fulltonon
fulltonon
About
- Username
- fulltonon
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2762024#Comment_2762024
i would like to know where I denied or admitted that Noed require skill. I said its infamy isnt unwaranted.
It's infamy IS definitely unwarranted and even you admitted what it require to use NOED properly by palette nonsense.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2762019#Comment_2762019
Again, it really doesn't.
Shadow Step is a perfect example of the current state of boon totems as a whole; its core effect is perfectly balanced, its secondary effect needs slight looking at but seems to be fine, and its main problems have far more to do with specific problematic maps or totem spots, not what it actually does.
They never fix maps or spawns though, so only way to fix this is by fixing perks.
-
@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2759386#Comment_2759386
Needing to find survivors. never an issue during endgame, especially with the hatch change- Needing to chase Survivors. not for long
Needing to mindgame Survivorsnot required, unless you spent the whole match afk, the speed bonus will do most of the workNeeding to deal with loops.again this is endgame, you probably dealt with any loops that would prevent you from getting a down- Needing to HIT Survivors.
"Takes no skill" is exaggerated but its infamy isn't unwarranted
Weirdly you admitted it actually require skill by all those sentence, effect of NOED is depends on what killers done till endgame, aka skill.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2762002#Comment_2762002
It really doesn't. You can just look at the other two boons to see that.
It's flawed, but it's not broken. It's actually a very good idea, so I'd like to see it working better.
Shadowstep certainly does break the game in some way, just people aren't good enough to abuse it.
-
Those changes just make the game unexciting, map ban could be a good thing though.
-
@jesterkind said:
I disagree. The infinite part is just what boons are supposed to do, not a design flaw- and with the healing speed bumped down, it'll already be a lot better.
I'd argue it's not far enough, not that it's not in the right direction. A cap on self healing speed following this and a few more tweaks to things like boon verticality would be the escalation I'd want to see after this.
devs shouldn't suppose to do it from the beginning, because that breaks the game.
-
I think survivors should be forced to play a killer match every 1 or 2 matches, so people stop yelling stupid ######### like this.
-
How about a perk that instantly kills all the survivors, gave them 0 point and removing a pip while giving killers 32k bp/2 pips?
It'd be new meta and game definitely will be exciting, fun and pretty relaxing to play as, it's always fun to see survivors dying for no reason at all right?
-
@LapisInfernalis said:
That would be too much with Hex: Pentimento since you could generate rekindled totems much easier
It takes enough time and effort to activate pentimento, and it's not hard at all to make it not possible to rekindle those broken totems with pentimento, or just make it so it's only possible with booned totems, so they DO have actual risk rather than getting completely free advantage.
I mean people bringing up pentimento for those things is rather weird as it's just ONE perk and fix is pretty easy to implement.
-
@sizzlingmario4 said:
It's not overpowered, just extremely poorly designed.
That's just explaining this game in general.
"It's not bad, just poorly designed"
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2760314#Comment_2760314
Have you ever played solo? I can understand that you can prevent noed from happening/deal with it as a swf very well , but for soloq it can be horrible, since you can't coordinate your team.
And the killer is not good if they rely on a perk. It's the same with survivors needing DH, DS, BT and UB to do #########.
Well if you can't coordinate as soloq that's your problem.
And yes killer is good even if the rely on a perk, I mean what the ######### are you talking about game is literally unplayable without any of the slowdown perks.
-
@LapisInfernalis said:
I would rather implement a requirement like with No Way Out, so that only good killers benefit from it. Maybe that per hook you get it adds 10s to an initial 30/45/60s of use. And that it's not a Hex then.
I can't count on how many matches teams get wiped because a bad killer gets lucky because of noed. Sometimes you don't even have the time to do all bones. I would rather have a decent killer who was fair the whole match winning with noed than those who just camp.
I mean if you get wiped by just NOED, your team is bad and killer is good.
-
@NoOneKnowsNova said:
Shouldn't exist in it's current state simply due to solo queue.
Why shouldn't it tho, hiding and escaping is also a skill.
-
No, it's nowhere near as strong.
