chieften333
chieften333
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- chieften333
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Comments
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That about sums it up
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You can't rely on grass sounds on reworked maps as spirit.
Either because of a bug, or on purpose, there are no grass sounds for the new grass.
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Best - nurse
Worst- kind of a tie between legion and pre rework clown.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1876156#Comment_1876156
From what I saw yeah, that seemed to be the case.
So as far as the rework goes nothing's really changed then?
Does it still feel terrible to play on both ends?
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@GoodBoyKaru said:
There aren't more god pallets, I think there are slightly less, but there are also a couple of safe ones too.
However I dont think there are safe pallets anymore; it's god or unsafe
So there's no in between? They either suck or are really good?
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@OldHunterLight said:
Huntress, blight, billy, nurse, freddy, spirit, pig from the top of my head.
For the most addon dependant, most likely wraith and trapper.
To be fair hillbilly isn't addon dependent because his basekit is semi- decent. That and his addons are complete crap with the exception of a handful of them.
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"Eventually," happens to be BHVR's favorite word because it can mean soon, or in a couple years.
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Trust me, when you get to the high ranks as a killer. You will know better.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1875471#Comment_1875471
You need to wait 2.5 seconds after the bottle breaks to get the speed bonus.
Oh, that.
The detonation delay on the antidote is kind needed to prevent survivors from getting constant use out of it. To make it more consistent on clowns end, i would say reduce the activation delay by half a second.
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@SilentPill said:
I mean plenty of killers are pure chase and no mobility. There’s nothing wrong with that.
I am just worried because I hear there is a detonation delay on the gas now; which I think would make him worse.
Not that I think he is terrible or anything, he is pretty beastly in a chase with good addons and perks.
Are you talking about a delay on gas spread? Otherwise I don't know how detonation delay would work on clown bottles.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/219267/what-if-clown-was-affected-by-both-bottles
He would be unplayable if tonics hindered him.
Since I don't want to start another thread to ask this question.
Do you think zanshin tactics can work as training wheels to assist aspiring clown mains in placing bottle throws?
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Not on my end
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@EvilJoshy said:
So 1 killer trolls you and that's reason to try hard every single match? I've faced a hacker Dwight and I don't play Nurse every time I que as killer.
And they still wonder, "WhY aRe My QuE tImEs So LoNg?"
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Or not, you could instead make base game protection for it. But BHVR doesn't want to move away from perks fixing the major issues, so it'll never happen
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@[Deleted User] said:
I dunno, I feel I like the clutch getting downed and then crawling out while their attack is on cooldown.
On both sides.
I get what you are going for; and I approve of the reason but the method I think is not so great. If you have a different idea for solving the same problem of survivors just refusing to leave for various reasons to taunt or whatever else; you might get more support.
Just nerfing survivors survival rate outright is not a great method though. The solution would have to be something they can only really inflict on themselves; in a way that isn't harmful to the game.
Something off the top of my head is making the EGC start when the gens are powered. As of now there is zero to no urgency in getting out of the match. The survivors can activate it at their leisure as well, which kind of ruins the feeling of urgency it attempts to create.
Not saying the purpose of the EGC is specifically to make urgency in getting out, but I feel it would benefit from it. As well as the fact that it would decrease the occurance of the butt dancing in exit gates.
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The only way new Crotus shack is unique is In the way it's slightly burnt in the outside.
Incredibly disappointed that they're not making the shacks special for every map. Since it seemed like that's what they were going for in the reworks as well. Guess I was wrong...
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1875097#Comment_1875097
Thing is,they can't touch hitboxes of anything because it could seriously mess with the entire game.
They are ok for the most part,it's just lag/ping related issues that make hitboxes look super awful sometimes.
The game would feel overall worse if they made survivor hitboxes smaller. Not to mention how out of wack muscle memory will be for killer lunges.
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No... just no
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Just had a match full of rank 8's and 13's. I'm thinking it was a SWF bringing two lower rank buddies.
Thing is... I'm a rank 1 killer, so I have no idea what was going on there.
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Now that you're telling me to do it, i don't want to.
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Not overpowered, but it's so annoying because survivors can make a mistake that normally would have them downed. But guess what? Now that mistake didn't happen!
I find that when you run solvent jug with clown, you'll see how much survivors rely on dead hard to fix their mistakes. You can tell by how they drop like flies in a chase.
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@FireHazard said:
What we REALLY need, is a reward for devotion ranks.
To quote the best ogre in existence "Like that'll ever happen."
