oxygen
oxygen
About
- Username
- oxygen
- Joined
- Visits
- 8,170
- Last Active
Comments
-
Not a "main" but always played her a fair bit, and still do.
Fix her bugs before anything else. I don't even mind the cooldown too much, but at little leniency where it keeps charging for a limited amount of time after starting to charge a blink would be nice. Sucks when stuff gets hectic and you start charging a blink 0.001 seconds too early and you're left with 1 instead of 2.
Cooldown could also be shortened a bit but I don't have any good ideas for specific numbers on that one.
-
If there's several survivors on one gen they're not optimally gen rushing in the first place. You want survivors to stack on gens early game.
Even one gen being 2manned means 3 gens won't get worked on at the same time, assuming you're chasing one survivor. And if they 3man a gen then sure it gets done quick, but that's 1 gen instead of 3 gens almost halfway done in different parts of the map.
Not to mention that if you see 2-3 of them on the same gen while chasing someone you can interrupt 50%-75% of the survivors instead of 25% of them.
-
Yeah emblems don't really work at high ranks.
The current red rank emblem requirements (or even more demanding ones) would make sense at rank 1 itself, as pipping (the game saying you should be a better rank) at the "best" rank in the game should in my opinion be almost prohibitively difficult, and the ability to "save" pips at rank 1 so you don't instantly go to rank 2 after one depip should come back. To me that sounds like it'd make the act of trying to keep rank 1 a bit more interesting and meaningful. Should be adjusted for both killer and survivor.
But for every red and to some extent purple rank it's not really compatible with the 2k balance goal of the devs at all, unless the match is some sort of clownfest where the killer farms the hell out of Malicious and gets iri Gatekeeper or something.
-
That's randomness for you. You'd need way more games than that to start seeing anything resembling an even distribution.
There's a reason there's been situations in the past where randomization algorithms have actually been made less random, going out of their way to avoid repetition in media player shuffle functions and the like. Because randomness can sometimes create seemingly non-random patterns.
But I also might've stolen your MacMillan games, because I've had MacMillan maps more than anything else over the last few days 😄
-
Ghostface, both playing him and going against him. Not remotely related to strength, but because you never know if you can stare right at him without revealing him because a single atom is in the way, or if survivors will be able to reveal you through a tear in time and space. When everything actually works I don't mind him at all.
For survivors it's Jane, and only because I don't like how loud and noisy she is no matter which role I'm playing 😄
-
If anything I'm of the opinion that if someone is really frustrated with the game, they should take a break. I've done it myself after getting burnt out on this game as well as others, and I really feel like I made the right decision by doing so.
They can always keep up to date on the game if they want, and if changes related to what frustrates them go through they can give it a shot again. If anything I tend to recommend trying out new stuff in-game or play with a different mindset as opposed to encouraging them to quit though.
And some people have mindsets and wishes that are quite simply incompatible with any direction the game will ever take. Think "extreme" opinions like "remove SWF entirely" hardliners and people that want camping/tunneling to be made mechanically impossible or incur extreme penalties in-game with no compensation or something. They'll never truly be happy, so again the best thing for them is probably to find another game to play.
-
Depends on what you mean by the chopping block.
If you mean we'll actually see more of the "close the gap" philosophy they've been talking about? Maybe. SWF indicators and stuff like bonus BP has a non-zero probability of happening too.
If you mean stuff like mechanical handicaps (slower action speed, less perks) or the truly silly things like trying to interfere with VOIP applications or removing SWF? Lolno, Hell will go through 94 ice age cycles before any of that ever happens.
-
If it was something like the doors becoming available for the killer to open no matter what after 10-15 minutes or something I don't see any problem with that at all.
Most survivors will just do gens and leave if the killer gives up, and if they decide to mess around and keep the match going the killer can start EGC after not too long. And at the same time it doesn't allow for stuff like "I don't like this map, bye!" or easy deranking like being able to do it from the start would.
-
As long as they can fix the "harpoon teleporting through survivors" issue on Deathslinger I like the tighter hitboxes. Lets me shoot through tiny gaps on quite a few loops where otherwise I'd just have to force the pallet in the boring way as a 110ms killer.
-
Ace, Kate and Meg.
I just happen to like their cosmetics. Meg from back when the charity case DLC was more or less the only non-standard cosmetics in the game (she has a lot of cosmetics in that!), Ace and Kate from after the store and all the cosmetics that came with it got introduced.
-
Because I still find it fun. It's not any deeper than that.
Perhaps my mindset is different to that of many others, perhaps my approach to the game is different, but I still enjoy it.