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2759676#Comment_2759676
It is a problem, if you're running ruin and undying. And it's not like survivors don't have to look for totems in the first place.
Sure, totem spawns are crap, but that's an entirely different conversation.
Just do bones and do gens afterwards, it's not a longer slowdown than corrupt intervention.
-
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2759023#Comment_2759023
Because we have a mix of "casual" and "ranked" mind sets.
(Also, I doubt anyone has fun when they get camped+tunelled. Same goes for killer when they feel like they can't do anything)
Yeah losing is not fun and game shouldn't have losing condition.
Let's remove generators, hatch/gates and hooks from the game!
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2757884#Comment_2757884
With old undying survivors could have to do up to 5 totems just to get rid of Ruin.
Because this is RUIN we are talking about, a lot of progress on gens will be undone. And during the time that the survivors are doing bones, the killer can find them.
This is made easy by the fact that undying shows you the auras of survivors near dull totems.
I mean that's like just 1+ gens time-wise, much much less with appropriate perks.
I don't think cleansing 5 totems would be much of a problem.
-
@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758000#Comment_2758000
That would just lead to extremely quick games if people played the game normally instead of trying to promote more interactive playstyles by making camping and gen rushing/gens before friends less viable.
I mean killers can camp gen if there is only one, and camp hooks once he hook someone.
-
@Gwinty said:
I do not think that they need to reverse Hillbillys changes. Right now they should just fully embrace them and make good use of the Overheat mechanic. Pighouse Gloves are a good start but more add-ons like this should exist. Imagine an add-on that gives you an initial speed boost when you start sprinting from less than 20% meter or an add-on that lowers your charge rate while you are above a certain level of heat...a few more creative add-ons would do the job for me.
Now Deathslinger is a whole other issue.
In my opinion his ability to quick scope was fun for the Slinger and I get that many people enjoyed it. I however always hated it. Now, to clarify this: I know that quickscoping takes skill and you have to earn your shot. Skill should be rewarded and can be expressed in different ways, including this. However I think that it just feels so bad for a survivor that it had to go.
Now where I do not agree with the devs is that Slinger got 0 compensation on his new weakness and now feels clunky. I despise it when a Killer feels clunky because that makes them plain unfun to use as we see with the Twins. The change to address his quick-scoping should not have made the Killer feel that bad...
Also compensation to Slinger should have included a way for him to either get information, more range or map pressure. Like a "bounty" mechanic to fit his headhunter theme: Deathslinger starts the trial with a "target", he sees that targets aura at the start of the trial. Once you hook that target that survivor randomly gets wonky skill-checks like with Oppression or Overcharge and a new "target" is shown to the Slinger...
Anything to give him information or pressure to compensate for his 110% speed...also those add-ons are once more crap and he deserves better and more funny add-ons...
It's weird how BHVR cares about so called "survivor's frustration" but never think about killer's.
-
@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2757988#Comment_2757988
My problem with that is that the game should still be able to progress at a semi reasonable pace if a survivor is left on the hook because of camping or proxying maybe 100% decreased gen progression would be fine though.
At that point we could remove 3 or 4 of gens and game would have much less clutter too!
-
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2757980#Comment_2757980
Vamos and tunnel is a valid strategy, but it’s a very bad behavior, sorry.
######### is vamos, but oh no it's not, if trying to get objective is a bad behavior, it means doing gens are bad behavior too.
-
Make it 0.1% gen speed instead, game would be fun then.
-
Hes never been OP and now just a trash, I think dev hated him for some reason.
-
Tunnel and camp is 1000% intended very good behavior, if anything we should remove weird penalty of the emblem system from the game, so we can happily tunnel/camp.
We could do something to "bully squad" (if that is what you mean) though.
-
No buffs needed there, it's such a minor inconvenience anyway.
-
@RakimSockem said:
I don't see why a sound notification would be necessary. For someone vaulting a window with Lithe, taking off running with Sprint Burst, jumping from a high place and zooming away with Balanced Landing, going through your attack with Dead Hard, getting hit and running very far with Overcome (idk what other Exhaustion perks there are off the top of my head) but if you visually have sight on any of these things happening, it's very obvious what happened if you know the perks.
