indieeden7
indieeden7
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- indieeden7
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Comments
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@Raptorrotas said:
... So you tell me that by playing with my friends i get an automatic notification that a totem was cleansed?
Im sincerely amazed how many people get the actual cwf advantage wrong.
HUD, UI, aura reading is spontaneous, automatic spoonfed info you dont have to activatre a braincell for.
Comms let you inquire others about info which they might not even have. Each survivor still needs to actually think about intending to inquire about info and relaying said info.
Yet everyones talking about all that free info. Swf doesnt have free info, they can talk about stuff they need to find out first.
Yes, I am saying that by playing with friends on comms, you get an advantage, how is that not obvious to you?
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/241924/so-they-added-a-totem-counter
And yet people are still going complain about noed please grow up
What are you talking about? Where did I ever complain about NOED?
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One of the best strategies against demo as survivor is leaving portals alone so that he cannot replace them later on in the match, this completely removes that strategy.
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Totem counter should have been made a default thing, regardless of whether or not you have Small Game. The devs said that they wanted to bridge the gap between solo and SWF yet they force solos to equip perks to gain info that SWF get for free.
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Seeing as the optimal thing to do is leave portals alone as survivor, this will probably be a pretty good add-on.
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@NoObzBoiYT said:
It’s better this way stop complaining.
No it isn't, you can completely stomp 4 solos with any killer at the minute. SWF on the other hand are practically unbeatable with many of the killer roster. The only way that this game will ever be balanced is if solos and SWF are of equal strength, therefore meaning that killers can be balanced around a coordinated team, something hard to come across in solo queue.
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Most likely to encourage players to use Victor for the first hit, rather than the second. Although using Victor for downs was the most efficient way of playing Twins, Victor has the same problem as killers like Demo or Deathslinger, he can just hold his attack to zone people, which players simply don't see as very fun. IMO, they need to look into bigger changes for the twins, the concept of their power is really good however they rely too much on tactics that are generally recognised as unfun.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2099494#Comment_2099494
Dropping pallets while kidnapping Victor isn't defense, its dragging a toxic method out longer than it should be
This isn't true, the survivor is trading a health state, their ability to repair generators and their ability to hear the terror radius in order to stop the killer from using a pretty strong power. You're also forgetting that the killer can chase you with Victor on your back, do you just expect them to crush Victor in chase and therefore essentially give the killer a free down?
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I manage to survive in chase for a whole minute after I get unhooked, killer downs me after these 60 seconds of chase. DS deactivated despite me being in chase as soon as I was unhooked.
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Yes, that hair should be arriving in the shop sometimes however it might be a while before it does!
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/2097099#Comment_2097099
You’re assuming that the solo player is less skilled than the swf?
No, not at all, but they don't have other players to help them. As I said, when given the opportunity, the SWF will, and without hesitation, throw the solo to the wolves if it means that they have a higher chance of winning.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/2096620#Comment_2096620
This is terrible reasoning. How is the solo screwed by having a team of higher performing communicative SWF’s??? Are you saying that they are too stupid to compensate for their obvious advantage??
You do realise that the second that a team realises that someone may need to die in order for the others to escape, that solo is essentially going to be made into the SWF's scapegoat? That's how the game works as is, imagine that scenario except the killer gets an extra 3 perks in helping to kill that solo, I'm sure that'll be fun for them.
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Hopefully, many of his new add-ons are either outright pointless or too situational to be of any use most of the time.
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2096106#Comment_2096106
I think you are probably right. Oni, Freddy, huntress without iri stuff and toolbelt. All balanced imo
Freddy is hardly balanced, he gets free pressure and counters many perks passively, he's one of the most complained about killers for a reason.
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2095813#Comment_2095813
right, but they never have ideas on how to do it. Because they don't care if killers get buffed or not.
Because every killer has a different power? Not only that but just because people can't come up with a way to buff killers on the spot doesn't mean that they don't want killers buffed, it just means that they want both the survivor and killer experience to be more consistent than it is at the minute.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2094472#Comment_2094472
Right... so what do you think happens after you fail say 3 or 4 skill checks? That alone will take about 10-15s for those skill checks to proc. Once you take off the time penalty for failing them... you're dead.
It's not instant, but 10s to suicide isn't exactly an obstacle.
You most likely aren't going to be getting skill checks every 2.5 seconds.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2093641#Comment_2093641
Ah yes the old divide the community because x side thinks they are special
They're hardly dividing the community, it's a fact that a lot of people on these forums seem to actually believe that the devs prioritise fixing survivor issues over killer ones, when that simply isn't the case.
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@glitchboi said:
THE NEW HEAD ON "SHADOW NERF"
While standing in a Locker for 3 seconds, Head On activates.
- When performing a rushed action to leave a Locker, there is a 30/40/50 % chance that it will stun the Killer for 3 seconds if they are within range.
Head On causes the Exhausted Status Effect for 60/50/40 seconds.
Don't forget the "regardless of whether or not you achieve the stun" part!
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Guys we honestly just need to stop interacting with this guy's threads, no amount of reason will stop him from complaining about something being survivor-sided, even if the thing in question is far from it.
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People don't seem to realise that even without Infantry Belt, this add-on is a problem, any mediocre Huntress can hold a hatchet until it's a guaranteed hit.