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The game can only be enjoyable when you're good at it. Which can only be achieved if you don't do it casually. Basically the only way you'll have fun is if you devote yourself to becoming good with killers or survivors.
I can't give you the words that'll magically make you encouraged about the game. Only you can do that, all I can do is tell you how I feel about it. Then let you make your own decision.
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@variantgameplays said:
https://forum.deadbydaylight.com/en/discussion/comment/1874274#Comment_1874274
with the current unbreakable totem devour hope on that tractor wheel even a 4 man swf will be wrecked, what more of solo queued survivors? So you're telling me that every game is winnable then give me a proof that you can.
and what about that @bm33 game? where there are 2 unbreakable totems in the game? and for any chances that those will be ruin and devour? still can win it? id like you to say yes.
No, you refuse to even consider what I am stating. So I refuse to keep this conversation going.
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@variantgameplays said:
https://forum.deadbydaylight.com/en/discussion/comment/1874245#Comment_1874245
that is why i asked you to win it. even a rank 20 10hrs ingame can have a 4k no sweat
i always check ruin at the start of the game assuming taht the killer have ruin undying perks then i look for totems when that unbreakable totem is on that spot we're screwed. you can only that strategy you're sayin with a 4 man swf, but if you're solo then its a losing game for you.
Iridescent head is an obviously overpowered addon that has somehow not been changed since it released. It can carry low - tier huntress players to victory. Which is to say that winning THAT match in particular is nigh impossible, even without the unbreakable totem.
So what you're trying to tell me is, that strategies that are counters to ruin and devour, are only applicable through a 4 - man SWF?
You are telling me that the common sense counter to ruin, which is to do gens separately so only one person can be pressured is only usable by a 4 man? You are also trying to tell me the common sense method of doing specific gens to avoid a favorable gen placement for killer, is only doable by a 4 man?
Granted devour is harder to counter, making you go for dangerous unhooks to avoid the killer gaining stacks. But even then, you are telling me it is only applicable by a 4 man.
Any individual survivor worth their salt knows the counters to hex perks. Which is either by direct removal ( which in this scenario is impossible ) or by mitigation of the park's effects.
You are only telling me that you don't care to perform common sense counters to perks, and instead choose to complain about the perks being unbreakable without considering any potential outplays. I even state that unbreakable totems are outright unfair for survivors, but you refuse to listen!
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@variantgameplays said:
https://forum.deadbydaylight.com/en/discussion/comment/1874210#Comment_1874210
try to win with that unbreakable totem with an Iri head military belt. geez..
To be fair you'd probably lose that match to the iri head, rather than to the unbreakable totem.
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The answer to that is, they probably won't. If past complaints are anything to go by, they only listen to us when the entire community is actively outraged. In which case they go into damage control mode, which we all know is a facade for any company facing backlash.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1861323#Comment_1861323
To be fair, they only have to photoshop an image, not code an entire HUD.
It's more the fact that they designed a better looking hud in less time than it took for BHVR to make their godawful one.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1874069#Comment_1874069
It can be game-breaking if you brought Ruin and a high mobility killer. If you apply pressure no gens are going to get done or maybe it's Devour Hope then say goodbye to losing as long as you can do basic killer stuff.
-Over-Exxagerator
Even with ruin you can all be on separate gens. The killer can only pressure to one person at a time, even with high mobility.
That means that the killer will be actively losing gens if he doesn't end those chases in less than 10 seconds. Which likely means they would be a good killer, which also happens to mean you probably would lose that game anyway.
You also have to be smart about which gens you do, unless you really want to three gen yourself.
Devour is definitely the primary offender of the unbreakable totems. But even then, there is still the chance of your team outplaying the killer while you do gens, or you have the chance of getting the hatch. Progress is not obstructed, you can still escape.
In short, you can still make progress, meaning that ruin and devour with an unbreakable totem is not game breaking. Like I keep having to say, it is definitely unfair. But you can still win.
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*You have alerted the horde*
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1874069#Comment_1874069
If a hex totem spawns in a spot where it can't be broken, I would say that's game breaking.
Game breaking is not being able to work on the main objective of the match. If you can still progress the match and have the possibility of escaping, then the game isn't broken.
Say for instance, a bug occured where everytime a skill check occurred, the gen would explode, setting the progress back during a mandatory moment. That is game breaking because it prevents progress from being made in the match by the survivors.
