gibblywibblywoo
gibblywibblywoo
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1756805#Comment_1756805
Hawkins is killer sided- help me- I can't-
https://us.v-cdn.net/6030815/uploads/M4VMWK0DW9OQ/image.png
https://forum.deadbydaylight.com/en/discussion/comment/1756815#Comment_1756815
Midwich is awful for both sides, The Game you can make arguments for either way, Lery's is killer sided, and so is Hawkins. As Huntress and Nurse I admit you're ######### (except Midwich Nurse which, yes uwu), but even other ranged killers like Pyramid Head and Deathslinger excell on that map (Pyramid Head because he's just very strong indoors and Slinger because he's the best ######### stealth killer in the game).
Lerys I'd pretty much blocked out of my memory as its been (thankfully) a long time since I'd played that map. If Midwich had clear indications of generators you'd be seeing a lot less complaints about that map by survivors.
And Pyramid and Deathslinger are cancer on any map so I don't know what you're getting at there.
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@Smeson said:
Unlocking right now 60+ perks x3 for every killer is starting to be quite the endless grind. Considering you "always" get the perks you want in the end, it makes it even longer. I have several killers I can never play at rank 1, or maybe I can in like 6 mounths when I have unlocked the perks.
Any plans on changing the system alittle with all the new killers being added?
I restarted on PC at the Silent Hill midchapter patch and its been miserable. Absolutely awful. I got used to having all my killers at P3 with all perks on console, so when there was a new chapter it was just dump a million BP and be done with it.
THey need to remove perk tiers. I've had friends start recently who have just given up on some perks when they found out about teachables.
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@GoodBoyKaru said:
bro imagine thinking indoor maps are survivor sided what the-
Hawkins and Midwich most definitely are. The Game is until the good pallets have been dropped then its probably the most killer sided map in the game.
Heck, there's that one room on Hawkins with 2 pallets around a long shelving unit that outside of meta killers can easily be looped for upwards of a minute or even 2.
I just don't find them fun. As either killer or survivor tbh. ALso finding gens on Midwich makes me want to die.
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If it werent for the ban I'd be DCing every time I got Hawkins or Midwich. Instead I just go make a sandwich.
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It takes 10 seconds and match start to run up to the shack and see if the steps are there. You should be avoiding or looping near the shack dependant on that.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1756730#Comment_1756730
that's not really the proper way to use Legion, unless I read your comment wrong.
I understand thats not the way. But as time has gone on the "correct" way to play Legion has become less and less viable. His frenzy is considerably weaker post rework.
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@Ramxenoc445 said:
Think we should just have like 3 variations of the same map for each map and they be set in stone and not be RNG based on how things spawn. I think the game's balance could go way further and the game be more fun for both sides when you know for sure what tiles and objects have spawned versus having to guess or hope certain things have or have not spawned.
I assume it'd help with perk balance to some degree as well but not too sure. Though I can say not running meta perks while playing solo is nightmarish. As fun as this game is if you're not SWF you can give up using anything that isn't DS Adrenaline DH and whatever your last perk is because you can be unfortunate to get a camping or tunneling killer and if you don't have those few perks you die for free and you can also just get other survivors that do nothing out of fear or stupidity and play immersed and still get caught and die in the end because they probably can't loop either.
As for playing killer its about the same you can't ever just have fun with some niche perks because you get gen rushed depending on the killer because you naturally can't create the pressure needed. You can't win games without either potato survivors or using some form of generator slow perk, maybe something for healing speed and then a perk for chasing or a perk for finding them. Typically we all just use ruin plus corrupt or undying these days. The game's balance shouldn't be focused on these select perks for either side. The map balance needs to be better or the perk balance needs to get better its honestly a bit pathetic that so few perks in this game are actually viable. All of these new perks we get for synergy are usually average at best and still are nowhere near as useful as the survivors ones listed not including the builds around Soul guard which still only help the top survivors and then the killer builds that use either BBQ or Thrilling tremors to find survivors and then ruin with undying and whatever your last perk be. These things need to change as great as this game is its extremely nerve wrecking to always have to use meta if you wanna get anywhere without playing with some friends
While the RNG can shake things up if they just had set versions of each map this game would be ten times easier for the devs to balance.
