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pizzamess11

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  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265946#Comment_1265946

    Remember Wake Up. XD The ability to get gens done in seconds. That wasnt even changed as a perk and somehow it was effected. Its honestly a joke at this point. Rank issues has been a problem since Oni if I remember right. And yet they still haven't fixed it. About the new map designs. I found a tree blocking part of the exit gate. And a rapidly flashing trap set. Great job so far.

    https://us.v-cdn.net/6030815/uploads/586/RB9YZDK11F8I.jpg

    https://us.v-cdn.net/6030815/uploads/043/3L520L66DH2P.jpg

    It's crazy how badly this must be coded for them to make all these bugs that keep showing up, granted I dont know how code but you dont need to know how to weave a basket to know that a whole in the bottom means someone ######### up

  • @DelsKibara said:

    Don't know about you guys, but lately I've only been getting Farm Maps for my killer games.

    I even got Torment Creek 3 times in a row playing three different killers.

    I am so sick of them, I'm tired of seeing the goddamn corn whenever I play a Killer.

    Please for the love of god, ANYTHING ELSE. Autohaven Wreckers, Yamaoka Residence, ANYTHING. I'm just tired of seeing all of this corn on my face. It's like RNG hates me.

    https://us.v-cdn.net/6030815/uploads/708/OSQBQDUINN8Z.png

    Please end my suffering from corn.

    CORN VISION SUCKS!!!

  • @yapzicreek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265912#Comment_1265912

    You really didn't get that dude.

    It is about the field of view, your view angle would never change(human wouldnt have his eyes separately on both side of the head like the animals). Your eyes always retrieve the views in a certain,fixed angle.

    As a result, a widened view means a farther sight,both horizontal and vertical, it could not be only a horizontal case, otherwise it will counter to human's common sense.(But if you insist on stretching only the horizontal resolution,actually you have shortened your view angle, I didnt see theres any beneficial to do so )

    So what I want to express is that, what ever it is, FOV or streched resolution, if you still want to keep the nature sense of your eyes , in another words, to keep the view angle generally the same as what it be in your real life, the horizontal and vertical will for surly be changed simultaneously

    Dude all I'm really asking is that they make shadowborn the normal killer fov, and then give people the option to turn it down from there if they want, that's it. The current fov is way to zoomed in.

  • Unfortunately we can always count on BHVR to implement just as many bugs as they fix. It's a never ending cycle of unwrapping their spaghetti code in some areas and they somehow create knots in other areas of the game.

  • @5thPerkSlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265931#Comment_1265931

    so you are maybe self-reporting? lol

    I searched before and they said it is not bannable but the automatic anti-cheating software may ban you, and they provided a whilelist link which is not working... so thats why I am asking, I wanna moonwalk basically with my Logitech G203

    I just use my corsair software to spam the space bar and I've never had any issues with being banned.

  • @Dehitay said:

    How the hell do you get naseous with base FoV but not with Shadowborn? Equilibrium-wise, they're the same thing. One just allows you to see more and therefore gives you more information and more of an advantage.

    https://forum.deadbydaylight.com/en/discussion/comment/1265912#Comment_1265912

    Horizontal stretching would be even more of an advantage.

    Idk I'll ask my brain, he said he doesnt know why.

  • Idk if it's allowed but I've been using macros for struggle phase since I got the game since I'm too lazy to sit there and tap my space bar.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265900#Comment_1265900

    Killer has extended FOV perks that only go so far and do not grant you the ability to look over blind spots/object sight breakers. The perks were created with such things in mind.

    On survivor you do not have FOV increases for the above reasons. You can see (multiple video evidence on YT) that increasing survivor FOV extended your view beyond game design intentions granting information that directly affects gameplay.

    This will be my last post as I really don't care to have an exhausting "back and forth" with a stranger on the internet. You do you.

    Well as a response anyways obviously a setting has a limit to it, as an example, high end being where shadowborn is now, low end being what it is now or maybe a little lower. All I'm saying is having a higher natural FOV would be such a minor thing that would in no meaningful way effect the balance of the game and would go a long way towards making killer feel a lot more comfortable for people who are used to having high FOV.

  • That's when you stretch your res not what I'm talking about an fov slider only increases your horizontal resolution not vertical and I'll be honest idc.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265887#Comment_1265887

    Yes and I responded to that.

