blue4zion
blue4zion
About
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- blue4zion
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Comments
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1882504#Comment_1882504
It honestly should be, lol, as a monument to bad totems spawns in the history of the game. But with it being better lit, and signs pointing to it saying "Hex Right Here!", and flashing lights, and maybe even a Midwich type alarm going off when you near it. That would be a nice homage to it. 😂
On a serious note, even reworking the maps isn't a guarantee that the totem spawns will be better. As this gem on one of the reworked Auto maps should be evident of that:
https://us.v-cdn.net/6030815/uploads/BZ8FOIY7TSQQ/totem-spawn.jpg
This. Also they still have totems in view of gens on reworked maps. Rip.
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I cannot understand how it rewards killers for doing bad, noed sure make that argument but what?
How? They hit you, but that means they played bad? Not to mention if it sucks that bad why are you complaining? You actually just mad about losing items?
Besides, it a nice little time waster most of the time, since survivors just love to go get there items back.
pft.
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You can tell from her animations being interrupted as well as her hair when she leaves the husk, but very few believe me or even try to see.
Now knowing this and playing with it, makes it easier to face her aswell as give a muuuch higher chance at winning fakes. I think they should just make this a feature if it's a bug, (btw its been there pretty much since the start) to at least make it more obvious to others not paying attention. This will not nerf her to the ground, but it give the survivors a bit more opportunity.
"I'm tired of having to suicide on hooks" You are part of her problem.
Wanna know what will make anything seem op? When at least 1 survivor dcs/suicides because of what they're facing. Yes maam, that will make most of her games seem terrible so thank you to the people who are too afraid to play against her.
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@BioX said:
this is personal gathered data over 2306 games now
As you can see it is decently distributed for the most part but spirit is one of the more populair killers soo you should see her enough really.
Well that's a lot of games, so that shoulda took awhile. We're talking recently, there have been few.
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Absolutely, I would love for them to come out with something to hopefully help people understand that it was never intended for kids.
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Would love a nice little buff to Bloodhound, as well as giving some use to Hemorrhage.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1877652#Comment_1877652
Miss Trunchbull!
It would be terrifying....
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Seriously play how you want, but I suggest if you are winning as killer and have applied enough pressure to pretty much hault the gens, then just toy with the survivors a bit. Hit and leave. This will grant you more bloodpoints and emblem points. Why not get the most you can out of every match as apposed to finishing it off in 3 minutes with hardly anything to show for it?
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It's just more frustrating to play killer for a lot of players. I like to play both sides equally, and survivor tends to be the better experience with the occasional awesome killer matches.
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I thought if they won't buff the numbers, maybe also have it increase Lunge distance, or hit recovery/miss recovery.
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All of this please ^
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Blight had like 2 years of hype, and Twins for sure had a teaser before it was actually announced, remember people thinking it's a Wendigo?
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I dunno honestly.
Yeah, let's make the possible new player hate the game and never play again, reducing the fanbase and increasing wait times.
I've got a friend who I can't convince to re download the game because of this, and I myself actually didn't even touch killer again for several months after my first game.
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They're honestly really nice, however unfitting.
Why are the survivors looking so cocky especially while standing up? Running sometimes looks like just a normal run, not like you're running for your life.
I feel they need to add more fear factors into these animations, would be much more fitting.
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I understand the removal of seeing Aura on hex totems, due to the existance of Hex: Thrill of the Hunt, but that's all I understood from it's changes.
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This needs to be a thing either during the pre game lobby, or while a match loads.
Also, a Totem counter in game would be another nice QoL.
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I dunno, I like both. It did feel odd to see those portraits at first, but I've grown to quickly prefer them.
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Is sad days, I also miss that old stun
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From a Character standpoint, it makes sense. From a gameplay standpoint, its bad to put something like this on one maybe two killers. (Trapper you can kinda hear the rubbery noise)
If anything make it a much quieter grunt if it must stay.
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@KingOfGhost said:
@indieeden7 @MandyTalk so let me see if I got it right at the end of the game where killer supposed the more dangerous have two options either let the survivors reset all the damage they made or throw the game by opening the gate. In the end the power role lose all the power they have survivors rewarded with a free escape ( no matter what the killer will do) all the excitement disappear.
Yes I see no problem with your "reasons "
"Throw a game to open the gate"
Dude, if they already got it to 99% you've already lost unless they get themselves killed.
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Can't freshen things up a bit? I prefer the minimal hud on the bottom left of the new one, for the killer side at least. Less in the way down there.
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I love it, maybe a few things can be moved closer but otherwise I find it very clean and think it'll make the game feel a bit fresher.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/218051/new-ui-complaints
Why is everyone complaining? Let me show you :)
If this is what they feel, I feel a lot of the complaints are just lame.
1: "Looks unimportant" I'd much rather this as a person who knows what it is that something taking up more space. Sure, maybe newer players won't notice it or think much of it, but, so? Will knowing what it is change what it does? Nope
2: Hook counts are shown for the survivor side, keep it that way for the killers who lose track of who to tunnel. They didn't really approve of using voice chat in the game original, why would they think about helping that? Agreed on the pushing it farther left.
3: They explained it as kinda a morality booster for killer side, like instead of only seeing survivor objectives get done, you get a nice counter of how you as the killer are doing, very neat but could possibly be moved a bit.