I mean, you can have a game where one side of a map has 2 pallets and the other has 10
Then you can have the same map with the god bus and an even spread of pallets that easily link together. It's crazy.
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None of these changes will boost their viability or fun factor. The first hit is the least important hit. If legions power never has any real utility in a chase they will always be sub par. Survivors have to go out of their way to not do gens AND get hit by a Legion nowadays. If they're far enough away when they get their first hit you can just hold W and outrun their frenzy.
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I thought Lisa looked surprisingly good. I mean, have you seen the Alessa and Cybil faces? They are absolutely hideous.
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Undying is fine. Just remove the aura reading on dull totems. It's unnecessary and having a counter built in to your own perks counterplay is a weird design feature.
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@supernovalil said:
The current state of lightweight is your scratch marks disappear 1/2/3 seconds sooner than normal, however, I think that this perk can be changed to be more effective, not saying it’s useless, just a change idea. Instead of making your scratch marks disappear faster, I feel like it should decrease noise made by running, walking, landing off heights and interacting with the environment (like grass moving as you move) by 50/75/100%, or it could make your scratch marks spawn slightly/moderately/considerably separated or fainter.
They said on a stream Q and A a few yeasr back that they were considering adding that as a sub feature to the perk as it was underused. Never materialised unfortunately.
3 Seconds off 10 seconds isn't incredible.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1756506#Comment_1756506
Then explain to me what important things are.
Fixing maps and pallet spawns so a single survivor can't loop between them for several minutes without Bamboozle or a Meta killer. The main problem of DBD right now isn't perks or gen times. It's maps. Chases for all but the top 4-5 killers last too long. Especially the first chase. Without stacked slowdown perks or Spirit/Nurse the first 1 or 2 gens are usually done by 1 hook against a good team. And from there the killer has to play either perfectly or slug like crazy to stand a chance at getting more than 1 or 2 kills. Tiles ar simply linked too well on most maps.
Ontop of that look at Red Forest, half the junkyard maps and others. Either way too huge for any killer that isn't Spirit/Billy/Nurse to pressure well on or at all. Or like Midwich, where survivors can literally hold W because 15% move speed doesn't mean jack if you cn't cut the survivor off ahead.
Jungle gyms should not have long wall window spawns leading to shack window or another jungle gym.
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@eiredrake said:
What are some killer/survivor builds that you use to have fun.
NOTE that by have fun I don't mean make the other guy miserable or irritated or ruin their play.
Turbo Myers is very fun. Fire up, Bamboozle, Brutal Strength and PWYF. Definitely depends on a snowball to have a shot at winning though.
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I've had multiple red ranks UE towards the hook and let me go in to struggle or just hide and not do anything with my Kindred active this week.
It's either boosted SWF players or perhaps devs are padding ranks with bots.
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You can counter it by moving left and looking right after vaulting.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/206755/so-enduring-is-a-lie
Enduring was butchered because of survivors!
1. Survivor were complaining that they weren't getting enough breathing space after DS because enduring reduced stun time
2. Enduring countered Head-On
Don't mean to start a us vs them war, but this is the exact reason why Enduring was nerfed
In all fairness to Head On. It was invalidated completely by Enduring.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1756407#Comment_1756407
It's like you want the devs to continue being lazy lmao.
I'm fine with them being lazy when it comes to unnecessary changes. We already got breakable walls as a new mechanic. I'd rather not have something else like that.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1756308#Comment_1756308
Lol, People hate her dark skin colours as in her outfits. Not her actual skin colour.
Nobody complains about adam or tapp blending in well. It's only really claudette who has both a darker skin and darker clothing that allows her to become very hard to see when she sits still in a dark corner.
This is nothing to do with diversity
She's also one of the smallest characters.
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@thesuicidefox said:
I proposed something of a similar name a while ago. This is meant to address the same issue (high rank gen rush) but it is a different concept.
Basically, as you work on a gen it begins to overheat. The faster you do the gen, the faster it overheats. This means toolboxes, perks, or teamwork can make a gen overheat faster than normal. If, however, you were to just work on a gen solo with no speed buffs, you can do the entire thing and only enter the first overheat stages when it is near completion (~10s). In order for overheat to go away completely, survivors have to not work on a gen for a short period of time (something like 30s at max overheat). However this duration is not exactly required, as you won't be stopped from working on the gen at max overheat.
