jesterkind
jesterkind
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@Sad_ness61 said:
https://forum.deadbydaylight.com/en/discussion/comment/2669402#Comment_2669402
Can u tunnel my balls pls xD typical killer main
Yeah, that sounds about right.
It was worth a shot though!
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I'll take the bait- isn't it? OP says they were farmed, so the killer in that scenario is right on top of them and their teammate ran away. Why would the killer take the chase on the (presumably) healthy survivor they can't see, over the injured survivor they can see?
I probably wouldn't, personally, but there's no denying that it's obviously the right choice to down the unhooked survivor if you want to win. Why isn't it on the teammate who farmed?
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2668871#Comment_2668871
Then we need the option to hold shift and prevent an unhook just like we can prevent a heal. We can't help what mouthbreathers we get paired with unless you *always* play with 3 friends. And we all know how much you don't want us to always play with three friends.
Sure, you won't see any objections here.
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Good news!
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2668571#Comment_2668571
Can I please get whatever survivors you've been going against as my oponents? Basically no one I play against ever cleanses totems. Theres like a mindset now of "I may not be using any boon perks, but maybe I should leave this totem up for anyone who is running boon perks"
Oh don't get me wrong, it happens less, but it does happen.
I don't think Pentimento is going to be useful outside of niche builds designed to prop it up, at the end of the day.
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I was surprised when I learned it too, it's a neat little fact. I'd always assumed they were fictional.
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Yep, still having a great time. Matches are more consistent, which does mean harder, but not to a level I can't overcome- most of the time. Being rolled every once in a while isn't the worst thing in the world, though.
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It's only been out for a couple hours, I doubt it.
It seems like a really, really situational perk based on its description, though, so I don't know that many people are going to get a lot of value out of it.
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@danielmaster87 said:
The fact that the gen speed slowdown comes in at the second stack and not the first makes it unplayable. Smart survivors will just cleanse it once, see that they get a healing speed debuff, and not cleanse it again.
They changed that from the PTB- gen speed is first now.
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"Dire" in this context means that the animal is bigger and more ferocious than its regular counterpart, with the main example being Dire Wolves.
Fun fact! Dire Wolves were actually a real thing, but they're extinct now.
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It's okay when you combine it with things that more heavily encourage breaking over blessing, but on its own it's not particularly great.
The more interesting question, to my mind, is... should it be? Is it a bad thing for a perk to only really work properly when paired with one of a number of other perks to prop it up? Undying and Thrill aren't particularly useful on their own either, so is it a problem that Pentimento needs propping up too?
I'm not saying it isn't a problem, but it's an interesting question to ponder.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2668785#Comment_2668785
Auto Aim or Aim Dressing there is something weird in the game because there are times I go to swing at a Survivor and I'm looking at them when I swing and my char turns towards a wall slightly or I look up slightly.
Yeah, it doesn't work very well. I usually get robbed of a hit by hitting an object as someone rounds a corner- weirdly, it seems to happen with the hay on Coldwind a lot. Maybe that's just confirmation bias on my part, though, lol.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2668871#Comment_2668871
Or atleast let me hold shift when on a hook so I can't get unhooked by idiot teammates. I hate that I can NEVER solo-queue, I HAVE to play with 3 other sweaty players with meta perks so the killer doesn't just just turbo-tunnel 1 poor soul.
I'd be on board with that first part. Might cause some griefing issues, but it'd certainly be better than punishing the killer because the survivors played badly.
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To be fair, the teammate who farmed you is the one to be blamed for that. Should the killer really be punished for taking the obviously best option when it's presented to them by bad plays from the survivor team?
Granted, it's still a problem, but it's important to understand why, and where it comes from.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2668804#Comment_2668804
I said essentially the same thing which is true. They both barely do anything if you're somewhat decent at a game but aim dressing ######### you over which is its only purpose.
But they don't do essentially the same thing. Auto aim would give you far more hits than the aim dressing function, all the aim dressing does is turn the camera to make the hit you already got look nicer- and occasionally ######### over that hit, which is the main problem with it.
I'm not arguing against it being removed, I'm just pointing out that it's not an auto aim system and there is a difference.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2668785#Comment_2668785
Yet auto aim can just be mitigated by you turning you camera a little bit... And aim dressing is a disaster of a aim system they created. They essentially do the same thing with different names.
N... No, they do different things. I just outlined what the difference is?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2668795#Comment_2668795
That's a pretty cool idea. No more trapper tears when I use a tar bottle only to spawn in on The Game ;__;
Yeah, I feel that. The Game is hard enough as it is lmao
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Logwood Dye doesn't exist anymore, for the record, it got deleted in his addon pass- and deservedly so since it did basically nothing.