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Did they even do anything beforehand?
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@PerfectlyPink said:
No colorblind mode gets a 0/10 from me
I can't change the color of scratch marks to blue or green or something :(
The thing about being able to do that is that scratch marks are designed to be less visible in some terrain, being able to change the colour of scratch marks completely would remove this.
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Oh wait it's a Lord Tony post, why am I not surprised?
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This would make Haddonfield hell again
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This would make Head On even worse than it already is
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That actually means that the survivors got the minimum number of pallets possible.
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I think they added a pallet in the most recent update
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Last night I got Hawkins 3 times in a row with no offerings, this has been happening to me with other maps as well recently. Whether it really is just luck of the draw or the map rotation is bugged, I have no idea.
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People actually want the most oppressive killer chase-wise buffed? Imo he needs a trade off, a straight up buff would make him even ore miserable to play against than he already is.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2083523#Comment_2083523
https://www.youtube.com/watch?v=_n5E7feJHw0&ab_channel=darkchia00
Sure mate, that´s why almost no killer uses it since the Undying nerf.
I still see Ruin used in at least 50% of my survivor matches, just because Ruin / Undying isn't a free win against solos any more, doesn't mean that it isn't a useful build.
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Probably a bit too soon to say, I've had loads of matches where the killer doesn't get any use out of starstruck all match.
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You do know that footsteps are audible right?
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@Deathslinger_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/2080457#Comment_2080457
It's called small game
So solo survivors should have to waste an entire perk slot (possibly even a perk slot per survivor) just to get the information that SWF get for free? Takes like yours are why the game will never be balanced properly
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@Lord_Tony said:
killers can't easily protect their totems from 4 survviors either.
totems need major buffs
All they need is better spawn locations, if survivors manage to cleanse all 5 totems AND complete all 5 gens, that's on you, not them.
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As other people have said, it isn't always that easy. Solo queue have no way of determining how many totems are left or communicating to their teammates that they have cleansed X amount of totems. Not only that but with maps such as Midwich or Léry's, totems can be next to impossible to find even for a 4 man SWF.
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I really don't like seeing threads like this, in order to combine 2 teachable perks, one of the perks would therefore have to provide a new ability, they can't just outright remove a whole perk.
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@Claudette_Baguette said:
https://forum.deadbydaylight.com/en/discussion/240097/debunking-the-myth-that-ds-is-now-useless
Being healed by OTHERS doesn't deactivate DS, it should be fixed ASAP!
It should also include killer specific powers:
DS should deactiavte if:
- You disarm a trap
- You use your flashlight (to destroy hag trap)
- Cleanse yourself from the Plague
- Search a Jigsaw box
- etc.
I'd have to disagree with this. For the first two, even with DS up, a survivor shouldn't aim to lose a chase as fast as possible, actions that could be performed in chase with the intent of extending said chase, should not deactivate DS.
Cleansing against plague may heal the survivor however it gives the killer an extremely deadly ability in return that can down multiple survivors in a small window of time.
Searching a jigsaw box deactivating DS is pretty counterintuitive, DS is designed so that it deactivates when a survivor progresses the game, but traps are also designed to shift a survivor's focus away from objectives. An active trap is a survivor's main priority when playing against Pig as it can kill them in a matter of minutes, making one of the only anti-tunnel perks in the game deactivate for doing the only thing that a survivor can do in that situation wouldn't make sense.
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I honestly wish they'd just remove the cooldown on this perk, unless you're chasing a Meghead who camps pallets, it most likely isn't going to give you much value.
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A lot of cosmetics are designed to look a bit scruffy to fit in with the whole cat and mouse theme of the game. It's possible that the idea is that his pants came untucked while chasing survivors.
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I really don't like the idea of just making survivors as conventionally beautiful as possible, hardly anyone on Earth looks perfect.
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I'm not colourblind but I applied the yellow-blue colourblind setting, makes colours a lot more vibrant. Whether or not it helps you see things better I can't tell, but it sure does look nice.
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Never in my life, have I seen someone spell "Korean" with a C
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Not sure about this but tbh once you're fully healed, DS will probably expire before you get downed again anyway.
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@ProfoundEnding said:
All I know is we better get two male survivors in a row. So far we've had 7 female character models released in the last year and a half. Compared to the one male, Felix.
Actually the survivors are pretty evenly split sex wise, 12 males and 13 females. The next survivor we see could possibly be male however I wouldn't say the difference is big enough to guarantee the next to be male.
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I'm hoping that the last two chapters not being as good as we'd all hoped means that the 5th anniversary chapter is going to be as good as the devs could possibly get it, whether or not that's the case is a different question.
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Exploits are generally only considered as such if they are unintended. Killers being unable to pick up survivors who are being healed probably is intended
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2068797#Comment_2068797
I have heard very specifically that they don't to change console achievements.
They can, but the console teams don't like to change them unless they absolutely NEED to. One of the Legion's old trophies required you to down someone during Feral Frenzy, now you just have to down people afflicted with deep wounds 25 times.
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I don't really mind them either, most of the time there's only 1 or 2 walls added anyway so breaking them is never a huge hassle.
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I would love the 2017 halloween one back :(
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Have you turned the intensity up?