Avatar

immortalls96

immortalls96

About

Username
immortalls96
Joined
Visits
4,095
Last Active

Comments

  • @LetsPlayTogether said:

    PH wasnt fine, thats why he got changed rightfully.

    Hello mister bias, good to see you again

  • The icon change was curiously to me too,/ we got it on ps4 first..maybe sometime we may see the crown be more applicable

  • @xXCAM3R0NXx said:

    https://forum.deadbydaylight.com/en/discussion/167730/this-patch

    The patch does not make the cage of Atonement weaker at all. Cages disable any perks that would work on the hook or in the wiggle phase of carrying; DS, Deliverance etc. This is a really neat ability of PH as many survivors like to use 'hook' and 'wiggle' perks, which means this a great counter towards them.

    Cages are good to prevent situations involving survivors (mainly SWF) body blocking hooks and hook sabotage saves which leads to them escaping your grasp.

    If you're in an area with hooks a long distance from you, using the cage can help save you from becoming stuck in that dilemma.

    It does be ause information drastically changes the decision of what play you make as killer , losing thos information is unnecessary punishing of all players with no compensation to reflect that missing part of the kit

  • @Steel_Eyed said:

    It’s a good nerf imo. We’ll see how it works out.

    But not entirely warrented

  • Yeah..ok...but how do you keep moris a valid part of the game then ?

  • Ehh..I'm kinda a fan of an idea I had..you get 3 hatchets but you get exhausted for 20 seconds, mangled till healed, and hindered for 20 secs (based off her addons but hindered is terrible by itself) Then..the very last hatchet becomes a 1 shot axe..tjos is way more fun to use and has the double benafit of trading less one shotting should you run extra axes

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1400196#Comment_1400196

    Hopefully, though I have to admit the devs aren't exactly known for listening to that kind of community feedback. I haven't really seen anyone talking about this though, so I thought I would bring it up.

    Likely because we havent had any idea of this in game before..its always been a mixed bag

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1400191#Comment_1400191

    Mori's aren't made for pips, they are a relic of when this game used to be a horror game. (As are Keys). That's the only thing I can think of to make them balanced for the PvP aspect of the game. They could count the Mori as a Sacrifice if they are on death hook and save the pips. I'm not sure how they would balance pipping for Survivors with Keys because these types of things shouldn't be in this game at this point.

    IMHO both should be scrapped because I have no good idea's on how they should be balanced, if they can be at all.

    Well that is impossible as moris are integral in the marketing of a killer and theres achievements for the key , and honestly I had an idea or two way better than this general tossing of potential

  • Pretty much everyone's concerns, solo survivor will improve but the level of stress on the killers part will only grow, however..this may be the nudge the devs need to see what weve been talking about when we say only a couple cast members can hack it when survivor plays to full potential

  • @[Deleted User] said:

    Delete Keys and Mori's there's my rework. Both are exclusively made for BM and nothing else. If anything, allow Keys to let one person to escape and allow Killers to once again grab people out of the hatch but only when a Key is used to open the hatch, if it opens because they are the last player they cannot grab them. This is to fix hatch stand offs obviously.

    Yellow Mori's should be on by default just to save time. Both Red and Green should only work when the player is on death hook.

    Death hook moris are extremely lazy a solution and will cost the killer pips and points for 7k bp..not exactly fair when the survivor gains in the same scenario dont you think ..?

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399765#Comment_1399765

    where are you getting this stat from? Where's your proof that two people escape using keys 80% of the time, because I call bs.

    Umm..my two years of play time..also I am fairly certain your misreading my comment..look at it again

  • As long as her addons are ensured not to be an issue I'm 100 percent with this..really ruined the fun of her free flying design

  • @caz_ said:

    in his last youtube video he spoke a little bit about Mori's and Keys and how BHVR could rework them.

    Purple Key = Just 2 can Escape.

    Skeletton Key = 4 Can escape

    he also said opening a Hatch should have a animation like the killer does when closing the hatch. What makes actually sense.

    and about moris he said, the killer can mori after he hooked everyone atleast once.

    Not the worst idea however realistically it leaves keys very barely nerfed at all because usually two people escape during a key usage about 80 percent of the time

  • They really should just make it base kit..then we can at least enjoy moris

  • @LetsPlayTogether said:

    So you just went against a bad spirit. Good for you. Spirit needs an indicator when she starts phasing. There isnt a single argument against it.

    Didnt realize only your experiance mattered lol

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398926#Comment_1398926

    Us vets? I have 5000 hours, OoO isn’t anything new to me. The point is that no matter how many times I circled the map I could never catch up to this survivor, so a result the endgame collapse had to kill him. I couldn’t even get my 4th BBQ stack to make matters worse.