I've said this elsewhere, but what I think they should do is rework the Tar Bottle to provide more map-appropriate colouring. That way if you're going to a map like the Swamp or Azarov's or Midwich, it's still darkened, but if you're going to Coldwind or the Eyrie of Crows it gets more sandy-coloured, if you're going to Ormond it gets icier...
That seems to be the only real way to rectify Trapper's power and more varied map design, outside of putting awkward and conspicuous grass in some places.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2668350#Comment_2668350
Aim dressing is literally auto aim. There is no other game where there's a thing called "aim dressing" BHVR just called it that to be special.
There actually is a difference. If their description is accurate - which it seems to be based on my experience - the aim dressing doesn't give you any hits you wouldn't have gotten otherwise. What it does is turn the camera once you've gotten a hit to try and make the hit be on the centre of your screen, so that it doesn't look weird.
Auto aim, by contrast, would correct your camera/swing position to give you a hit that would've missed otherwise.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2668760#Comment_2668760
When killer erase your boon you get a random totem aura so u can relight another but the totems get destroyed.
I'm not sure how that relates to anything I said in my post? It clearly doesn't prevent the slowdown from being incredibly minor, and it still results in boons being really fleeting in their impact.
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@jacindazs said:
https://forum.deadbydaylight.com/en/discussion/comment/2668584#Comment_2668584
But...Lol has one of the best update system.
And I dont agree with your "laugh"... there are real penalty for bad behavior. Also they support nice bh via small benefits. I would do it stronger, but still better than this huge nothing in dbd.
DBD should stop releasing millions killers and try one or two month focus on bug fixes, improving players´s satisfaction, change reporting system...etc
I'm laughing at you calling League a "nice game without toxic players". It's got a reputation for having one of the most toxic playerbases, and for good reason.
I'm sure their report system is actually pretty good, and I'm sure BVHR could learn from it, but the notion that their report system results in a game that isn't toxic is really silly. I've played League, it's horrendous for toxicity.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2668432#Comment_2668432
To force one survivor to not be on a gen. One. The time investment compared to the reward is absolutely nothing and as long as boons are a pile of infinite medkits it will never even out.
Mhm, one survivor. Who is not on a gen, meaning you can go pressure the ones who ARE on a gen, safe in the knowledge that one guy is doing something else. Now, as I said above, the current incarnation doesn't really work out like that due to awkward totem spawns, but that's the idea.
Also, you seem to be confused- boons aren't a pile of infinite medkits! I'm sure the point of your confusion here is that you're forgetting that a boon perk is a pile of infinite medkits, boons themselves offer no such benefit. Circle of Healing's balance is a separate discussion.
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2668432#Comment_2668432
Okay once ur boon is erased you see a random totem aura.
I'm sorry, I don't quite see what you're saying here, could you elaborate?
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Using League as your example legitimately made me laugh out loud oh my god
Regarding your other point: DBD isn't actually the only game that does that weird archiving thing where every update takes longer, I'm not sure what's governing it but it's super annoying. And yeah, this game could do with a little more policing of toxic behaviour, I won't deny that.
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I think it's not quite that bad. Obviously anecdotal, but by using a combo of Plaything and Thrill I got up to three stacks on my previous two games, and I've noticed people breaking totems even after boons were introduced in general.
It's certainly less useful now than it would've been, but it's usable. The first stack being the repair debuff, arguably the most important debuff on the list, definitely helps.
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Disabling the aim dressing as a little experiment could be interesting- I've been "dressed" out of a hit before, either because of environmental objects or because it stupidly still auto-dresses to survivors who are on a hook, so seeing how the game fares without it could be a valuable experiment.
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You aren't forced to use boons. Pentimento can only resurrect each totem once, and if that totem is cleansed before another one is resurrected, the killer's only ever going to get one token.
You also already had every reason to use at least Circle of Healing, because that perk is busted.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668432#Comment_2668432
Hey, fair enough.
Yay, it may be for the first time we agree on something.
No, we agreed with that Deathslinger too.
Progress can be made! A forum first, I'm sure.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668403#Comment_2668403
Maybe you have changed your arguments since we had that conversation. Hard to tell, maybe I didn't understand, that's possible too.
My reason why it is bad idea is quite simple:
It would be fine for CoH, but it would destroy any other boon perk. So it's better to just nerf directly CoH, a lot.
That's part of the reason, yeah. The other reason is that boon totems are designed to be a back-and-forth where the killer can invest a small amount of time to snuff it out to force the survivors to not be on generators rekindling it.
Making them one-use negates that point, it makes them a minor resource that doesn't fundamentally impact the match that much, as opposed to continual slowdown in exchange for survivors keeping their buffs lit.
The "safe haven" part is just the reason survivors would want to go relight it, not the core reason in and of itself.
