has immense drawbacks.
Personally I understand the position, as it's a lot of work already to get a killer into a decent position balance-wise without considering a bunch of radically different add ons, but sadly it makes them very boring over long periods of time. Like Plague, unless you run the Iridescent Seal she'll always play in the exact same way with minor differences.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/703276#Comment_703276
I wouldn't call this a serious issue. People losing all of their progress or an exploit that's being abused to ruin loads of games is a serious issue. This would fall under minor quality of life changes more than anything.
It may not be "serious" but it's also not a major, balance-impacting change. Surely it's a reasonable fix for the time investment. It would also solve the issues of the RNG brought in by the new bloodweb system.
-
I really don't see an issue here. Yeah you come up against ######### sometimes. Hell, who didn't have a camping Wraith in their first 5 games simply due to inexperienced killers?
The difference is we didn't quit. You can't ban every single different play style that someone might not enjoy just in case, and you can't fix the matchmaking in a way where a pair of brand new player and veteran fit together, either the new player or a new killer is going to be suffering.
If they quit after 3 games, they aren't going to last anyway if they get a camper or tunneler once a night, or someone who uses add ons that haven't been preapproved by survivors.
-
Hell no. Playing Legion is an absolute punishment.
Only buy them if you enjoy watching survivors teabag you in the exit gates.
-
What you're saying is your friend won't play a game that they're not immediately good at.
Ok.
-
I 100% did not buy the silver Ghostface mask because it looks like absolute garbage in the menu lighting, and can't be 'tested' anywhere else.
-
@Steve0333 said:
https://forum.deadbydaylight.com/en/discussion/comment/705539#Comment_705539
I know that. I mentioned this because some people weren't sure if it was possible.
Perhaps it will help if I link to the post I am mentioning: https://forum.deadbydaylight.com/en/discussion/87113/surviving-and-4ks-should-at-least-give-black-pips
Or you could just play slugger Nurse.
-
I'm very happy with it. There's VERY little reason to put the time into waking up against Freddy, almost none in the end game. This at least adds a powerful motivator to try to not be asleep which is great for the time dynamic of the game.
-
Tombstone is basically designed to depip you.
It isn't fun or engaging to be killed on the first hit of the game, nor to have the whole team killed in 4 hits which is why it isn't intended to be a highly rewarding playstyle.
Hits, successful chases, hooks and hook stages are all highly valued in the emblem system, and if you play committed to the tombstone, you barely do any of that, and you probably end up with bronze gatekeeper, gold devout, and nothing else.
There is no issue here.
-
If 2k is ideal, camping is a viable and efficient tactic.
-
@slingshotsurvivor said:
https://forum.deadbydaylight.com/en/discussion/comment/703287#Comment_703287
@anarchy753 that's not true. As a survivor you can be mori'd and get 300-1kpts especially when a survivor spawns right next to you.
I always feel bad when that happens though... Sometimes it's bad luck especially when I get 4 of the same survivors in a match or twins etc. And to be fair it's not always survivors being toxic that have the same outfits, some are just popular or a new DLC has dropped.
My suggestion was about one that only works in the end game, so spawning near the killer wouldn't be a factor.
-
@Mushwin said:
He needs his traps more visible to HIMSELF, i can agree with the pace, it takes time to find traps, set them in a good place, i know ruin can help with this, just for well giving time for him to place and find traps.
I just had a game of him for a daily, and all the auras started looking like they were set. It made it a pain in the ass to work out which ones were actually set and which had just never been picked up.
As far as ruin goes, most people already treat it as though it's mandatory on M1 killers that DON'T come with a massive setup time, it's just blatantly a huge weakness compared to nearly everything else.
-
@Coriander said:
Third Seal is useful vs solos who can't find the totem. Also, perks can change. You might as well get it and wait for it to become something better.
Choice shouldn't be taken away from the players. Especially not for a reason like that, which is basically "waste games worth of points unlocking worthless perks over and over, on the off chance it's reworked." Even then you're still risking that, like Dying Light, it could be reworked into something you still find worthless.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/703318#Comment_703318
I honestly don't see the problem because the Bloodweb works in a way where you aren't forced to pick anything. However, if you have multiple things you don't want, then that might be a bad sign that it's the perk's fault - not the Bloodweb's fault. :)
That's simply untrue. If there are teachables on the bloodweb that you do not want, you have Mindbreaker + 2 other perks on your level 40 bloodweb.
If you take one perk, the other may be consumed by the Entity. No matter how well you play around the blood web, it CAN force you to take the remaining teachable by taking other nodes on the web. This has a long term impact of meaning Mindbreaker can show up on every other killers' webs and making similar situations where you can be forced to waste points on it.
This issue isn't limited to one perk, it applies to any teachables, past or future, and can screw over anybody who doesn't want to unlock every teachable to secure better bloodwebs for their characters.
It is therefore not solved by "just fixing mindbreaker" when the issue already applies to things like Up the Ante, Open Handed, Furtive Chase, Dark Devotion, and will continue to apply to every bad perk to be released in the future. Considering the timeline on fixing perks, it's something that will permanently be an issue while they change perks 1 by 1.