Survivors and killers can tell how much a gen is overheat by the amount of smoke coming off the generator. The more overheated the gen is, the more smoke it produces until it gets to max overheat.
When a generator is overheating a few things happen based on the amount of overheat:
- Skill checks become more frequent and difficult.
- Regression penalties increase. This includes when a killer kicks an overheating gen, it will regress faster than normal during the period it is overheating.
- The generator makes more noise and the overhead lights flicker more brightly.
When a generator is at max overheat the following happens:
- The generator catches fire (effect similar to trash can fire).
- The generator may produce a failed skill check sound/effect during a good skill check, however the skill check will still register as successful.
- If the killer kicks the generator during this time, the Entity will block it for 10s. However, doing this will regress the overheat by 50%.
EDIT: When a generator is completed, the overheat progress is split and applied to all remaining generators.
This would make gen rush more difficult, but wouldn't stop survivors having to work on a gen (unless killer kicks it while it is at max overheat), and killers have a bit more control over generators especially later in the game when gen rush is more likely to happen.
Skill checks are a buff for good survivors so already thats a bad idea. Even if they did nerf the bonus progression. Killers have more than enough regression perks right now. Maybe buff base regression from a kick with no perks but nah.
There's perks to block generators also.
Punishing survivors for doing their objective is stupid.
As others have said. This would require significant nerfs and reworks to all existing forms of stalling and progression. Not worth it.
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I hated old DS because it punished killers for doing their objective.
I hate new DS because it allows survivors to play badly and be rewarded.
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I used to hate his passive madness build up. That's all really. People act like his anti-loop is suepr strong but ti really only works on short loops. Using it on longer loops usually ends with the pallet still up and wasting a lot of time. So some Doctors screw themselves in the long run by using their power too much and giving the survivors too much power at stronger loops late game.
That said I've had bad memories of a LOT of Doctor players getting you to madness 3. Leaving the hook, and immediately beelining back. More so than any other killer I've ever played.
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@Zani22 said:
Man I was looking real forward to when power struggle was coming my ass was ready prepping the end fury ready so I could laugh evilly as those that think they would have escaped instead meet the cold floor again with a even harder hit of the fact that they wasted the pallet now.
But then I was informed enduring actually only affects "normal pallet stuns not saves or power struggle" sure spirit fury still works but that's not the point.
The perk litteraly says affects all pallet stuns by 50% no fineprint saying saves do not count. Like if is this is intended why does its description not reflect that. Why must you make me suffer
Maybe I am overreacting but how would you react im actually curious and main question is should enduring actually affect all pallet stuns or at the least have its description reflect its true nature?.
Its never affected pallet saves iirc.
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@Elena said:
Another thing I'd like to add on (it's more of an aesthetic change than a balance change) is to make certain add-ons change the colour of the gas.
So green or something for the aura ones? I can see that. Would be pretty cool.
I imagine they'll remove or rework the exhaustion one considering its from a time where exhaustion ticked down while running.
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At first I was gonna say "on boy, probably just someone who forgot about PWYF" but wow. He must be sick of going for the Evil Incarnate achievement.
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One things for certian, no matter what is it. It'll be an indirect Pig nerf in some form.
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Yes! This is what I was thinking in regards to a passive charge. But also an optional reload that scales with number of missing bottles. Also incentivising direct hits is a nice addition.
The different throws are also a nice way of increasing his skill ceiling which is good. Too many killers like Wraith and Clown are limited by the contraints of their power. Having different tools that are stronger in different situations would make playing correctly and getting the hit feel so much more satisfying.
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@JacksonWise said:
I feel the perk is too limited for it to be consistent. I think either removing the basic attack requirement or having it apply more regression (maybe 12-15%) would make it a good alternative to Pop.
Removing the basic attack requirement would be my go to if I had to choose between that or the cooldown. Cooldown would help some killers more but removing the hit requirement would open up this perk to be viable on a LOT more killers.
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@HelloAgainMr said:
I'm a rank 13 killer. I stay around that rank most of the time now a days. Out of my last 20 matches I have been put up against people 3-4 ranks lower than me only twice. Every other game is either purples or reds. I get stomped and de-pip multiple times and can not leave this zone.