Also, since I've found people assume otherwise if I don't say it: That doesn't mean boon totems are currently balanced or that serious work doesn't need to be done. They need a lot of work, it just needs to not be killers breaking totems on snuffing.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2668282#Comment_2668282
Mostly End game perks (Noed Rancor Blood warden, STBFL)
Some match change to full M1 (Sloppy, Franklin, STBFL, Unrelenting)
Or full pallet counter.
Usually I set 3-4 traps around an area 25% map before I pick traps and get to another area. Usually in chase, i can control them to run into traps zone and hooks start fro there. Sometimes random survivor step on traps too.
But recently, all I heard was disarm trap noti. Even at places that hard to expect. Perks dont matter when you start game with losing 3-4 Gen for traps setup and all traps disarmed.
https://forum.deadbydaylight.com/en/discussion/comment/2668316#Comment_2668316
Which addon doesnt matter, even if I use Honing stone and Iri stone, its pointless if they never step on traps.
Bloody coil may have some use. But they will heal 30sec later with Boon, if Im not there to make a chase instantly
I think your problem here is trying to control too much of the map- in my experience, the general area you spawn in is going to be the area you defend, and you just give up the gens on the other side of the map because getting there and setting up traps is just not possible.
Easier to shift around where your traps are on smaller maps, though. Or like, maps with a small effective play area, like Dead Dawg- though that's already a good map for him. On larger or even moderate maps, your spawn point is where you're gonna want to defend.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668332#Comment_2668332
Maybe you should learn?
Nah, just kidding,
I have changed my mind on this for different reason than you are trying to sell tho... your whole safe haven is BS imo
The fact that you think my argument boils down to "safe haven" means I've failed to communicate it, so maybe this is partially on me.
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And so the cycle begins anew, with nobody learning anything.
Alternately, "how many times do we have to teach you this lesson, old man"
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He dropped it approximately .2 inches onto a soft surface, and it shattered into three million discrete pieces, as Apple products are wont to do.
He just taped it back together, that's all.
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I don't even really know if Tar Bottle is his best addon anymore, I feel like he's got a few decent ones. There's the auto-reset addons, the slowing down disarming addons, the iridescent that injures on disarm, the few to make getting someone in a trap even more deadly like Honing Stone or Wax Brick...
Tar Bottle is increasingly less and less useful as maps get brighter and grass is removed. In my experience, you're probably going to want to be hiding traps around sharp corners and on the sides of loops with pallets instead, and accept that you do not have a map-wide presence, you're setting traps and sticking by them.
I would like to see this addressed, though. I mentioned it in another post I made but I kinda want to see the Tar Bottle reworked to apply map-appropriate camo instead of just darkening the traps. Sandy for Coldwind and Eyrie of Crows, iced-over for Ormond, etc etc.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2668285#Comment_2668285
I thought the maps were re-enabled because they turned off collision.
I see no reason to assume they haven't been fixed, so I'm sure it's fine.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2668053#Comment_2668053
Have they fixed the unsnuffable boons?
Presumably. I'm pretty sure they were fixed when their associated map offerings were re-enabled, right?
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@Dito175 said:
1 - redo all archives lore
2 - more maps for licensed realms
3 - console crossprogresion
... All of the archives lore? Some of it's pretty good, that seems a little excessive.
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Tough choice for just three, but I think mine would be...
- More consistent survivor spawns, whether it's always grouped up or consistently 2/2. Also don't let them spawn on the same tile as a totem.
- Reduce the BP grind by making new killers/survivors start with three open perk slots instead of one, and removing perk tiers.
- Vriska Serket as a survivor. (gotta throw one pipe dream in there or it's not fun!)
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2668056#Comment_2668056
I'm the one that actually locked the thread - as we lock all announcement threads. Plus deleted a lot of abusive comments...it's not negativity that we avoid, it's the insults, abuse and death threats.
Didn't have that context, thank you for clarifying!
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Were they all legitimate complaints pointing out extant bugs, or were they people making hostile, aggressive comments about how the game is trash and the devs are incompetent?
The one to one you're trying to draw doesn't really exist, this community has a bad habit of behaving in a manner that would warrant barring them from commenting even when they're mad about something that is a problem.
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@RoaderFrost said:
"Re-enabled location restriction when snuffing Boon totems" does it means?
This looks like a change but I don't get it.
Because of the unsnuffable totems bug, they disabled location restriction when snuffing- which means that if you're in range, you can snuff the totem, even if it makes you clip through scenery. Now that they've fixed those unsnuffable locations, you have to stand actually in front of them now.
It's not really a change, it's just everything working properly.
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@Thunderfrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2668013#Comment_2668013
How? Pentimento seems to be useless against boons, because the totems have to be broken.
That's why the other two are there; Plaything to make it less likely the specific person it's affecting actually has the boon perks, and Thrill to make blessing a hex take forever to encourage breaking it instead.
It's not a guaranteed-value build but it could potentially be really strong.
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@[Deleted User] said:
It was on that day that Dying Light, a joke of a perk already, was buried alive with no one to miss it.