With the unbreakable totems, there is always the possibility of the killer not bringing hex perks. Or the fact that the hex is not guaranteed to spawn in that spot. Even if the hex perk spawns there, you don't know what it is, it could be something like the third seal. Even if they bring devour, there is still the vague chance of escape.
So, I stand by my statement of not calling unbreakable totems game breaking. They are definitely unfair, but again, NOT game breaking.
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Calling it game breaking may be a bit much. Unfair? Yes, but it doesn't break the game.
The fact that so many totem spots like that made it through is quite embarressing for BHVR. Given that they've been attempting to fix all the bugs from the last chapter release.
Which I made a list for, and the total amount of bugs it came out to was roughly 150 if I remember correctly.
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Now would be a good time to use all 50 gateaus I have on my doctor.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/1873949#Comment_1873949
The issue I have with spirit is that:
- there is defo a skillcap
- people know how to backtrack scratch marks or use iron will
- a lot of it is mind games are not based on skill but on chance
Clown is one of my fav killers because I find his tonic lets me close the gap most of the time. Obviously the early pallet is abit rubbish. Think I will pick it back up and main it for the Undying Devour combo. Would you suggest bamboozle and brutal strength? or maybe switch bamboozle for an information perk?
I'm not a clown main, the person you want to talk to is a guy by the name of clownisking.
@TheClownIsKing , could you please give this man some perk tips for clown?
Though for the playtime I have with him, i find brutal strength does help with the fact that clown eats pallets for breakfast.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1873904#Comment_1873904
Why do you call it "farming"? It is just playing the game. Sure, it takes a while, but this is expected, considering that the Cosmetics you buy via Shards are Cosmetics where BHVR does not get any money from.
The only cosmetics available for only shards are the two community designed ones in the store. The rest are either auric cell only, or available for shards and auric cells.
The purples are available for 10 dollars, which anyone with a job can make within an hour or two. Or there are some also available for 21,000 shards. Which as I said, will take roughly 80 hours of playtime.
The community outfits are worth roughly 7000 shards, which is one third of the time for BHVR designed outfits. It's odd how the ones BHVR can't make money from are much more reasonably priced in regards to the shard grind.
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Just equip another perk, you'll eventually get used to not using it.
Trust me, the game will be better for it, as well as more intense.
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Spirit would be the best, she is a pure m1 killer with map mobility to boot.
If you're looking for a pure chase oriented killer, I might recommend clown. He is ONLY chase oriented, but he is also considered one of the worst killers in the game due to his lack of mobility. At the very least he's due for a rework which will be fully released in 3 weeks. So make of that what you will.
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Not to mention how you would have to farm about 80 hours worth of matches to get a purple outfit with shards.
The cosmetic grind is absolutely ridiculous.
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All I can say is don't have high hopes. But sometimes the devs can't even meet low standards.
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Haddonfield 2nd story windows are your best friend
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If killers could flip the bird do you think that would take pwyf tokens?
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Step 1.) Look at wall 30 feet away
Step 2.) To assert dominance sprint to the wall and headbutt it.
Step 3.) Repeat steps 1 - 2, 4 times.
Step 4.) K E T A M I N E
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1872625#Comment_1872625
Iri Head Huntress: Hooo, you're approaching me? Instead of running away you're coming straight at me?
Idle Nea: I can't tbag the ######### out of you without coming closer
I was thinking more along the lines of a single survivor standing in a hallway with the 'menacing' kanji around them.
Just looking at a straight standing survivor I feel intimidated.
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Waiting on someone to make a jojo meme of the new survivor idle animation.
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If you spam it, then yeah, probably. The devs are probably aware of the bug, but continually posting it will definitely lead to a punishment of some sort.
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People say "BuT tHe CoMmUnItY wOuLd MiSiNtErPrEt ThE dAtA!"
We wouldn't know that for sure until the data is given to us. Besides, it's not like behavior is correctly interpreting the data they have right now. So what's the harm in letting the community see it?
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Anything that looks good is usually only cells, with a few exceptions.
Basically meaning BHVR has no actual system for determining this and they just decide as they go.
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One of the major gripes I have with the new idle animation is the fact that, in the lore, survivors are terrified of killers.
Their current animations reflect this, with them being hunched down, ready to run or hide at any moment.
The new animations don't reflect the fear that survivors are supposed to be feeling. Instead the idle has them standing straight up. While this is good posture, it is not indicative of their fear.
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I love the texture updates, makes her model look so good now.
I can't wait until they update the other killers as well.
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It's surprisingly a pretty even spread. But I have been seeing a rise in clown encounters.