gibblywibblywoo
gibblywibblywoo
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Whats your definition of toxic?
Flashlight clicking and teabagging isnt toxic imo. Its just baiting the killer. if the killer has a fragile ego and it baits them into a chase its working.
Being an ass in the post game chat is for sure though.
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@MadLordJack said:
How does Bloodlust compare to DS?
I guess one could argue that it carries bad players to a certain extent. Just like bloodlust 2/3 removes the need to mindgame a pallet for killer. DS allows one to disregard danger and make bad plays without any major impact.
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@Falkner09 said:
It just lets survivors magically see you around corners without having to mind game or predict like killers have to.
I've been saying for years that the red stain is an outdated mechanic. Sure you can hide it, but why should you have to? It makes the survivor have to work harder for the mindgame despite the survivor already having a third person camera.
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@AhoyWolf said:
Is it wrong that I'm addicted to the add-on Shredded Notes? (The one that increases your charge regen but also reduces the amount of tokens)
I love this add-on! Even tho the recharge speed is kinda small (-0.33 seconds from 2 seconds per token), it actually heavily increases the recharge time, since you can activate your Rush only when at max tokens, this makes it recharge so much quicker! From base 10 seconds, with this add-on it takes around 6.7 seconds, which is huge!
Anybody does use this add-on too?
Thats a fun one when paired with the Ultra Rare that turns final rush into a one shot. Personally I just like the cooldown ones a lot. MAkes it easier to make risky plays as a failed hit isnt so damaging.
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@NotACompPlayer said:
If you're like 99.75% of dbd players, then you probably only play pubs, obviously because its a casual video game, it makes sense. We all know how pub games go, not the greatest players verse not the greatest players, most players you encounter can be easily won against if you just autopilot, probably because they are autopiloting too. Rarely, you will encounter a player that's outstandingly better than the usual pub bot there is. In this game, getting outplayed/losing hard feels mostly boring and frustrating if you're not actively looking to improve, so most players will start blaming the game's balance because they are losing to a better player. Thing is, the skill of the average dbd player is so low, that player that the player you versed that seemed so unbeatable, probably still has a lot to learn and is easily defeatable by a better player. So unless you're playing competitively in tourneys, you can win 100% of matches by simply being better. Sure, you can say that X game mechanic is boring, and you don't like it, the point of video games is to be fun after all. But you shouldn't complain about the game's balance because you lost. There's no imbalance at pub level of play, you can always win if you simply play better, no perk combo from the other side beats you if you are more skillful, the fact that you are not playing the best killer using the best addons and perks isn't the reason you lost, the fact that the killer is playing spirit with her best addons and a first hook mori doesn't prevent you from getting chased and staying alive for long enough to get a pip at least, even if you are solo queueing. My point is, if you lose, there's literally nothing to blame besides yourself for it, the better player always comes out on top at the end. If you are the better killer, than the survs, you will always 3k at the very least and maybe a hatch escape, if you are very good survivor even if solo queueing, you can almost always get at the very least a safe pip even if you get first hook moried.
Disagreed. They shouldn't be balancing around the majority of killers/surviviors because there are a lot of outright bad players.
But balancing around the 0.1% of the community that play 4 man, meta build ultra tryhard gens before friends matches against god nurse would actually kill this game outright.
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I think it was just to add some sort of risk to good add ons. Bring an instaheal? Better commit to using it.
Likewise with sabo toolboxes. A purple toolbox with stacks speed add ons is insane at hook breaking now. If you could keep them on escape it would take away the risk of having such a powerful utility.
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"Foolishness, Victor. Foolishness" - Me when crushing Victor after a bold pounce attempt
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@Terro said:
I feel like removing bloodlust will change the meta on both sides that just isn't fun. Yes I know there are some in the community that'll say that Killer's shouldn't be relying on bloodlust at all and they should get good but I'm worried that this version of getting good means they aren't going to participate in chases. Even good killers still rely a little on the first tier of bloodlust. They'll either switch to hit and run tactics, won't commit to chases at all now, tunnel even more when they have a chance or just play killers that don't run into these problems. Good bye to fun chases. The killers that don't adapt will just play survivor or quit (unless matchmaking actually starts working and they get placed in matches where it'll work but that's out of my rank anyways).