4: I don't see why it seems outta place, and the negative space means more vision for the killer. Very clean!
5: Don't understand the complaint, nothing to say.
6: :D
7: Hecka realavant, I'd like to know things like If I need to be abusing the power a bit to get more Devious. Also why the "Missing Status effects" 100% sure they're there, just that image they're not currently affected with anything? Lmao
8: Why? Why were we looking at the bottom before for gen counts? Why aren't they on the left? Right? Just an odd complaint.
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I'm pretty happy, not only is it Clown mobility, but also a new way to skillfully use the clown, place the bottles right and with perfect timing and you'll probably help yourself much more than the survivor.
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Yooo really neat. I would've never guess that so thanks for pointing it out!
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Useless teammates are on both sides.
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@GreyBigfoot said:
We might see a Tinkerer nerf, but I think the biggest problem it has is killers like freddy that can use it 100% of the time, from the info alone, not just undetectable.
Well if that's what made it strong, it shoulda been changed with the recent buff. Has given that info for awhile, doubt it'll change.
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Grabs and hitboxes.
Grabs are so broken and outdated it's not even funny. They need to streamline them with the Servers.
Hitboxes, they claimed to be the way they are since at the beginning this was a melee only game and one that ignores if you hit the head or arm, makes no difference. Huntress was added, which just made them further use the statement of "things like headshots dont matter, so the hit box shouldn't either.
Nah, we don't care about headshots, we just want the hitboxes to be closer to the actual survivors' body. A giant pill ain't cutting it anymore.
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This is unfortunate, was really hoping for something to give killers a better start, while also allowing time for survivors to only hunt for totems/chests/etc.
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Survivor Perk:
Never Again
At the Start of the Trail, the perk activates for 35/40/45 Seconds.
Starting a chase with the killer will grant a 10% Haste effect for the duration of the timer.
Never Again will deactivate when the timer runs out or when another survivor is injured.
"What?? Found me first again?!"
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Yup, same thing noticed here.
I have all the perks on both sides yet i'll almost always get the same ones until I max out to 3rd tier. Hopefully a bug.
If this was an attempt to help us get perks to a higher level quicker, then sure, but what about being forced into taking lots of crap when we used to be able to just skip it for awhile?
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I might try the same thing, just replacing Visionary with my sweet Botany.
I face a lot of these annoyances pretty often as well.
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That pig isn't playing efficiently, this is a good way to kill one maybe two, but other than that she's pretty much throwing a game.
It just sucks you had to be the one.
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I hated Billy. Getting one every other match used to make me despise this killer.
Now I miss him.
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Agree with summoning stone, really needs a buff and a number buff would be perfect.
However, I think the slam duration great as they are. Longer really can be better.
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Already does it, wasn't always there but was eventually added.
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I wanna bring light to this again, played some Oni and was probably more disappointed with the change/bug than I probably shoulda been, that Oni theme made me hyped to kill.
I really hope this is a bug, and not something they let go for 2 years.
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Definitely not, especially if you don't have iron will or something, since it'll actually just give free hits to killers who are great at tracking sounds.
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Yup, loving them for the most part and for sure my 3rd killer main.
However, I don't feel the power is healthy for the game, and really needs some adjustments. But I just love the twins design and idea, will stick with em no matter what.
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For me personally, as survivor I do my best to avoid using pallets. It's windows till I have to drop one.
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Well, if they can pull off good chases and not worry about healing I don't find that a bad thing.
Totally different story if they're the type to never heal but also always go down in 3 seconds.
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It's true you can't pull off some crazy flicks like pc Blights, but I don't notice much fps drops, at least not enough to bother me. (Ps4 Pro)
Even still, It's possible to get some hits but just using his power for mobility works alright for me. Just gotta be good with the 115% basic chases, with the additions of his gap closer and quick pallet breaks.
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I would love an SCP chapter. It would be awesome to see killers like 106 or 096 in the game.
Comes with a facility map where you can see various other SCPs. If only
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I agree with pausing on new content. Those devs should be used to help figure out these bugs.
Btw Cosmetics would still come since it's a different set of Devs.
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I would say
Object of Obsession, it's just so unhealthy for the game and gives a major unnecessary buff to swf while possibly being the death of an unaware solo.
Insidious, for your reasons. You cannot use this perk to benefit you in anyway unless it's camping.
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Would Cruel Limits staying the same but also blocking pallets really be too strong? Blight's perk added the ability to block pallets period, would love to see this added to CL.
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@Trashmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1837943#Comment_1837943
Well they do make noise, you can very clearly hear totem cleansing and breaking sounds to 12-18 meters
Well yeah, but meant the notification like a Hex.
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Stealth for sure should always be a part of the game, and even improved with the nerfing of loops.
Edit: About ppl who only avoid and never help take aggro for, say a survivor on death hook, they're just bad teammates. Dunno how to change that.
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Nerf overall, but the speeds were greatly boosted so they're better to quickly finish a gen or something. Doesn't make too much progress, but makes it real fast.
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Keys for one shouldn't open the hatch on instant use. They should take a moment to unlock, before you can jump in. They even tried this in dbd prototype, dunno why they didn't stick with it.
Also, I like the idea of keys only letting 1 survivor escape. Should go with above, key opens the hatch then 1 survivor is allowed in before closed again.