-
Divisive? I'd say that one still goes to Spirit, don't think I've ever seen quite as much sheer polarization (and to some extent hostility) before or after. And when it comes to sheer outrage I doubt anything will beat Legion.
Deathslinger really doesn't feel that divisive to me. I don't see much "he's completely #########" or "he's disgustingly OP", it's more like... "yeah he could use some buffs/nerfs here and there" which makes for better discussion if you ask me.
-
@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1165651#Comment_1165651
I like it when you respond to things in a tone that proves your apart of the problem.
@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1165651#Comment_1165651
Do you ever play killer at high ranks to get a taste of your own medicine, or do you just only play survivor, because it really seems your part of the survivor problem
All they're saying is that using words like "bullying" to describe something happening in a game of DBD is silly, which I completely agree with.
Stuff can be unfair and needlessly frustrating, but anyone actually feeling bullied in the usual application of the word would stop playing the game. Because unlike if you're bullied in school or something you actually have the ability to just stop playing.
-
I'd assume he wants that frustration-fueled will to improve that's pretty common in games. Not surface-of-the-sun temperature seething rage, but the little moments of "grr, I'll get you next time!"
And they totally exist, to anyone that doesn't just write off better players as "no life tryhards" or something anyway. You get juked or 360d and you think to yourself "grr, I'll get you next time!". You get mindgamed and downed, and think to yourself "grr, that won't work on me next time buddy!". You get frustrated at getting outplayed, and that frustration motivates you to not let it happen again - to learn something from the experience.
I really don't think it was ever intended to excuse legitimate balancing woes or obnoxious player behavior.
He's a game director, so it would make sense for him to mean something like that. He's not a programmer leaving frustrating bugs in the game because he wants the game to be frustrating, and he's not a map designer that goes out of his way to put god windows or deadzones on maps because he wants the game to be frustrating.
That's my take, anyway. There's obviously less "healthy" sources of frustration in the game (bugs and map design are both examples of this, but there's more), but I don't think that's what he meant at all.
-
@jwentzel987 said:
https://forum.deadbydaylight.com/en/discussion/comment/1164659#Comment_1164659
Hmmm. Maybe that's what I went up against. I mean it happened so fast it was almost instantaneous.
Yeah bulb flashlights can make you "feel" blind really fast, but they don't actually full blind you any faster than a yellow flashlight from a chest.
The only way a full blind can be achieved any faster is if 2 or more survivors flashlight you at the same time.
-
@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/138194/flashlights
They could well have been using top tier addons for their flash light which may account for the speed you were blinded.
No flashlight addons decrease the time needed to get the "Killer Blind" score event, the thing that makes the killer drop a survivor or remain fully blind after the beam is turned off.
There are however addons (the bulb ones and some of the lenses, purple flashlight also has some of it built in) that increase the "Brightness of the beam". They tend to make the "partial blindness" leading up to the full blind a lot harder to see through, and the visual effect builds up faster.
-
I'd assume so, since Iron Will 3 + No Mither 3 does (-150% injury sound volume)
If that logic works for Off The Record as well you could actually counter stridor even with Iron Will 1 + Off The Record of any level, or overkill it completely if you have iron will 3 for -200% injury sound volume.
Now I'm curious if it actually works in DBDs usual additive manner though 😄
-
@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1164088#Comment_1164088
I wasn’t clear. What I meant was no rank movement whatsoever, up or down.
The simplicity of this didn’t hit me earlier, but in this idea, if SWF is present, every player gets a black pip and only non-SWF players are allowed to pip up higher than black.
I'm aware, and that's what I mean. Even if everyone in a 4man deranks as solos, they can then play SWF together forever at rank 14 or something and never rank up even if they belong at rank 1. Of course right now that doesn't really matter because matchmaking gets drunk quite often, but if it works as intended it'd be pretty bad in my opinion.
But then again rank in itself is a weird thing in this game. Depending on the person ranking up and ranking down can both be viewed as a bad thing, depending on their goals and motives.
-
@Raven9 said:
The old ds should return, frankly, I'm always saying this, but I am aware that I am not taken into account. Maps aren't completely resized yet because it's not easy to resize a map. So I repeat this for the last time, the maps will be resized, the pallet amount will change, the safe places will be reduced and there will be especially fragile walls. Do not complain as the old ds OP when the old DS is back, this is your unfortunate situation, I am still seeing the 3-person ds-throwers as well as the murderers who make 4k.
Let them use the right to escape once, others have to make 50% wiggle. Do not waste time and remember that this is about ds behavior. Bad or good will vary accordingly. I know it's hard to get used to the facts and changes, you don't have to justify me, but you better get used to it.