    1: Just because you can change it doesn't mean "everyone has to do it or suck it up", its locked for a reason.

    2: I don't know their reasoning but the game was designed with the pre-set FOV in mind and was clearly not meant to be changed, hench why increasing the FOV ruins so many blind spots/object sight blockers.

    Everyone can install a cheat engine too, that doesn't mean its alright to do.

    If the game wasnt meant to have increased FOV, then why is it a perk, and why is that perk bad. People dont run shadowborn because it gives them an advantage they run it because it's a comfort perk. Also not sure what you meant in your first point.

  • @chieftaco said:

    https://forum.deadbydaylight.com/en/discussion/84770/stop-complaining-about-camping

    horrible advice from someone who sounds like they enjoy losing..

    use the opportunity to learn how to get better at the game.. what good is an empty "survived" match for no fun and no reward?

    it's a game, go have fun with it.. poke the killer in the ass, throw a pebble at him, play peek-a-boo with him from barely out of his attack range.. quit being little b-words and running out of the door..

    if one person triggers the camper enough, he will stop paying attention to the hook for a second, and someone else (if they are ready to) can make a safe unhook..

    if your teammates aren't performing well in the camping situation, hopefully they're not always your teammates and hopefully you'll have better teammates in the next game..

    they can't all be winners, but none of them can if you have super lame teammates for every game..

    I'll be honest this is how you make camping strats work and incentivize it, I'm all for just messing around but if you screw your team over they have every right to be pissed about it.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265709#Comment_1265709

    Problem is the game wasn't created with stretched screen in mind (hence the FOV lock) and thus doing so creates an advantage over the people who aren't doing it. It would be a different story in the game offered a FOV slider because they would most likely have designed "blind spots/objects" that were not exploited by an increased FOV.

    Dude I covered this in the original post

    1. Who cares about such a minor advantage that everyone can use

    2. Having a higher FOV is an advantage in every fps so why did dbd decide to lock theirs

  • @prayer_survivor said:

    Don't tell us, tell the campers. Do you think a killer that plays 2 or 3 games every week is worried about pipping? It's like mori, it's easy game: Hex camper :D

    So your trying to nerf all killers because someone who only plays a couple games a week?

  • @SeeYoureWrong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265609#Comment_1265609

    For one, it isn't poorly designed. It's the same as Unbreakable and DS, except worse, a second chance perk because of a bad play. Except you can get rid of it quicker than the killer can catch up to someone who just DS'ed the killer and ran in a straight line. Killer and Survivor aren't the same thing either. It doesn't reward them either. It's the extra push they need to get back on their feet and win. Same argument with Unbreakable, it fixes a bad situation you got into, so you have a perk to clean it up. Except you have all game to use Unbreakable and NOED activates only if theres still a dull totem and can still get removed when someone sees it. Don't mean to sound like a broken record but if you don't like it, just do bones. You could also get rid of things like Devour Hope in the process

    Uhh I'm talking from a killer mains perspective. And as a survivor I rarely get hit with NOED admittedly though I rarely play survivor. Also I do think DS is also poorly designed but only in the way that survivors use it stacked with other second chance perks like unbreakable BT, and dead hard. Individually I dont really mind most of these perks but when stacked together it just feels cheap. An easy fix to DS would just be to just make it so that if another person is hooked while you have DS active it should shorten the timer or make it so that it completely deactivates if another survivor is hooked unless they were in the downed state when the other survivor was hooked, I've heard these and a couple other suggestions from other people and thought they would be a good ideas.

  • @myersismydaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265686#Comment_1265686

    Exactly. And it wouldn't look like #########, if the devs would do something about it so that people wouldn't have to do this on their own. Like you said, just add min max to the settings, and it's done. But, you know, we can't even get proper setting for other stuff, so don't get your hopes up.

    True they did just remove AA for some reason which is some bull.