When I'm put up against people around my level I have a great time. I win some, I lose some but it always feels like a fair fight. When I play against the purple ranks it constantly feels unfair. They have the advantage on me in both time played and perks available to them which makes sense due to their ranks.
Is this normal? Am I just supposed to deal with it? Git good? I feel like I don't really get the chance to git good because I barely get to play in these rounds. What do I do about this?
Last night I got multiple green rank killers in a row as a solo red rank survivor. Including one Pig where I had 2 reds and a purple teammate. It's been busted the last week or two for me.
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Accordions pls
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I haven't used Q and Q in a long, long time but I remember it saving my ass quite a lot. Good perk. Especially as its not super common, so if you can break LOS and get a decent vault its a godsend.
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I've been playing Claudette and as I like to play the survivors with a select role like killers, I've been using self-care for the first time in years. I think the perk alone is still quite terrible but with Botany Knowledge and a brown medkit or so you can heal like there's no tomorrow. An 83% heal isn't perfect but thats only about 1.5 seconds more than the base heal. Sloppy butcher obviously counters this a little but you outright counter Sloppy in turn with Botany on other players.
I tried desperate measures for a while but its just too inconsistent. Faster unhooks are nice, but the healing item efficiancy combined with the flat 33% speed boost just makes Botany outright superior.
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@WishIcouldmain said:
I've studied both played both and overall. I still think billy is better. I feel more in control with Billy. I have an easier time controlling billy I snowball better with Billy. I like that I have zooming powers already. Oni mains don't come bam bam me I bet you'll get kills more then me but I'll always choose Billy over Oni. Prove me wrong I know you will. But are there others who prefer Billy over Oni?
I could never get the timing right on the 90 degree Oni flicks myself
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@[Deleted User] said:
I just think there needs to be a mechanic that if a killer stays x amount of time within x amount of meters of a hooked survivor they actually lose XP in the Hunting category. The mechanic is already there with Devour Hope when it comes to measuring killer distance from hooks.
As for DS - I prefer it the way it used to be where you could use it one time in a trial - none of this timer crap. I stopped running DS when the changes were made to include a timer. Currently the only way to really counter camping killers waiting to outlast DS timer is Unbreakable, but even that is somewhat useless since killers tend to stay close to the downed survivor while waiting for DS to run out.
I truly hope something is done about camping hooks before any changes are made to perks like DS. It's pretty pathetic when a killers only way to get a kill is to hook someone and stand in front of them - I find this "tactic" to be way more prevalent in the purple/red ranks...which just reinforces that rank does not equate skill. I now purposefully stay in green ranks to avoid toxic/camping killers - which has increased my enjoyment of playing against people who actually try to play instead of (imo) cheating with toxic behavior.
That already exists. Killers lost chaser points the longer they stay near a hooked survivor.
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1754825#Comment_1754825
That is absolutely not true at all
Then you need to reach red ranks outside of peak times where the boosties aren't playing or play SWF.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754710#Comment_1754710
and camper and tunnel are not abused by killers? I know, in this case killer name it strategy
The problem with your post is that camping and tunneling is a LOSING strategy. Abusing DS 9 out of 10 times by a good team will bag them the win. It encourages unsafe, bad plays (when combined with other meta perks). Alone it doesn't do much.
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@dspaceman20 said:
To be honest I don't think there is a point arguing about DS at all on the forum. The killers on this forum will disregard anything that isn't a complete nerf to DS. I wouldn't be surprised if someone read your post and make some idiotic strawman to cancel out what you actually wrote. I have seen it and experienced it.
That's simply not true. Theres a lot of misinformed or inexperienced people here but there's also a lot people like myself that have been playing killer and a pretty much equal amount of survivor for 4 years and actually want it to be a true, fair anti tunnel perk. I mean, it doesn't even do much to downplay tunneling right now anyway. Most killers will just stand over the slugged survivor and outside of a SWF chances are the survivor wont gain anything because teammates will try to save them. The last 3 matches I've seen solo where DS triggered ended with that same survivor dead less than 2 minutes later.
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@Zagrid said:
Why?
What was good enough to make you spend the money on it. And if you are willing how much have you spent on cosmetics in total?
I'm curious because it seems that BHVR keeps adding more and more cosmetics but I have only bought 1 and have gotten 1 battle pass in the past.
I like to customise the characters I like to play as.