Old DS would be very different nowadays because perks that make the obsession change exist. Like Nemesis, Furtive Chase or whatever, For The People - it wouldn't just be one obsession-DS if any of those perks were involved.
And besides, in my opinion wiggle-DS was the worst part of old DS. At least you could play around obsession DS and intentionally eat it, juggle them to a hook or slug them in particular. Wiggle DS had no warning whatsoever.
-
@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1162987#Comment_1162987
I respectfully disagree (and I’m just putting this out there, I’m not pushing for some salty argument. Seen too many of those, eh? 😏)
Anyway, I believe that this would be the purest way to level the playing field for all players. It’s not a punishment, it’s an equalizer.
People play SWF for fun, and that doesn’t change with my idea. They can play in teams all they want. The game experience would be identical to the way it is now.
The changes come from the following:
- If they can‘t earn pips, then they can’t rely on friends to carry them. This allows ranks to more accurately represent skill, leading to better matchmaking.
- If they don’t earn blood points (or maybe earn 50% fewer), then this is fair considering the massive advantages available to them.
- They will be encouraged to play solo more often in order to restock on items (which would still be consumed in SWF) and to make rank progress. Solo is what the game was designed for, so we will see a greater percentage of matches played as intended.
As an added step, I would like to see the killer and any other survivor who is solo be guaranteed a black pip when SWF is present in the match. They don’t know until after the match though.
So assuming matchmaking works as intended only one player in a 4-man party (the highest rank) has to derank for their whole squad to be deranked, and then they can't even rank up while playing together no matter how hard they smash killers they shouldn't be going against in the first place? Because that's what your no-pip idea enables, easier and "low maintenance" deranking.
-
If a killer with a mori is coming for you right after you've been unhooked and you have DS just jump in a locker. They either way out the timer or eat the DS.
Might be changed in the future as it's a fairly unpopular use of the perk, but at the moment it's still available.
-
I don't really find him that boring but probably because a lot of freddy players play the exact same way. Can't really blame them as slowdown and PGTW work well on him but it's not like with Billy where it's common to see everything from someone mostly using their chainsaw to mobility to someone that refuses to M1 unless they have to do it or lose, and everything inbetween.
His snares might also make people feel the same way as with clown. Even people that think clown is weak might dislike that the counterplay is just "drop the pallet earlier" as it could be argued that takes away gameplay or something. It's effective, but not very exciting?
Again, I don't really have much of an issue with Freddy at all. These are just reasons and assumptions I've seen people throw around and even though I disagree I can see where they're coming from.
-
I don't see any change they could possibly do that would make me answer anything else than Bond.
I just feel blind and lost without it. Kindred gets close for similar reasons but Bond helps me out at all times and helps immensely with anything from getting healed to not running the killer to someone that's about to get an important gen done.
-
It doesn't even matter that much at the moment if you ask me, as matchmaking can decide to ascend and match players together that really shouldn't be matched.
And deranking in general is kinda iffy as in my opinion it's honestly about intent, which isn't something an automated system can take into account. Someone in a low-pop region at a time where red ranks mean queues that have to be timed in geological eras? Yeah, I can understand as they just want to play the game. Someone deranking specifically to grief lower skilled players for any reason? That's just cowardly no matter who does it.
It's honestly the methods people have used to derank in the time the game has been around that bother me more than the act itself. Survivors DCing/suiciding first hook is boring, killers standing in a corner cloaked as wraith is boring and so on.
-
It sucks, but it's not really any different to a survivor DCing because they feel they're being tunneled or whatever.
Balance and all of that doesn't matter, both are "ragequits" - players aren't having fun, so they bail. No matter how "justified" it might be in one way or another either all forms of ragequitting are okay, or none are.
-
What do you mean? This is what quite a few people already do (unless they just straight up dodge the lobby).
It's not gonna have any meaningful impact whatsoever either because again, people have been doing this since forever. Not specifically to "ruin their fun", but to give themselves a better chance in what they expect to be a tough match. Despite what one might think from reading threads and posts about the game, the majority of killers and survivors alike don't play the game with "ruin the fun of others" as a primary objective.
-
@notsonew said:
https://forum.deadbydaylight.com/en/discussion/comment/1160836#Comment_1160836
you are right but i'D rather have 2 hooks so more points and waste less time during mid/early game
That's fair, and I honestly agree there. I just know some people would be way more angry about losing more kills at endgame to DS than now than they'd be happy about getting more hooks and points earlier in the game.