Maybe I'm being an alarmist but if every chase at Red ranks just becomes a lame peekaboo mind game or the killer just goes for surprise sneak attacks without even attempting a real chase than I think I'm done with dbd.
There'll also probably be a mountain of nerfs and buffs that'll be happening eventually due to this but we'll see where things fall. I think DS might actually be hit with a nerf cuz the just hold w meme works now without bloodlust.
If certian loops are shown to be too strong it COULD potentially mean making them shorter and mindgameable, or making them longer so the killer has more distance to catch up. Could be a good thing. We'll see.
Heck , maybe they'll slightly increase base killer speeds by 5 or so %. We all know how pathetically long it takes a killer to catch up to a survivor 30 or more meters away holding W. 15% isn't that much in that situation.
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Outside of BL 1 I think 2 and 3 are outdated an unnecessary. BL 1 can sometimes save you one extra rotation on an already strong, longer loop so I'm fine with it. But 2 and 3 allow bad killers to just turn their brain off and get hits through brute force.
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Also, noticed no changes to switching back to Charlotte, completely throwing potential mindgames with Victor and Charlotte out of the window and removing a potential playstyle
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...eh. They still sound incredibly weak. Chances are Victor is far away and "short amount of time" makes me think 20 seconds or less with the way the devs word things. Lockers should keep the survivor stuck in them until a teammate helps.
There's also still no downside to keeping Victor and screwing the killer out of their power.
Also LOL nerfing Coup De Grace. Probably one of the least interesting or viable perks they've ever added.
Coup de grace is gearhead tier.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1761194#Comment_1761194
it's the difference between winning the chase and losing the chase.
That first screenshot with the window on the 2nd floor of the Ironworks. Total garbage. If you're coming from the outside stairs and even manage a medium vault going into the building, congrats you win the chase, start it over again.
Hide behind that "2 seconds" nonsense all you want.. it's the narrowest way of looking at something
Yeah, most maps with breakable walls that hurt the killer I go to break first thing. I think Dead Dawg is a perfect example but also the 2 story house in Badham.
I'm not a big fan as a lot of killers simply don't have the time to spare early game and this is another roadblock. On the other hand there's ones like the upstairs ironworks that are quite a big time sink to break so I just actively ignore it and drop chases. Like, Spirit or Nurse or Freddy aren't going to be hurting much from breaking them. But Micheal and Oni with their bad early game? Pig with her bad lategame thanks to Trap nerfs? Trapper and Hag who absolutely need to get their nest of traps up ASAP? Bad times.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1755775#Comment_1755775
83% takes about 3 seconds more than base, not 1.5.
I failed math... a few times.
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@chieften333 said:
https://us.v-cdn.net/6030815/uploads/HFDJA6UQ3EGY/2cbcc83.jpg
https://us.v-cdn.net/6030815/uploads/UERZND5AJ6LD/20201119-170739.png
https://us.v-cdn.net/6030815/uploads/C9ZXSJJTLGLB/20201119-170857.jpg
https://us.v-cdn.net/6030815/uploads/AXZ8ZIRB29SB/20201119-171142.jpg
https://us.v-cdn.net/6030815/uploads/9Z0S53DMXVOC/20201119-170828.jpg
https://us.v-cdn.net/6030815/uploads/UVPZFTQ0FI7R/20201119-170804.jpg
Hmmm...
I'm no fan of the breakable walls but its a 2 second action.
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You never really need 2 or 3 nowadays unless you just stubbornly refuse to break a pallet. I think 1 is fine. Maybe remove 2 and 3 and makes 1 kick in later?
I worry about removing it altogether as there are still some locations on not yet updated maps that can be a bit crazy.