  • @SeeYoureWrong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265609#Comment_1265609

    For one, it isn't poorly designed. It's the same as Unbreakable and DS, except worse, a second chance perk because of a bad play. Except you can get rid of it quicker than the killer can catch up to someone who just DS'ed the killer and ran in a straight line. Killer and Survivor aren't the same thing either. It doesn't reward them either. It's the extra push they need to get back on their feet and win. Same argument with Unbreakable, it fixes a bad situation you got into, so you have a perk to clean it up. Except you have all game to use Unbreakable and NOED activates only if theres still a dull totem and can still get removed when someone sees it. Don't mean to sound like a broken record but if you don't like it, just do bones. You could also get rid of things like Devour Hope in the process

    Uhh I'm talking from a killers perspective here and I rarely like 1 in 10 games ever even have to deal with noed as a survivor let alone get hit by it. Also i think second chance perks are also usually poorly designed at least ds is although i dont really run into it much either since I just always treat survs like they have it unless theres no obsession in the game. Unbreakable is kinda wierd not really sure how I think about it as a killer, I guess I just dont think you should be able to stack second chance perks like DS, unbreakable, dead hard, and BT. Individually I dont find them as that much of an issue but when all of them are stacked or atleast multiple it just feels like you're going to get punished one way or another.

  • @myersismydaddy said:

    The FOV is stuck in the past anyway. People usually think that stretched resolution is cheating. I don't see it that way. Stretched resolution literally makes the FOV 10 times better than it is. One could argue, that it gives advantage at loops. But, if they fixed the FOV a bit, and lock it in, so new stretches wouldn't do a damn thing, then they could also add a few extra crates or whatever to certain loops, so everyone would be playing at a fair level, but with a modern FOV.

    Stretched res also just makes the game look like ######### imo. Also again why should people care about min maxing in a casual game. I get being competitive but dbd just has so many rng aspects to the game that play a far larger factor then if someone can see in a few more degrees

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265666#Comment_1265666

    who is complaining about slugging? slugging is a viable strat to create map pressure and people who complain about it just dont like being slugged

    I mean I havent seen anything in this discussion but I've seen many people complain about both in the past, I'm not pretty enough to have screenshots of it though.

  • I honestly think he needs a full rework. I dont think hes the worst killer in the game, that's clown, but I do think legion suffers from similar issues. Legions ability is in a place where if you buff it in any meaningful way they become OP and you obviously cant nerf them since they're already pretty weak. In short legion has a poorly designed power that makes it impossible to adjust it in it's current state without making things worse in some way.

  • @ill_Boston_lli said:

    Im honestly sick and tired of seeing the complaints about DS. I'm a 6k hour killer main with 16.5k kills yes i know this matter little. Ds does NOT affect my games in the least. sure... there are situations when i get dsd in the gate and they escape BUT.... It VERY rarely gets to endgame. i'm not trying to say i'm the greatest killer in the world but the only time it gets to endgame is when im facing that 0.5% 4 stack on comms with metas. it really isn't the perk that's a problem its your strat and swf breaks the game if the survivors are really good at the game. SLug em it's still map pressure not as good as a hook, but still pressure. just play the game guys you win you win you lose you lose. it is that simple

    GGS

    I just find it funny that people who say killers need to stop complaining about ds when it has counters, also complain about killers slugging. Like what?

  • I agree, dedicated servers are the cause of so many issues in dbd its ridiculous, on both sides too, wether it be getting hit after you've already dropped a pallet or false saws dedi servers have only made the game worse for a large majority of players, unless you have real ######### internet then it's probably a boon but I dont like the idea of giving the guy with worse internet the advantage.

  • Dude enduring is fine where it is. What's wrong with forcing survs to drop pallets early running enduring fury just means you should never respect pallets and if that's forcing them to drop pallets early that's it's own advantage. Sure the mid game will be a lot of breaking pallets but then the endgame will be just downing everybody since they'll have nothing to work with except windows.

  • @LALYTHIA said:

    So because you cannot find them, which is part of a Killer's job, and they are hiding, which is part of a survivor's job, the game should automatically kill them after a while? 😂 Nah fam. Report them and move on.

    A survivors job is to do gens not hide, if you think that dbd is purely a game of hide and seek you must not have been playing for long. Plus it's just boring to get survs like this. They dont even usually win since A. I almost always run whispers and B. Them running around gives me the opportunity to find hatch while they're sitting on their butts and I win the hatch stand offs. I'm not saying i agree with the initial post that there should be some kind of timer but I do agree these type of players should be reported for stalling the game.

  • I hope so it's a poorly designed perk that rewards killer for letting the game get into endgame. Snowballing is the most consistent way to win in dbd so I'd far prefer perks and killers that play into that style of play, like oni with infectious and corrupt. Obviously I dont always get 4ks and games get to endgame atleast every couple matches but if the gens get powered then noed only helps so much. I do much better and far more consistent with a full perk set up that's in use the entire match or can be used the entire match.