Guess it comes down to a player's goals. Pips/points vs raw kills.
-
No clue about the actual numbers but I've had both jumping off a hill and down the basement stairs count.
So you don't have to jump down the vat on The Game or anything like that 😄
-
With no other changes that doesn't really change a lot, because people could just exclusively use DS after their second hook/struggle phase. At that point the only thing they lose out on by being a mori target is any potential flashlight/pallet/head on/sabo saves that might've happened if the killer had to take them to a hook.
This would also result in more people just happening to have it at endgame where it's the most powerful, even the people that go out of their way to use it on the killer as soon as possible will keep it until endgame as a result of this.
-
I'm really enjoying him myself.
Really like Nurses + Monitor & Abuse, basically being in range to shoot someone by the time they can hear you is a good time. And unlike Huntress he doesn't run around humming so you can actually get the jump on people.
-
I never even knew that I wanted this, but now I do.
-
I haven't seen any map exploits like the "getting over rocks" ones for ages to be honest. Or is there something like that on the new map or something?
And I assume by "bullying" you mean post-game harassment? Because if someone feels bullied by in-match actions then they should probably reconsider playing pvp multiplayer games.
-
I like the animations and the mori mechanic being a thing, but I wish Ebony + Ivory worked in a way that didn't encourage downing someone straight off the hook to mori them ASAP. Not sure how that'd be changed, even something as simple as "you gotta hook someone else before the first survivor can be killed" would help a lot if the somewhat popular "gotta hook everyone first" suggestion is too demanding.
Cypress mori could be basekit for all I care, would get to see the animations more often and lets everyone get a chance of doing mori dailies without BP investment to get a mori or a perk that enables them in some way.
And since I don't want to be excommunicated I have to complete the ritual you apparently have to do whenever you criticize moris: I think hatch-opening keys are dumb as well 🙃
-
@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1155486#Comment_1155486
The 'lesser evil'.
Might aswell just say 'hi, I have no imagination into solving the reasons why people d/c'
Well obviously having a game people don't want to disconnect from is the best case scenario, but this thread is about the ways people do get out of matches they don't want to stay in.
-
Any killer can get sorta boring if you go against them a lot, so I understand 😄
I've actually been getting pretty good variety myself. EU PC and I think the only killer I haven't seen since the update is Hag.
-
I really just hope they're simply testing the mechanic on the new map.
If breakable walls just became the "pallets" of loops that don't primarily rely on a pallet that alone would be fantastic. Ironworks window is probably the most obvious example, and there's the bonus that the killer can break it before the loop it's on even sees use if they want to do so.
But I'd much rather see changes to tiles themselves or especially something that prevents ascended god setups like cow tree + jungle gym + shack on Thompson house than "lol just slap a breakable wall on the tile 🙃".
-
@manytimes said:
https://forum.deadbydaylight.com/en/discussion/comment/1153246#Comment_1153246
The only thing over the top here is the survivor ego that couldn't handle a clearly photoshoped picture that depicts a red rank SWF to die against the pig who is far from the strongest killer in this game.
Defending SWF only makes you toxic BTW.
The very act of photoshopping a fake match result in any game and then trying to pretend it's real is so hilariously over the top and silly no matter the context. Wouldn't call it toxic, just leaves me wondering why on earth anyone would actually decide to spend their time doing something like that, so it gave me a good laugh 😄
And if you think "defending SWF" (do you mean SWF as a concept? as a game mode existing in DBD?) is inherently toxic we clearly have definitions of the term "toxic" that are about as different as they could get. I don't know what else to say, I heavily disagree and think it devalues a term (toxic) that is already more or less just a meaningless buzzword even more.
-
It's annoying for everyone involved but it's the "lesser evil". Gives killer the hook, any stacks gained from the hook like BBQ or PGTW, and can't instantly open the hatch like a DC can, and for survivors I guess it takes a little bit more of the killer's time + takes a hook out of the game (not a very good deal, but still)
As long as the struggle phase exists you can't really punish people for not struggling, as it's possible it wasn't on purpose. And I don't only mean new players that don't know to press spacebar, even small connection hiccups that don't get in the way of playing the game can kill someone in struggle phase on the hook.
-
Honestly a lot of offerings could be made secret without much issue if you ask me.
The -chest ones for killer, BP offerings that don't benefit more than one player and probably more. Would make the secret offerings less of a dead giveaway.
I wouldn't mind map offerings being secret either but I'm sure plenty of people disagree with that one.
-
Huntress.
It's the killer I'm the best at, and I like to believe I'm at least decently above average at her with all the time I've put into her by now. Love both playing her and playing against her.