    Well then cant really say scott did anything more than just add another arrow to the many pointing to object as a massiveimbslance

  • Object being broken isnt news to any of us vets..weve been pointing at this perk for ages

  • Yeah if this were base kit maybe but an addon like that wouldnt be worth

  • We can hope and pray they would do this..itd be an awesome way to celebrate the anniversary

  • An interesting idea but as said above removing the pressure hooks create just makes killer have a harder time keeping gens at bay..even the top tier killers would suffer massively if hook pressure was taken

  • First off that's not how pips work, second if you keep getting zapped yes he can deny it but if he misses he cant stop you in time due to charge speed and fire delay

  • What he needs is a chase mechanic..he has a pressure tool but much like old freddy legion wins by making games a slow slog to finish gens

  • Because in reality it's not an outplay and just lucky something was there to break the chain..plus he is a 110 with no pallet punish so if he had to reel you in every single hit hed be the worst killer in dbd..so that pretty much sums it up

  • You have to bait him so he doesnt have enough time to fire, you see he cant strafe while planted so if hes going to shoot he cant follow you around the loop because he can only go forward, so if hes looking at you hes going to shoot , he also has to lead the shot and you can just dh or double back to dodge it..its honestly becoming easier and easier at tiles because of how many limitations it has..if hes following hes faking, if he looks at you hes going to shoot..out in the open its trickier but go figure right? He will start suffering soon..the line attack is too slow and limited for the long punish it has, heck if you know he will shoot..just run as he does and you will gain huge distance while he catches up

  • @BigBrainMegMain said:

    Your game has a Help and Tutorials.

    Submit a Ticket.

    It should take you to a sub-site of this one here.

    Danke

  • Yeah it's honestly silly..if it's only good during animation locks it's not really worth

  • @Mr_Slick546 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394532#Comment_1394532

    You really don't understand, as Onyx said you gotta get your head out of you know where because you quite frankly have no idea what your talking about. Try not to hurt yourself too much thinking about it. :)

    I'm a vet in dbd..I know exactly what I'm saying lol..

  • I honestly find him more annoying than strong..but only due to to latency in the same way huntress has it

  • @Steel_Eyed said:

    1. You will find many of your complaints are universal issues for killers that need to be overcome in order to win. Winning chases, removing pallets, slowing gens are part of the game. If you do well in a few of these areas, when the map compresses the game gets easier and easier even against the skilled survivors.
    2. Trappers power is on the cusp of being broken. The wrong buff in the name of QoL could make it absolutely bad for the game. Imo he needs to be hindered to offset how strong the power is.

    Implying trapper is powerful..which he is not..as long as he can be disarmed his danger of being op is..non existant really..not enough traps to make that happen..he cant cover many places

  • @Mr_Slick546 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394220#Comment_1394220

    I realize you equated picking 1 side over another at a pallet or window as "running in a straight line and dying" you must be pretty dumb to have inferred that from my message LOL.

    Ah..now I understand a few things..I'd recommend you stop before you just do yourself harm

  • @Onyx_Blue said:

    @immortalls96 you're a patronizing one ain't ya. How about pulling your head back into the daylight for a few seconds and realise where you're talking out of. A great Spirit player will get you 9/10 times in a close quarters loop, since all they need to do is have ears. The argument isn't about Spirit in general, imma say it again now that my words, hopefully, aren't being muffled by the insides of your cheeks; the discussion is about her from close range, she sees your movement in grass, she hears your direction, so to mindgame her from close-range, you have to make a godly prediction, and guess correctly all the time. Her perspective is simple patience and listening. (Yes, you can hear her footsteps, but again, hers is simple patience, listening, observation). I'm done with you now. :)

    Are you done? You've just said nothing based off factual realities and just made assumptions...I've played and against spirit since day 1 of her release..I think I know her pretty well by now

  • Buddy I've kept spirits on the line for very long periods of time..see you only use examples of stuff any killer can do..if the window is a 50 50 for spirit then any other killer could go around too..in which case spirit risks missing a swing by blinding herself to phase..so in that regard your using a t wall as a point of spirit but that tile is the same for every killer, therefore..your point has no weight to it

  • I think the line just needs to be a tiny bit faster, or just let the killer have more turning control while using..its very annoying

  • @CookieBaws said:

    He already moves at 115 while channeling, why do you need more?

    Yeah I'd do your homework first ...that's very false

  • You do not speak for everyone..so..yeah good luck with that thought process

  • @Mr_Slick546 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394170#Comment_1394170

    Do you know what pallets and windows are in this game? You have to be on one side or another, that's a 50/50. You could just stand in a dead zone and die 100% of the time so ya, I guess that's a third alternative....