The bloodweb behaviour should be altered to allow you to take 2 perks on the web before immediately consuming all remaining perks/teachables, so as to not corner players into taking perks that they do not want. This is an overall positive for all players, and not JUST applicable to the issue of teachables.
-
Last week I played the Spyro remasters.
At one point you collect bones from dinosaurs and it reassembles into a skeleton.
Then the skeleton flosses.
I was physically revolted and considered refunding the game then and there for the gross injustice they committed to peoples childhood memories.
-
@NMCKE said:
Why don't we just buff the perk instead of adding even more mechanics?
I think that would be the better call here :)
Because it doesn't only apply to one perk in the game. I'd prefer to see a fix to the bloodweb behaviour than cross my fingers and hope that every currently bad perk gets buffed and no garbage perks ever get released in the future.
-
Yeah it should definitely go to the killer.
Same as it is now, it should not be weighted that a survivor can just stand safely in front of the supernatural, superpowered killer and be completely safe on the hatch, because no action the killer can take will prevent them getting out through it.
It's also already weighted to the survivor because the killer has to be either moriing or hooking the last survivor right before the hatch opens, where the survivor has all that time to position themselves for the hatch. Even considering the opening delay, if the killer reaches you standing on the hatch, there's not time for 2 hits and a pickup before it opens and you can escape, which is simply unfair.
Killers also don't automatically have this "advantage" in finding the hatch, especially when it's still shut. While they move faster, a killer is almost always engaged with a survivor and will only find the hatch if they happen to run over it in a chase, whereas a survivor who knows the gens aren't getting finished when it's down to 2 people has all the time they want to look around the map in hidden corners for it.
As for what @SkeletalElite said, he seems to have missed the point, as this isn't about "the survivor finding it first," its about the fact that the killer could find it first, be spamming the "close" hotkey as it opens, and the survivor can still approach and escape right in front of them depending on their internet connection. It has nothing to do with finding the hatch first.
-
It'd be nice if there were a mori that would allow you to kill only in the end game, like rancor but not tied to the obsession.
On the killer side it lets you get a cinematic kill and some bonus points, potentially on someone who ISN'T dead on hook without playing camping games in the end game.
On the survivor side, it can't remove you from the game before you've had a huge opportunity to make points and play the game already.
-
@Kerbert said:
Personally I dont want Pennywise, for the soul reason of his name. Clown is already taken, and I'm afraid the license holders will request his name not have a "The" in front of it and his name be either It or Pennywise. But even if a "the" was in front of it, The Pennywise and The It are still stupid names.
True, but they had no qualms about doing it to "The Ghost Face"
-
@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/703082#Comment_703082
It takes around 10 seconds to pick someone up and bring them to a hook in most occasions. Then you have the hook animation, and let's not forget the potential of people appearing in front of you when you down someone/trying to flashlight save, which can waste more time. I disagree that a mori takes longer than a hook, and I have yet to see a 20 second mori.
Nurse and Hag would like a word.
-
@ThxForFacecamping said:
https://forum.deadbydaylight.com/en/discussion/comment/703114#Comment_703114
"Think more horror than slasher icon"
Uhhhhhhhh..
Bro.. You do realise that 98% of liscensed killers are from slashers, right?
Actually, we have Leatherface, Freddy, Michael, Ghostface, Pig and Demogorgon.
Considering the last two, 66% of killers are from slashers.
-
I haven't used a mori outside of a daily in months, until today when I used 2.
One for one of those survivors that you come up against who runs gross perks and items, and lets people die on their first hook to get hatch. I played on their team a few days ago and they chose to let me die when I wasn't being camped, with 4 gens left and all survivors, so wanted to minimise what they got from the match when I was their killer today.
Then I had 4 identical Nancys all holding medkits join, so I assumed mass instas and brought the ebony to even things out.
-
@YaiPa said:
There have been much morepopular petitions that never reached their goal, despite the high numbers (I remember one for bringing Bloodborne to Pc). I don't really think that devs will listen to 100 people, also because they aren't that big that their collab offer gets instantly accepted, a lot of stuff needs to go before an actual chapter...
also, it would be ######### collab, but that's an opinion i guess.
I think it's the site, once you get to 100 it would go "100 have signed, let's get to 200" and so on.
-
@free1337 said:
Frankly, regardless of how many fans their are of fnaf, I feel like their is an equal number that really would not like to see it in dbd. For one, fnaf has accrued (perhaps unfairly) an association with kids, and is seen by many as "babbys first spooky game." second they might be a little too cartoonish for dbd, but then again we may get a pink mascot clown outfit down the line so maybe the tone is already on its way out the window. A problem that fnaf shares with many other horror ip's that people like is lack of power. Now I don't know enough about fnaf past 2, but I remember they where pretty much standard creep up on you and then pop out, and I cant think of a good power for them. I will say that having to choose which animatronic to implement would also probably lead to a situation where you cant even please all the fans of fnaf, let alone those that dont like it.
It's not really an unfair reputation. It is 100% a youtuber bait game, and with the absolute lack of depth of gameplay leads to a very young audience.
It isn't "scary" or "horror" to just build a whole game around a single repeating jumpscare, it's a really cheap form of entertainment.
And without going into specifics, I think most people who aren't directly a part of that community know that it's a really off-putting, pushy community.