If you don't have visual off the perk taking effect, you shouldn't be notified of it. Imagine I have Quick and Quiet and Lithe and I try to use it sneakily to get away and get some distance. The Quick and Quiet stops the fast vault sound but then you get a noise notification or something from me using Lithe? that's dumb.
You either see it and you know what happened, or you missed it and you need to figure it out
@GoshJosh said:
Nah, hard disagree. Imagine someone using Quick and Quiet with Lithe, Smashed Hit, or Balanced Landing.. just to be screwed by this.
Just make it removed by quick and quiet then, lol
-
@DoritoHead said:
I think Otz actually talked about this once: If one side has something broken, that's not an excuse for the other side to have something else broken in return. It creates a scenario where you're going to bring undying to counter boons, but if they don't bring any boons they're just going to have a horrible time, and if they bring boons and you don't bring undying then you're not going to have too much fun either.
So instead of bringing back old undying, why not just nerf boons directly or improve totem spawns?
I mean just do bones? it's not like you have to break infinite amount of totems unlike boon.
-
Well solo survivors shouldn't have a chance to survive from the beginning, at that point you are lost and wouldn't matter if you escaped or not.
-
While we are at it, adding 2 more perk slot to killers would greatly benefit the tense of the game.
Would be exciting, definitely!
-
@Yatol said:
- stop using boon totems as an excuse to add random stuff
- "add stuff from from VHS" is way too vague and shows you don't even know what you want
- they are adding ways for survivors to know what each other are doing to reduce the gap between killer and survivor, something they learned from VHS
They aren't doing that to reduce the gap between killer and survivor, it's there to reduce gap between SWF and everything else.
-
I don't get why those kind of "selfish" perks (even though this one isn't really what BHVR made) even exists, those are a perk that ######### other teammate and not killers...
-
Since hit validation it's pretty easy to dodge any swing as you can just see the swing and press E, yeah I-frame just doesn't work with hit validation mechanic.
-
@Nathan13 said:
I think boons just need a minute cooldown.
a minute is too ######### short, I say 3-5 minutes.
-
@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2755551#Comment_2755551
Weaker killers?
Nurse? Spirit? Hag?
Also the other 3, the artist, the nemesi and the wraith are not weak, they are average!
Wraith is clearly weakest of all them, and somehow have worst punishment from flashlight.
It's weird, isn't it?
-
@GoshJosh said:
I would be ok if Lightburning is removed if Lightborn is also nerfed. Because, as weird as it may sound.. I want an item in the game to always actually be usable?
I don't see connection between those two, whether removed or not specific killer interaction doesn't help your desire of "an item always usable".
flashlight is rather niche yet somewhat powerful tools right now, why do you want to change it?
-
@CrashMADDS13 said:
It's the cost of wraith having a no cooldown, no limit stealth speed boost.
Wraith needs buffs in other places, not necessarily an immunity to flashlights.
I'm feeling like no cooldown is justified by long uncloaking.
-
@BenSanderson55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2744112#Comment_2744112
It's amazing how many people forget about soloq, what is get good? Run the killer most of the match, but your teammates don't do gens or leave you to die on 1st hook. Also what about get good if the killer is getting stomped all match then gets a 4k with noed? lol just like a killer will say but there's a counter (which is usually 4 man swf on comms running meta perks), there's a counter to hatch, close it you're faster than everybody else especially with noed.
If soloq is THAT bad, that's the problem in game balance and hatches doesn't really fix it up at all.
So, if anything we should remove hatches as that does pretty much nothing.
-
@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/2752782#Comment_2752782
yes, that's why the developers aren't messing with this part, a problem that DBD has is that because it's an asymmetrical game, you either leave the game too strong for the killer, or for survivor, the unbreakable for example, many think it it's a strong perk, but if he didn't have it in the game, the killers would abuse the slug whenever they wanted, it's one thing trying to balance the other
I doubt it as slugging grants pity BPs.
-
Even though it doesn't really affect himself much, that only encourages removal for it.