    I'd recommend playing the game for a while before you make a statement like that..more likely you'll be taken seriously , so! Your one of those who run in a straight line from her and just..well..die because you were being predictable , you see a while back they removed collision from phasing spirits, this way theres more mind games available via doubling back and being unpredictable, you can also fake pallet drips by not going through them before dropping and windows can be double vaulted as well, these have been proven effective methods for mind games and making the spirit have to make better reads in turn..do these things and you'll find spirit is given a bad rap by those who dont think outside the box

  • @Mr_Slick546 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391117#Comment_1391117

    Spirit is the second strongest killer in the game and is without a doubt the least interactive killer in the game for survivors to play against, her power giver her a 50/50 at winning ANY TILE and there's nothing the survivor can do to make it not a 50/50.

    I don't want you to take this the wrong way because it's not meant as an insult but you have no idea what your talking about and have SO MUCH to learn before coming to these forums to talk about balance.

    A 50 50 means you can only choose 2 moves..and that's incorrect

  • The game does still have glaring balance concerns but..progress has been made

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392172#Comment_1392172

    Her "best addons" were blatantly overpowered. With the saya/tsuba equipped you could exit phase without even having to know where survivors are and get hit because your lunge would be so crazy long that it goes around entire loops. Despite the nerf to these addons, the wakazashi saya remains one of her stronger addons, while tsuba is still decent.

    The amulet was also baltantly overpowered, making just about every aspect of your phase better, it was brainless. It's nerf was changed to just provide duration, but reduce your speed. When combined with a speed addon, this addon is extremly good, because duration not only allows you to potentially phase for longer, it effetively increases the recharge rate of your phase.

    Not to mention the activation rate addons are unchanged, and those are very good as well.

    Her only addons that are terrible are the passive phase ones, and generally the recharge rate ones are bad (but not terrible) because duration is objectively stronger.

    The amulet didnt grant very big numbers and yes I'm aware of the current amulet uses however it's not worth it unless you run an iri addon,/ the combs was actually nerfed too if I recall correctly , my point was she was already hit heavily and her skill cap increased , to remove her last few semi viable mind games would just encourage pallet camping to avoid her..then the spirit is the only blind one..that was my entire point

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393057#Comment_1393057

    It's slowER, but as I've said, there are plenty of 110% killers and all are fine or even really good. It's only 110% movement speed, it's not the end of the world and generally they drag their sword when they're close enough anyways. It's not a flaw, he can drag and then cancel it at any time to hit you if he needs to. A reverse pallet can be countered by lunging, which can be done immediately after cancelling the power. If he's right up on you without dragging his sword for you to pallet slam him, he did it wrong anyways.I don't see any flaw in my logic.

    A lunge..counters a..ok we are done here..come back when you've played him..I cant make you understand reality

  • @Onyx_Blue said:

    @immortalls96 lol you actually think Spirit is fine as she is?

    Mate, thinking Spirit is braindead doesn't immediately expose that someone as a bot player. I guess you didn't read my comment properly, no suprise there, because if you did, then you would have understood I was talking explicitly about the close range aspect of her gameplay; it is heavily in her favour if she has ears attached to her head. That and a basic understanding of killer (but that argumeny is niether here nor there since bots hold no validity over arguments). Yes, you can keep her running, you can mindgame and outplay her. But on the survivor side it takes a whole lot of luck on top of the necessary effort. That aspect is what my comment was arguing, so pretty much all of your reply to me is pointless.

    And another huge LOL for you, the Nurse changes have minimal impact on her gameplay, all it did was make it so survivors get a little tiny bit more of a chance to get a reprieve and escape a chase; before, she was an oppressive killer. As she is now, Nurse punishes bad players playing her and has zero impact on players that are actually good.

    Says the one who never plays nurse I'd bet a million dollars to that , considering the best nurse mains all but quit on her but hey..whatever bro..keep practicing and you'll get to level of players spirit is made to fight..till then..ta

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1391907#Comment_1391907

    DH only works 30% of the time, I'd rather use perks that have guaranteed outcomes than things that are effected by randomosity.

    As for Deathslinger, he's 110% ALL THE TIME, they're not comparable. He's also not trash, I've seen a lot of Deathslingers who play him in high ranks saying he's actually pretty good on these very forums. I don't face enough to have an opinion one way or the other. but I'd imagine he suffers a lot on bigger maps.

    As for "mind gaming", you can't mind game him if the pallet isn't thrown(and if it's thrown it's not really a mind game), and as I said you can't throw the pallet unless he's too far away. Doing so locks you in an animation, which gives him an opportunity to hit you, leading back to that same exact scenario where if you throw the pallet, you're hit, if you don't, you're still hit because he can just walk up and slap you while you're trying to fake out his power. 110% isn't the slowest movement speed in the world, all 110% killers are actually still pretty good and it's still 10% faster than a Survivor's speed.