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@Asssblasster625 said:
I see people talking about they’ve heard others talking about hating blight and he’s busted. But for some reason haven’t seen any hate for blight myself. Is everyone just fine with him?
I think most experienced survivors quite enjoy playing against him. He's very powerful in the right hands but he has clear counterplay. He feels fair. I don't feel cheated if the Blight does some insane play.
Imo hes the best designed killer since Oni, last few pre-Blight killers left a bad taste in my mouth. Powerful but fair.
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@ImplicitTruth said:
I've been playing the game for a few months passively, and all I have been getting is sweaty matches where I 0K or 1K since I got to purples. To me, this is a sign that I should NOT be this rank. But because of how often I get brutal when I really should be depipping, the game artificially props me up to this rank that I think I don't deserve.
This may just be an issue of killer being too hard to play in general for noobs and that there is a high relative population of strong survivors compared to killers, I don't know. All I know is that I shouldn't have to purposely depip to get matches that are actually competitive (sometimes wins, sometimes losses).
Why isn't there an option for -2? This might be the most egregious issue. If I get curb stomped two games in a row, then get one game where I play very well and +2, this still should not be net neutral. I should be ATLEAST -1, it is literally two losses to 1 win.
I don't know why I'm even ranting about this. I think this game is just too hard to get into. Every match as killer is frustrating to no end and with the amount of great survivors I run into I hardly ever get anything done. I just don't have fun because of it. I dont even know why I play at this point.
I've only got brutals on "draws". I think its fine that way. A depip should be preserved for getting actually slaughtered by the survivors. It would be too easy for salty killers who don't want to learn to punish new players.
You can't improve by playing against people worse than you.
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The amount of killer players I loop who end up hurting themselves in the long term by trying to bloodlust mindgame a pallet is crazy. a lot of them leave said pallet up hurting themselves more in the future. I think if bloodlust were to go the "should I break this" aspect would be gone which could help the less experienced killers.
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@Raz_ said:
Getting Dedicated hits is fine..
70% killer sided maps is fine..
every map 90% unsafe pallets is fine..
Dead ends in 50% of maps is fine...
Hitboxses large as a refrigator is fine...
oh no they remove bloodlust ... BHVR how dare you did that, that is unacceptable!!!
In what universe are 70% of the maps killer sided?
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Don't be critical of bad design.
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People that complain that all survivors do in a chase is hold W and drop pallets is the type of player that goes down in 10 seconds to a Wraith.
Killer is the easiest its ever been. There are still problems, of course. Maps still need a lot of work with the RNG tile spawns. But there's been massive killer buffs and survivor nerfs in the past few years. If you still find killer impossible look up some guides on how to play tiles/pallets better or specific killers.
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because he was like 10 years or older when he died/ was resurrected.
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Honestly, outside of the new input method I had no problems with the switchover.
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@TMCalypso said:
If they do get rid of Bloodlust, what would become of Beast of Prey? Would it simply have to be completely changed? Personally...I'd be ok with bloodlust being an effect of the Beast of Prey perk. Meaning...you only get the effect of you use the perk. But that's just me.
Hopefully it gets turned into an actually good perk. Third time lucky.
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@Yords said:
If you see 2 or more flashlights, you can safely assume that they will just hand you the victory. Just make sure you look at a wall when picking survivors up. Every time I see this in my lobby, I just play normally because I know they are going to try and get sick flashlight saves.
This. 2 flashlights is usually a free win if they play hungry for saves.
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I'll be interested to see if this has any major effects on map design. If the devs notice a significant increase in the strength of certain loops or areas on certain maps this could mean better map design changes in the future. It would be nice to reach a point where bloodlust isn't necessary in certain places as it's always felt like a weird band aid fix to the strength of certain tiles, like the god bus, for example. Or the main building windows in Crotus Prenn.
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Just saw this. This is pretty interesting. I don't think I've seen them do this on live before. Personally Bloodlust only goes past level 1 for me if I'm being seriously outplayed by a god looper. So I may hop on killer and play a few games.
