danielmaster87
danielmaster87
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- danielmaster87
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Probably Doctor. His ability to stop you from using pallets or windows coupled with his slowdown from madness makes him a really decent killer.
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I'll laugh if a killer DC's from chasing me. But I do feel bad for them, so I'm not gonna press the issue like some do.
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I would hope the blindness would stop them from seeing the totem aura. It could actually be a strong build, what you're suggesting.
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@GannTM said:
You have to charge her power up for about a third of the bar to be able to get the puke out. It sounds weird but I think it keeps Plague from just tapping M2 and mindlessly spraying one drop of vomit on the survivor.
They should have a tick mark on the meter though. How do we know when it's filled up enough or if it's gonna cancel it? This is old Leatherface all over again.
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It's probably why so many Plagues run infection rate add-ons, because they're gonna have to make up for all the time they'll waste getting screwed out of a legitimate infection.
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@humanbeing1704 said:
Sometimes that happens when load times are weird I notice it as survivor where I'm still in the intro spin while the others are moving already
This happens too often.
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I've always disagreed with this. I think the devs should really be able to keep releasing new chapters while ALSO fixing the game's problems and buffing weaker stuff.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2438158#Comment_2438158
Omg how about when you find the hatch first then survivor will open the gate and teabag there constantly lol.
congrats it’s not like you did anything to deserve that escape.
2nd chance into 2nd chance.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2444934#Comment_2444934
Chain hunt stops after picking up the box. Survivors who hold the lament configuration have the oblivious status effect and will occasionally be harassed by chains. During this time the "chain hunt meter" does not progress. If pinhead downs the survivor with the box, he immediately gets it and can initiate a chain hunt. Survivors can also NOT drop the box themselves like with other items, they need to solve it so it respawns elsewhere.
But them holding it and the meters not progressing as a result is a bug, right?
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@Guest1567432 said:
Doubt it....why work on something that won't make them money going forward?
It's not that simple. If something is OP or needs buffing, they might just do it for the sake of game balance. We've seen them do a lot of work on killers like Freddy that are licensed and make money, but also significant changes for killers that are basically ftp, like Doctor or Spirit.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2444296#Comment_2444296
Teleporting the box causes it to disappear and respawn after a delay.
But don't survivors still get their Chain Hunt meters reset?
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@I_am_Negan said:
https://us.v-cdn.net/6030815/uploads/6U8OQMCXZKQQ/image.png
Spring Clamp reduces the audible range of your Generator-repairing noises by 8 meters.
Did they have a tool box with this addon Spring Clamp.
I'm pretty sure it's just the sound of *your repairs* that is quieter with that add-on, not the sound of the gen itself. Only the the little clicks and stuff that play when you're repairing it. That's why not that many people use it.
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I don't know why they even give Pinhead the ability to tp to the person with the box if they're gonna solve it before he even gets there.
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Fps drops and lag.
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Hexes like Ruin are unreliable, so now we need a reliable gen defence perk again. They need to revert Pop back. I've lost so many Pops to the stupid 15 second nerf.
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@GenJockeyNance said:
Definitely not just you. Can be way on the other side of the pallet at a, use to be anyway, safe distance and still get stunned. Gotta love them hitboxes eh?
Yes. I'm like all the way through the pallet, and they somehow still drop it on me.
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It's been like that for a while. You play it safe to avoid the stun and you get stunned anyway.
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It needs to stay.
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I'll never get over those nerfs.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2441745#Comment_2441745
Usually survivor tries to find safe place before he starts to work on the box, Or waits for you to start chase or pick somebody up.
Maybe it's just dumb ptb survivors, but I've seen them always instantly start to solve it.
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Isn't Hoarder redundant though? As soon as a survivor picks the box up, they're gonna start working on it anyway, giving you the notification.
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People don't like MMR because they're only getting half the picture. If you put high skill vs high skill, yes you're gonna sweat most of the time. But if we can take the data from these new equally skilled matches, we can use that to determine what perks or what maps are problematic. Things like that. But because the devs haven't given us any of those balance changes yet, people are complaining because they're only getting the back end of the whole thing.
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@Steel_Eyed said:
He’s going to share a map with Ghostface
I'd only want shared maps if it's a Clown situation. Crotus Prenn was Nurse's realm, with only the Asylum map at first. Then later when Clown released it got another variation in the form of Father Campbell's Chapel with the circus outside. That's what I hope we'll at least get moving forward.
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@Malum_Midnight said:
Tony, long time no see.
It seems the vast majority of players DO NOT want SBMM in the game permanently
We don't have stats on that. And if there were stats, the devs wouldn't release them.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2439215#Comment_2439215
i can assure you that it's not just the DbD community that does this.
Yes but this is the most inappropriate case of it. I get that some people make jokes to cope with the horror that they're experiencing, but it's just sucking all the immersion out of this game.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2439293#Comment_2439293
Then why doesn't he?! He still owes me 20 euros.
I think we're going for 2 different references here. Mine was Hell's Kitchen.
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@GentlemanFridge said:
He knows what he did.
Yeah, and he can speak for himself.
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That's what this community does. They take cool/scary stuff and turn it into memes.
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That's what I'm thinking about. Stuff like Visionary, Better Together, and BBQ should be default perks.