-
@manytimes said:
https://forum.deadbydaylight.com/en/discussion/comment/1152648#Comment_1152648
There is no bias to be found here.
SWF is game breaking, giving you advantages the gameplay and balance doesn't account for. It is toxic, disruptive and its funny how you see yourself as some victim in all of this when u play with this toxic advantage.
"The killer told everyone he 4k my SWF even with all our advantage with comms! i couldn't stand for that!"
Did you genuinely sign up for the forums just to whine about SWF in a thread where what the player (in this case, the killer) in question did was so over the top that there's no sensible reason in the universe to defend what they did?
If you consider SWF as inherently toxic as you make it seem just find another game to play, your mindset is clearly incompatible with any direction DBD will ever take and you will forever be unhappy with the game.
-
@scarslookgood said:
I thought mori spamming was an offense, though? Blows my mind how stream sniping can't be an offense, that's just blatant cheating. But I guess the idea is that the streamer is choosing to publicly stream, so streameat emptor?
Because outside of a straight up confession from the streamsniper it's impossible to conclusively prove it.
And once you punish people for suspected streamsniping it becomes a convenient boogeyman for people to accuse other players for. Just look at the controversial stuff from games like PUBG and Fortnite. People getting banned for streamsniping when they never did it, but it "looked that way" from a popular streamer's perspective.
-
Norwegian, and favorite word? Probably "sjøpølse" just because it sounds weird.
Means sea cucumber 😄
-
I still play DBD but I also play Escape From Tarkov, Team Fortress 2, various strategy games and CS:GO from time to time.
-
@DocFabron said:
Cause of EGC.
If killer closed hatch and the survivor had to open exits, they'd have no chance.
Tbh all they had to do was make it not activate if the hatch is closed...
Pretty much this.
The start of EGC and the explicit completion of the last generator are already two different events as far as the game is concerned, even though the result is the same. Bitter Murmur for example doesn't give the extended "endgame" aura reading when the hatch closes, as it's tied to generator completion as opposed to gate activation.
Could just apply the extra time from remember me when the last generator is completed in particular.
-
Why would someone say "GG" in a taunting or cocky way when it's perfectly allowed to say ggez or even straight up tell someone they're hot garbage at the game? Dick move, but not against any rules whatsoever.
Sorry, I've been saying GG after matches in all sorts of multiplayer games for what, almost 20 years now? I'm not gonna stop because someone looks way too deep into it.
-
Good Huntresses. It's a pretty unique experience and involves that back-and-forth where players have to feel eachother out when it comes to what sorts of hatchet shots they'll go for, how they handle pallets and more. Might be a bit biased there as Huntress is my most played killer as well.
Been warming up to Oni and Demogorgon as well. They might not be as different as Huntress, but they have their own little tricks to watch out for.
-
Think about when survivors usually try to Kobe. Most of the time it's either in the situations you're talking about (especially when they're the last alive and have nothing to lose, or in a 2v1 where one is on the hook for the first time), when they're doing it for fun right before getting unhooked normally or when trying to suicide on the hook (in which case they probably DON'T want to kobe in the first place).
If someone kobes in the face of their savior on the opposite side of the map you probably won't even know they self-unhooked, unless you see it or know no one could get them you're just gonna assume some sneaky survivor got the unhook. But if someone kobes when you know that's what happened and escape/reset the match you're gonna remember that one. The exact same thing goes for keys in chests.
And that's on top of what others already brought up, like how a full set of 3 attempts is more like ~11.5% than 4%. Considering the probability of rolling a 6 on a 6-sided die is ~16.7% that's gonna happen somewhat often.
-
I probably wouldn't dodge, but no doubt I'd bring stuff like Calm Spirit vs Doc and such because.. why wouldn't I?
In the past there's a particular player I'd dodge if names were visible too, as they had a hate boner for me for some bizarre reason. But I don't think they play anymore.
-
@zimer said:
https://forum.deadbydaylight.com/en/discussion/comment/1139838#Comment_1139838
Yes you can save from face camping bubba, it is possible with borrowed time, decisive strike and medkits with BT addon.
A doctor just standing still and spamming the hooked person can't miss, and the survivors can't unhook because of the zap interrupt + you can't do anything for a couple of seconds.
literally impossible to save from this. like come on guys even bubba is doable
I simply wasn't sure as I haven't seen it since after the rework. Before you could hide nearby and run in right after he fires off a shock and get an unhook before the next one, but I'm aware you can fire off consecutive shocks faster now from playing him post-rework.