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If it worked against BBQ it would be pretty good. The problem is that BBQ functions in the opposite way to most aura perks being based on minimum distance and not max.
It's also reliant on teammates dying for not much gain.
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He's fine. Like Freddy I think the basekit is fine. Its certain add on or perk combos that make him pretty insane.
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@indieeden7 said:
I honestly don't think that Undying was designed with the fact that newer maps have some totems that are close to impossible to find in mind. The least they could do is tell a survivor that Undying is active when cleansing/standing within the aura reading range of a totem.
theres 1 new badham totem spawn that I legit would nave never found without small game. By the road tucked in between a curved bush a a fence
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@Yords said:
Why do inexperienced players hate it?
They hate it because it makes them feel helpless and is unfun. They also aren't good enough (due to lack of experience) to actually recover from these strategies. I know what this is like because I was once them, I used to hate camping until I played killer and understood when and when not to camp as well as why killers camp in the first place. They hate it because it ruins the fun for them (obviously) and I know you probably already know this, but I just wanted to explain why players despise the two strats.
Why do entitled players hate it?
For the same reason, as well as being entitled. I feel no need to explain this one now that I think of it. Anything is toxic to them.
For the record, they are strategies.
Bruh I got 4 years on here. Camping outside of activated exit gates or turning around and seeing amount of scratch marks is pure trash gameplay.
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@Marigoria said:
https://us.v-cdn.net/6030815/uploads/KA6R6S3XIGUE/inked20201118220600-1-li.jpg
Not only took me 10 minutes to find a match (PC, Europe), I get green and purple ranked team mates and killers who cry about "genrushing" even though that's the only thing you're supposed to do.
I have 3.6k hours in this game, and it just gets worse and worse.
Why is it taking me 10 minutes to find a match with people who aren't even my rank color? If I was waiting less than a minute to match with these, sure, but 10 minutes? bruh.
And what is up with killers being toxic (nodding, hitting on hook, facecamping) for "genrushing"? What do they expect survivors to do?
Its the same for me. Rank 1 but rank 10 or higher teammates urban evading around the map against ruin/undying Freddies or god huntresses. And occasionally 3 red rank teammates against a green rank killer. Matchmaking has been seriously busted the last few weeks. I can't remember the last time I had a long, fair match.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1758374#Comment_1758374
the next gen consoles have better performance obviously. It's easier to improve the games performance for them.
the devs can't just wave a magical wand and boom they can improve performance for everyone without having to mess with like everything first without breaking the game.
what your asking is a lot easier said than done when your limited to what the platform can do.
Not sure if you've seen it but theres multiplayer games with a bigger scope and smaller teams than DBD that blow it out of the water in terms of optimisation. There are people with top of the range PCs that can't hit 120fps in 1080 but can hit 120 4K in other games.
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@FFirebrandd said:
Some of my friends hate him because his madness messes with their anxiety something fierce. Way worse than anyone else besides Hag. Between the Doc illusions, the Doc face that pops up on your screen, the fact that unless you're listening *very closely* Static Blast can also easily be surprising and not in a good way... yeah. He's got a ton of semi random jump scares in his kit.
I personally don't hate him, but I didn't see anyone mention this aspect of him so I thought I'd chime in.
I will say that when they were first added his madness 1 sound effects began giving me headaches. That and his smashing trash cans chase theme.
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@[Deleted User] said:
I have no problem with Doctor, actually. I'm very vocal about a few killers in particular that bother me too, so it's not just me being agreeable. I think it mostly boils down to feeling like I can influence the outcome of a chase against the Doctor.