    One flaw in your logic..unless hes in stance he cant shoot on reaction and it's still slow, plus you can always fake him out with the reverse pallet vaccum track..trust me as someone who's actually played as him and made people playing him DC ffs

  • People just assume shes still best but in practice it's not realistic..shes fallen from graces becayse the devs handed free gen time to survivors while also increasing her already brutal learning curve , so any survivor who knows her even a little will make you lose games unless you slug like a mad man , every blink is 5+ seconds of free gen time..start counting it out and you'll see the problem..because those 5 seconds only take into account how long shes doing nothing at all

  • @Onyx_Blue said:

    @immortalls96 how would it make her the only blind one, she would be able to use her activating phase as a mindgame. And she'd also still have ears. She's a braindead killer atm, the only killer that holds the control in every tile she goes to. Yeah she can be outplayed, but it is all guess work for survivors. From guessing that she is actually phasing instead of just stood there (certain cosmetics don't show the very missable telltale), to actually trying to manipulate movement/scratch marks to avoid her - which can very easily be negated by Stridor, and a Spirit simply staying in phase for an extra half-second to gauge the accurate location. More changes do need to be made to this killer

    No she doesnt, her best addons were shredded and she lost her collision providing use for survivors as a juking method , a killer is supposed to hold power over the chase because it's a 1v4..and spirits gameplay is only as simple as the survivors be ause running in a straight line wont work, go figure, I'm sorry but everyone that say this always has minimal experience vs good teams or simply doesnt play her at all..its amazing how long I can keep spirit going despite the apparent need to ruin her as you suggest, honestly you just need to learn to do more than run in circles..its the very same with ph..this kind of thinking is why I literally can fall asleep as survivor...its easy mode 90 percent of the time because most of the cast is weak..I only really enjoy facing the top tiers due to this.


    Simply put..her entire kit depends on her remaining unknown..take that away and suddenly shes trash again..we saw it in her ptb, we saw it with how nurse was handled, you cant take away a killers identity and possibly think it's reasonable from anything other than a strongly biased perspective

  • The longer hes out the easier it gets to avoid his line attack and even abuse it to extend the chase hugely for 1 missed attack, it's just like death slinger..a few of us saw he was mediocre from day 1 but nobody wanted to listen till they realized why we said that..already high rank survivors pretty much rarely get hit outside animation locks..could use either improved controls or a slightly better line attack

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375480#Comment_1375480

    The thing is you can use those animation locks to your advantage to get hits you normally wouldn't. People can't throw pallets because if they do they get hit by his ability, if they don't, they get basic attacked. While yes, faking each other out should be POSSIBLE, it shouldn't end in a bad outcome for one side either way, because then only one person can do the mind game, and it wins a trade for them either way. If he could easily get hits outside of animation locks, then there'd be even worse problems because there's no real downside to dragging his sword for a second or two. I think there should AT LEAST be a pretty decent slow for stopping using your ability so that this situation doesn't happen. Someone mentioned you could simply walk up to the window and pretend like you were gonna vault to try to fake him out, but in that situation the killer only has to walk up and hit you. You give the killer too much ground when doing that unless he's like miles away in which case you could safely vault it anyways. In order for that situation to happen you'd need to be far enough away from the window to fast vault when you started up again, and it'd require the PH to mess up(fire his ability early, or stop using it early).

    The only time I've had a situation where he didn't 4k was when I wasn't on an indoor map, but 90% of the time I face him, I'm on Midwich(That said I haven't faced him on Hawkins or Lery's, only The Game and Midwich as far as indoor maps are concerned). He should be good across all maps(all killers should be), but not almost pointless to even try against on a few. That's the major thing I hate about DBD.

    https://forum.deadbydaylight.com/en/discussion/comment/1375262#Comment_1375262

    Yes, but Clown can't hit me while I'm dropping the pallet.

    Death slinger has better window punish than ph and he is still trash, your entire basis on ph is be has no penalty for power usage which there shouldnt be one as his line is way too weak to do that..if they gave significant changes to how his line works I could see it MAYBE being an issue but right now hes feeling weaker as time goes on, hes just a pub stomper because people dont mind game they just use pallets like shields, and once you throw the pallet vs ph it's way easier to bait and fake him because the vaulting of a pallet is faster than throwing, plus dh garunteed a free miss of his line which means you can run from the loop as he fires, dh if necessary , then get miles of distance..tried it and it was disgusting , extends the chase by another 15 secs easily..that's already a red flag just from that

  • @Onyx_Blue said:

    Yeah, that wouldn't hurt her gameplay at all. It would actually increase interaction and mindgame potential for both sides

    No itd just make spirit the only blind one..and would crush her ..weve already seen what shes like when survivors hold the info..she was trashed

  • Pass..people will just canp pallets and abuse her collision heavily..its be a death sentance

1 … 20 21 22 23 24 … 83