This is too punishing for such an easy action, it's not like nurse not being able to blink or hag trap/crow thing deleted by flash light.
-
@BenSanderson55 said:
I think keys need some love since they're useless for hatch basically. Hatch challenges should be changed to boon challenges. Also maybe make when there's one survivor left, hatch doesnt spawn until killer finds you, then you have to run him for 30 seconds then hatch spawns in front of your face or something idk just thinking of different scenarios.
There is a usage for it, opening hatch again after it is closed.
That is enough and we don't need anything else.
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2752190#Comment_2752190
I'm not saying it's a good thing people trash talk, I'm saying if games start banning people as you suggest for saying things like "you're bad, or gg ez", that's a huge over step and most gaming companies are not gonna go that far for something so minor. Hell, they barely punish racist and more serious toxicity issues in the gaming community (not just DBD)
It's not over step, it's just right step that requires sacrifice.
Even though it's obviously right things to do, it's just that no company is bold enough to sacrifice their precious money printer I guess.
-
Just dodge, it's just connection.
-
@ArmoredChicken said:
https://forum.deadbydaylight.com/en/discussion/comment/2751602#Comment_2751602
u think 1200hr is alot?
Seems like it's clearly longer than 2500 hrs.
-
@RakimSockem said:
This may sounds blunt, but if you're genuinely hurt by someone saying "ez, noob, you're bad, get rekt, put some ice on those ankles" or anything like that, you probably just shouldn't play online PvP games. There are VERY few games that will block terms like that (Overwatch did block gg ez and has a filter to automatically type something nice in your place but that's a rarity).
Things that should be reported typically include racism, homophobia, hate speech, threats, mentions of self harm, things that are just inherently more serious and hurtful.
If someone says ez, just tell them their mom was easy last night and move on. Just gotta know how to hit em with a good one liner and make the rest of the group laugh
Well it's obvious toxicity and shouldn't be norm in the PvP games from the beginning, banning them only does good for community so I don't see any reason not to do so.
-
@JoaoVanBlizzard said:
If the Hex started blocked in the game the survs would simply stay in generators and use perks to counter these hexes, however I don't think the killer needs this base kit because he has other perks to protect his hex, that's what you're asking is same thing I think the game hooks should be blocked for 60 seconds so I don't take campung at the beginning of the game, would you like that? probably not right
There is pretty much no perks to actually protect hex now.
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2746176#Comment_2746176
The hatch makes the last part of the game somewhat exciting, if it is simply impossible for a player to win, they will either jump in and out of lockers to be killed or go AfK. The hatch is great and helps keep the game interesting. Same with keys, now keys did need a nerf, but apart form simply making an item useless we now have an issue with killers slugging survivors for minutes, dragging out matches. I simply with they considered these sorts of things before removing an aspect of DBD that is kind of important.
So what about this then, all survivors gets killed depends on generators remaining and how many survivors alive, just like how old hatch spawn.
This way, game stays exciting all the time.
If there is 3 people at 3+ gen, they will be killed.
2 people at 2 gen, they will be killed.
-
Or alternatively just spawn em in the place it's always risky to cleanse.
Like in basement.
-
good luck but I can't be sure if all those games can be better than DbD...
-
@Johnny_XMan said:
It's because they want to have their cake and eat it too.
I love the killers who play this way and then claim "Nice genrush". No buddy you just think that the match should go exactly how you predict it in your head. For everyone to go down easily and you get to camp/tunnel/slug them AND get a 4k at the end.
Just had a Ghostface who had the audacity to say he will keep camping and tunneling after he did that to me, to which I replied that he shouldn't be surprised that BT and DS will remain meta, to which he said he did not care.
At this point many of the things that people get annoyed by swf, seem incidental when you consider the scope in which these playstyles are being used. We are literally required to bring a perk or perk (s) to half-way counter their "tactics" that are available to them 100% of the time.
Let that sink in.
No worries, everyone complain, as you do.
-
I'd say NOT camping/tunneling is too ######### non-effective.
Like, even with tunneling it's not that hard to wreck killers, so if we just remove camping/tunneling there would be even less people playing killers.