I also have a bit of a soft spot for him because he was the first new killer I unlocked after getting the game and I rode him all the way to rank 1 for the first time with an anti-skillcheck build: Distressing, Unnerving Presence, Overcharge, and (I think) Brutal Strength. This was the old Doc with the passive madness in treatment mode. Good times :D
Agreed. You can see the charge coming and can take action to either dodge it or try and make him cancel it by tricking a run into the dead zone between him and the shock hitbox. I think thats why I'm ok with him the way he is. He might not take insane mechanical skill but theres timing and map knowledge in there that every good Doctor needs to know.
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Would be nice. I know for a fact I'm never bringing in any of those worthless green keys or the 60-70% of pointless key add ons.
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@ItzPixelYT said:
The most pathetic playstyle playing a P3 Pyramid Head. Hiding your terror radius camping basement as a Pig. Literally camping hooks, I wouldn't mind if I actually got some points from the game. But just because the Killer sees there is no obsession, TUNNEL TIME. 2 games in a row, under 10k points at rank 1...how sad it is people have to play like this. I don't know what I can even do apart from forcing myself to use a aNtI-TunNeLiNg PeRk...massive flaw in the games design to have a game ended after a couple of minutes just because i'm not using a certain perk or just because there is no obsession. Maybe i'll chalk it down to me playing bad, but not much you can do against someone hiding their terror radius at a basement so no BT or you know looping a Killer that can hit through walls and even if he misses he get's no cooldown to do it 2 seconds later.
Then the game after these 2 games is a camping iri-head Huntress. NGL I can't remember the last time I went against a Killer who could actually play good and earn their Kills.
SuRvIvOr SiDeD game.
Yeah. It's lame. Funny you should mention Pyramid as he's the one killer that can literally tunnel THROUGH DS with no real penalty. I can't remember the last PH I saw that didn't do exactly that. Red ranks are just Freddies and Spirits for me nowadays. Players don't want to work for their wins anymore. They want to throw on Ruin/Undying and a decent add on and call it a day. Look how much Billy dropped in usability after they added a minor inconvenience at best to his kit (which can be pretty much removed outright with a common add on, it WAS a unnecessary change, but it was not the end of the world or Billys viability).
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1756333#Comment_1756333
Why do people hate anti loop killers. Sure it can be fun but its also fun to change things up everyone in a while. Thats why whenever I play against a nurse I always have fun because I can't use conventional methods to go against her.
Anti loop killers tend to take away counterplay whilst not adding anything inbetween encouraging gen rush. The usual "just stealth lol" excuse used for Nurse/Spirit doesn't apply to Doctor either.
That said I don't think he's OP. His power takes a lot of time to learn to use effectively at the longer loops. Misplay it and you can end up losing a lot of time.
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@Mandy said:
I change perks around a lot at the moment but my staple two are always Head On and Quick & Quiet, the other 2 in my loadout varies, it tends to go with my mood.
A friend of mine from work has recently specced into completely locker based build and is convinced its the greatest perk build of all time, despite how often it gets him killed. He's very excited for the new Elodie perk.
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Right now I'm playing a little Claudette so I'm using a map info/healer build.
Empathy for map knowledge, Botany knowledge to counter slowdown add ons or perks on heals, a brown medkit and self-care (lets me get at least 1 and a half or so fast heals on myself and if I need to self care its only marginally slower than a normal heal with Botany), and Small Game for totems. I usually check for Ruin. If its active I'll prioritise totems until I see someone get injured or someone else cleanses. Botany isn't as strong as we'll make it for fast unhook heals, but the fact that its always active makes it more consistent against non-tunnelers. And since they increased We'll make it to 8 seconds instead of 6 its a lot harder to get a quick panic heal off.
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Slugging is pretty lame to play against but there's a multitude of ways you can prepare yourself for it. Like the above post states. There's a multitude of counter (not sure why Iron Will is there as it only activates while injured). There's also flip-flop, WGLF for faster revives, other healing perks like Botany Knowledge and Desperate Measures.
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Also to add. New killers have it significantly easier than older killers did at start. Significantly less pallets, smaller maps, nerfed god windows, more perks in earlier levels of the bloodweb. Easier shard gains meaning its easier to get more perks from the shrine aswell as rift challenges. Significantly nerfed borrowed time and exhaustion perks aswell. Even buffed general perks like Sloppy Butcher to give them some extra breathing room.