I only buy the Rifts once I reach a certian point. That said I've been playing a ton the last 2 after getting burnt out and not finishing the 3rd. So it's not much of an issue.
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I swear I heard an actual dev mention this on a stream, or maybe their own stream at one point.
I'd be all for it. But as others have said, Ruin/Undying or Corrupt already do that job pretty well for the early game. They'd have to nerf those perks. Which I'd be up for if this early game thing happened and was actually well thought out.
Having freed up perk slots and not having to worry about needing slowdown or playing a top tier to make matches not last 5 minutes would be nice. Increasing gen times isn't the answer.
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@valvarez4 said:
I would prefer waiting for 5 min that having a r...n camper killer
Camping killers lose to good players. And thats the problem right now for me with teammates. I just watched 2 fengs throw a game at 2 gens against a Clown. I don't know what would possess a player to run at the killer while injured on death hook, especially after you've already used DS. But I keep witnessing it.
Like I said, I don't WANT to win every game. But when I run a killer around for close to 5 minutes only for there to be no gens done even without Ruin. It kills my motivation to play a little bit.
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Perk tiers are the main issue. Every chapter adds a minimum of 6 perks. All with three tiers? That's a lot of Level 50 bloodwebs.
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@Elena said:
A lot of people view it as racist because they think it depicts 'blackface'. There's a difference.
Blackface is when you paint your face brown/black. If you look at the history of blackface, it was used to mock black people. Recently, when there were cosplays taking place for dead by daylight tournaments, the official dbd twitter disqualified someone for cosplaying Claudette because they were a white woman painting their face brown.
Leatherface isn't depicting blackface, he is literally wearing the skin of a black person on his face because it's his natural instinct. To him it's his moral imperative. He doesn't discriminate (he will wear anyone's face, whites/blacks/Asians) and he's too dumbfounded to know what racism is.
Complexion is a trophy to Leatherface no matter the colour, so if he sees it, he takes it.
OP also seemed to forget Jake is Asian.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754667#Comment_1754667
I get that. I understand why the devs want equality with each killer. Just saying it would be cool to have little differences like that.
Used to be a thing for 110% killers. It was removed around Spirit iirc. Not sure why. I always assumed it was to balance the much stronger powers 110 killers tend to have.
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Leatherface doesn't even know what racism is. He's massively mentally challenged psycho killer attack dog.
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Intentionally misleading hitboxes + Latency = Bad Times.
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I don't think anythings ever going to change about DS at this point. Don't get me wrong I think it would be way better and more healthy for the game to have a true anti tunnel perk. But the actually good survivors who know how to exploit DS for maximum effect right now would not let a fairer rework happen without massively kicking off. Probably do one of those dumbass "Strikes" that I've seen killers do once or twice.
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I used it for a while as an Adept Jake and got some good stealth jukes thanks to the killer not hearing the crows. It's also a godsend against a good Doc. I wish it removed Coughing/Puking from Plague.
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I have no problem with DS when its use for its intended purpose. It's when a SWF with BT zergrushes me with a cavalcade of Decisive Strike/Borrowed time hook trades comes at me and I either slug them any they UB or I eat the stun.
DS isn't the problem its how well it works with other perks.
Make it truly anti tunnel and it'll be my favorite perk in the game because survivors will have wasted a perk slot if I ever play with them again. It'll be Lightborn/Franklins for survivors.
We have a lot of somewhat fair complains from survivors about Lose/Lose situations with some recent killers. DS/UB is a lose/lose for killer but they don't care?
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/1754519#Comment_1754519
Yeah that is literally what I've stated in this post, also notice their 3d model, especially the pistons, plus there is no more smoke after their repair
Yeah they definitely look more polygonal and less rounded. The engine noises I didn't like but everything else I quite liked about the redesign.
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Maybe I'm wrong but the new gens feel like they were downgraded texture wise since they were added. Playing on Ultra and they just seem blurry and low res.
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@MeltingPenguins said:
Title.
A lot of the killers have scaled-up models, some don't.
would you be interested in (even if just for a while to see how it plays) if killers would all be 'brought down' to their human sizes?
I think that would be rather boring. Some of them are kind of crazy like Deathslinger and Plague looking like they were stretched up in microsoft word. But for the most part I think the varying heights work well.