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I don't know if this is just because I'm on console, but when I Balanced Landing or Lithe, the sprint burst is delayed so I get hit anyway. I've had to stop using exhaustion perks because of this. I was hoping that's what you were talking about.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2439150#Comment_2439150
Lol. That is just as much, if not more, RNG based than hatch. What pallets are left? What map is it? Etc. etc.
No, it's skill based. If the pallets are used, that's on the team. It's not like hatch's "press a button and win!"
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2438158#Comment_2438158
Find it, or are you going to tell us what that would be? Hatch is the simplest way to prevent an endgame match lockdown. If you don’t like it, burn a hatch spawn offering every match as killer and you always know where to go to close it.
I'll borrow Tru3's idea. An endgame chase. If the survivor can last for 1 minute, the gates open.
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@DaWeezerd said:
https://forum.deadbydaylight.com/en/discussion/comment/2436594#Comment_2436594
Boy I'm gonna make you search for me for the next 45 mins if hatch gets removed
As I said, you don't have to worry about that.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2436594#Comment_2436594
So you really want to play a match of hide-n-seek for 30+ minutes?
No. Just find a better endgame mechanic than "Oh, random trap door. I win!"
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I won't. I got the playable characters, and that's all that matters to me.
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@Ludicris said:
Here's an idea. Remove the hatch.
It's the best idea that's never getting implemented.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2432526#Comment_2432526
If you remove the hatch, then you'll need to tweak gate spawns because they are killer sided.
Not consistently.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2432009#Comment_2432009
This isn't true. Killers get priority in closing the hatch when standing on top of it. Are you referring to a chase to the hatch involving both players?
I don't know what you mean. Here's my problem though. Killers have to be closer to the hatch to close it than survivors have to be to jump in it, which means killer getting priority basically doesn't mean anything. If you down a survivor right before they get to hatch, they can now crawl in before you even recover because it let's them start crawling as soon as they hit the ground, as opposed to older versions of the game where they'd have to wait for they're getting downed animation to play out before they could start moving. And if you hit a survivor as they're jumping in, none of it even matters because the animation jumping animation is invincible I guess, and you can't hatch grab.
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Neutral. I don't like SWF abusing them, but removing the mechanic entirely is removing an aspect of fun.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2432009#Comment_2432009
People that play this game think hatch is killer sided? What in the actual? You can stand on top of it and spam as a killer and it won't close. As a survivor, you can just run straight up to it and hop in while he is blocking it. Rofl. Surely the people here play the game, no? What kind of crazy McDonald's internet magically lets the killer close it before a survivor hops in?
Those are real people sadly. "Killer is faster, therefore killer can find hatch first more than survivor, therefore killer sided mechanic." Or they say it's "fair" because it spawns randomly, which is hilarious logic. I have my own opinions on what should be done with hatch and keys, and they're radical I've been told, so maybe I don't have all the right to call that stuff dumb, but I can't help but be baffled.
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@Axx said:
https://forum.deadbydaylight.com/en/discussion/comment/2432407#Comment_2432407
Actually killer isn't always a sweat fest. I regularly play at rank 1 and before the SBMM test I could play fun builds and weaker killers. Sure sometimes I would need to sweat but that wasn't 5 or more games in a row. Now when I go on a killer I usually win a lot on, that is also weaker, I'm struggling because the killer just doesn't have enough in their kit to compete vs 4 competent players. I understand it isn't fair to the lower skilled players that I and many killers have played against and killed, but it also isn't fair for people to struggle just due to the bad game balance.
Yes but that's the entire point we're trying to make. If you weren't having a sweatfest before, you weren't going against the best, or at least those of equal skill to you. This system theoretically ensures that you are. Once people are going against equal skilled opponents, the devs can start collecting stats across all skill levels, and start balancing around that. I too play red rank killer and some matches are easy af. Others are the complete opposite where I've got 4 hooks at 1 gen. We want an ideal match, where it's not too easy but not unwinnable, and this MMR system will help us get there.
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It's not a problem. Way too hard to get to work.
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The system is good. It just needs to be followed up with balance changes. That's what MMR is really bringing to light right now, how imbalanced the game is. "Killer is just a sweat fest every time." "I always get bad solo teammates." Like, where have y'all been? Nothing's changed on that, so why are you blaming that on the MMR system?
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We just need balance changes to quickly follow up this MMR system, based on these new results. If the devs can't do it, then it's all pointless.
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Leatherface. He can just guarantee a kill off 1 down.
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@GrimoireWeiss said:
Is Hex: Ruin a bad perk because it can potentially be destroyed in less than 20 seconds?
Actually yes.
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Stephen*
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It doesn't go to whoever finds it first. It's whoever is closer, and 90% of the time that's survivor. They either vacuum into the hatch at the press of a button, or they get downed right at the hatch and are able to crawl in anyway. Because of this, the fact that "the killer is faster" is not a good argument to say that the hatch is somehow a "killer sided mechanic". I would just change keys to open chests instantly.
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It is as you say. The PS4 port once again fails us.
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At least run Corrupt and Pop. I also use STBFL and Lethal Pursuer on top of that. Ruin is nice, but it goes way too quick way too consistently. Hex perks are dead.