Let's be real, that perk's been buried a long time. Pentimento's not doing anything to it.
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This is a very welcome change, honestly. Pentimento isn't going to be super useful because people break totems more rarely now, but if even a single totem gets properly broken, you'll get some serious value out of this perk.
Between this, the buff to Grim Embrace, and the sensible nerfs to her power, I'm really pleased with how the changes were handled.
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They even buffed her two meh perks, this is definitely a good sign.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667721#Comment_2667721
Yeah, that's why I said I would nerf ADS fake (even more), so DS if forced to commit on his shots...
Problem is that his ADS mechanic just completely changes how your camera moves and it sucks to use. It wasn't a problem before, because noone used it, it is huge problem now and main reason why I stopped playing him.
I would love to see % on how much is each killer played. That would be so funny to see...
Seems like a far better fix for Deathslinger is to improve his ADS mechanic, then. Right now his problem isn't that he's too weak, he's in basically the same spot if you play him differently, but rather that he feels far, far too clunky. The rifle takes three years to raise, the turn speed while it's up is super sluggish, he's slow and frustrating...
Make him 115, speed up the ADS raise and turn sensitivity, making a few other tweaks here and there, and he'll feel better to play.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667702#Comment_2667702
"Quick scope was obviously a problem, that argument's been had to death."
How was it a problem?
It's not hit-scan (projectile has travel time) you had time to react on longer distance even before that nerf. Fake ADS was a problem, that was enough to nerf.
Right now anyone who is looking behind can react to it and I think that is a problem when his projectile has super tiny hitbox.
You either have to make hitbox bigger, so it is easier to hit (Huntress), or somehow fix ADS mechanic, which is just terrible to use, I have no idea how it can be saved tho.
So, once he hit a certain range, you actually didn't have time to dodge, but even aside from that: You only have the ability to dodge if he fires. If he repeatedly raises his rifle but doesn't fire, you have two options: dodge and weave, thus losing distance and letting him M1 you easier, or run straight, thus making yourself a very easy target for when he does fire.
That's it. That's the reason. It's been talked about to death, I'm not saying anything new here.
Now that they have removed that, though, I wouldn't be against something like a larger hitbox or an improved sensitivity for the ADS.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2666549#Comment_2666549
Lullaby is often worse than TR, because you can't get rid of it. Depends if it is like Huntress (loud) or Trickster (silent)...
Quick-scape should have never been nerfed. That was main thing that made him unique compare to other ranged killers. They should just nerf ADS fake and it would be fine.
Like what is reason he shouldn't have that? He has limitations that other ranged killers don't. Probably worst is: he can't down over most pallets.
Then there is just long list why he is worse Huntress...
I'd agree with the commenter above who suggested something like rattlesnake sounds; subtle but audible, so aware survivors can react but unaware survivors can still be caught off guard.
Quick scope was obviously a problem, that argument's been had to death.
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2666549#Comment_2666549
ranged killers are balanced on 110%. Making him 115% won't solve his actual problem which is having ######### gun.
90% of their negative killer changes apart from nurse have been disaster so much so that just about every single one of their changes will eventually need to be reverted.
he needs revert, pretty much all of them do. killers would be in way better place.
Not all ranged killers are 110%, and not all 110% killers are ranged. That's the general trend but it doesn't always work one to one- the 110% is usually to compensate for either range or lethality, like Hag traps letting her have a lethal presence further than her melee range without actually being a ranged killer.
I think Slinger should be 115 because his range is already pretty low, and the lethal range is even lower. He needs an edge in loops that isn't quickscoping, which was always unfair, and I think making him move at regular killer speed (on top of a slightly faster ADS) would be the way to go.
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Don't revert it, improve it. Most of what they did was necessary (excluding the TR increase, that one feels suspect to me), but it wasn't handled particularly well.
Make him ADS slightly quicker (without it being the same speed as the old quickscope, I think there's a middle ground that can be found there), make him 115%, and possibly replace the TR increase with a lullaby radius? If not, maybe some more reliable TR addons. After that, Slinger would be in a much better spot.
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The first suggestion is all it needs. Dead Hard to dodge a hit is balanced, even if it's sometimes frustrating, but Dead Hard to gain distance is legitimately uncounterable, extremely cheap, and can lead to an almost complete reset on the chase.
The only change I'd suggest for that version of the tweak is to make the numbers a little bigger- maybe 6/5/4? It isn't usually a second after they hit E that they vault or drop the pallet, after all.
I could also see it being once per injured state, though if that were the change it'd have to be the only change- and might warrant it having its own cooldown instead of inflicting Exhaustion, too.
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@Mandy said:
Powers don't tend to have cosmetics...hence no fancy things on Billy's chainsaw :(
Can't believe this egregious Victor-based discrimination smh
/j