If they're still not having fun or having a hard time the game isn't for them so they shouldn't stick around and force themself to play.
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The problem with your logic is that you can't matchmake with people above rank 15 iirc. And you its almost impossible to not pip as survivor in those matches. It wouldn't be worth the time to even bother doing that.
I've never seen or even heard of that in EU so maybe its an NA thing.
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I mean, dunno when the last time you were in rank 16+ but new killers have absolute control over new survivors. I had to restart when I started on PC and it was the dullest experience of my life as the survivors have no good perks. Don't know what looping is. And actively hide over doing gens.
And wow the SWF boogyman myth is spreading further. Now people are purchasing new copies of the game just to troll? Nan. Don't think so. Never saw it and that sounds absurd.
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@WishIcouldmain said:
Do you play the other side? Do you understand their perspective on things if you do great. If not play the other side. Killers who complain about DS/UB do you realize that there are instances where there are killers who will just plain tunnel and camp. For the survivors who may complain about Ruin/ Undying. Do you realize how busted gen speed can be if the killer misses that one hit thanks to dead hard or need Noed because your second chances don't give them a chance. Both can have counters though both ways to do so can be really lame. Killers eat the DS. Survivors just power through the bones. The problem can be Survivors and Killers don't play the other side and understand their pain. Say what you want about the combos above. Please play the other side to get an understanding.
You can tell someone doesn't play one side or the other by their opinions on what is and isn't wrong with DBD. If they have valid complaints about both sides thats usually the proof that they have a solid handle on both.
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@BraveClem said:
https://forum.deadbydaylight.com/en/discussion/comment/1756724#Comment_1756724
agree about Cybil face but,Alessa is just Cheryl wearing Alessa School outfit so,i think you meant to say that Cheryl's face is hideous maybe?
Lisa Skin has many issues,one of them being the voice/sounds and her "green earrings" missing,her face isn't exactly the best thing made but it's Ok vs Cybil face or maybe even Cheryl, comparing them to their original game counterparts
and yes i know that Cheryl/Heather is a reincarnation of " little Cheryl and Alessa"
I think Heathers/Cheryls face looks fine in her own outfit. But with the Alessa hair and weird earings they gave her (clearly trying to age her up as Alessa was only in her early teens at the latest when she dies) looks weird.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1756892#Comment_1756892
I guess you have a point, all everyone does is split up, and unless the duration was heavily extended it'd be kinda hard. What'd be your idea for giving Frenzy it's lethality back?
Truth be told I don't have one. But we've seen what the current design of Frenzy was like when he could down. It was just hit one survivor and either abuse broken chase mechanics or continue stabbing them and getting stunned until their bar empties.
I've been of the opinion that Legion needs to be rebuilt from the ground up since shortly after their release and the rework and their current state hasn't done much to disuade me from that opinion.
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Not a terrible idea but this wouldn't help them against decent players at all. The number one rule vs Legion is split up and run if you hear the TR after a deep wound. It's extroardinarily rare for a Legion to get more than 2 linked attacks against anyone that won't go down 10 seconds into a chase anyway.
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@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1756800#Comment_1756800
I can assure you, there are plenty of reasons to run to the area of the basement despite knowing of its location. Now, I bet your next argument is "well, that's your problem then, you know the risk" but that only leads us back to the root of the problem.
The basement is only really strong if its on an already territorial killer like the Trapper, Hag, Demo or Leatherface for obvious reasons. If you make the massive misplay of going down near the basement you played into their strengths. That's on you.
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@DeathwingDuck said:
I mean... I wouldn't consider Ace virtuous, he did intentionally throw a fight and bet against himself so he could win big. I imagine he's quite the grifter.
And didn't Dwight poison his boss at one of his jobs?
Dwights original story had him straight up revenge murdering someone.