  • I dont play billy as often since hes kinda bugged.

  • @5thPerkSlot said:

    No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?

    Every time the killer is near X metres from a hooked surv:

    • Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
    • Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
    • Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
    • Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
    • Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds

    Mechanism x.... yours?

    The problem with all these suggestions are that they are easily exploitable by survivors. Take your barrier idea for example say you hook someone then when you're leaving hook you spot someone and start chase, you get a hit they damage sprint away and into this barrier and start self caring in your face and theres nothing you can do about it. All of these suggestions will incentivize players to loop close to hook which in a sense defeats the point of them which is to move the killer away from the hook but by making it so survs will try to use these gimmicks to their advantage and thus make it more beneficial to loop close to hook you make it so the killer will be more likely to be closer to the hook even with the restrictions. Or you make it so difficult to chase around hooks that you essentially make a complete safe zone for survs which would just be insanely op.

  • @DwightOP said:

    I remember how killer exhaustion Addons were introduced to counter survivors chaining multiple exhaustion perks but also to counter recovering while running. Both got removed but the addons haven't changed.

    Will the addons stay the same or get changed aswell?

    I mean exhaustion add ons are still extremely prevalent and extremely powerful so I'd be a little upset if the add ons were taken out as they still play crucial role.

  • @Orion said:

    Do you let go of the button, or does it just stop on its own? If the latter, it's a latency issue that's been there since I stopped playing last year.

    It's the later unfortunately, I know it's mostly dedicated servers to blaim, I'm mostly just trying to bring attention to it and see if it's something other people run into often, I'll get them atleast once every other game and sometimes multiple in a single game and I've lost close games because of it before, which just feels bad.

  • @LuluTheLion14 said:

    https://us.v-cdn.net/6030815/uploads/852/I79BFJ0E4DDW.jpeg

    I couldn’t put the video on here for some reason but I think u know what I’m about to say.

    me and my mates were playing in Lampkin Lane and my friend doesn’t really know the maps to well. He was in a chase and ran up to the place shown in the picture. The killer then trapped him up there for the whole entire game and farmed bloodpoints by shocking him with his power. He wouldn’t move and wouldn’t let him out. Anyway we were there for longer than 10 mins trying to figure out a way to help him out. But we couldn’t so we ended up having to escape because of the killer not moving. Anyway, ways that could improve this area is simply just adding a Vault on either side of area or just simply Remove the boxes and just widen the gap so that the killer can’t just stand there and block the survivor from getting out. I have reported the person and I took a photo of his name but I don’t think it would be appropriate to post his name on here too. Just please give me any thoughts of what u think about this.

    That sucks not sure what the doc was doing since he would have gotten far more BP if he just played the game and instead chose to just be toxic. I get that a lot of killers wi just say F it if its lampkin but this just seems boring too he might as well have just dcd took the penalty and got into a different game if he really didnt want to play the match hope your friend didnt get discouraged from playing the game since it sounds like hes kinda new.

  • @Thatbrownmonster said:

    I am tired of seeing all this posts asking for it to get nerfed

    You survivor mains can handle dodging a full set of hatches, but as soon as you realize it's iridescent heads you can't?

    Survivors should just "adapt" to the killer power and perks

    If the huntress has iridescent heads you need to

    -dodge the hatches

    -avoid vaulting pallets and windows

    -use walls as your ally

    -use stealth

    just stop asking for nerfs when you refuse to adapt and try to learn to counter it

    Iri heads are op though, if they just make it so they aren't affected by the belt addons then they'll be fine or as some huntress mains have suggested, remove the decrease in hatchets and allow them to apply deep wounds instead of insta down, also I'm a killer main so you cant come back at me with the crying survivor bullshit excuse.

  • 1. I dont tunnel off of hook unless given no other easily accessible option, ie: I hook a surv then go to the last spot I saw a surv/ a gen I know is being worked on, and then before I even get halfway out of my terror radius from the hook and someone unhooks them I turn around only to see the recently unhooked survivor running and the one who unhooked is nowhere to be found. I'll usually let this slide too unless I'm falling behind in gens and really need to put on pressure.

    2. I never use moris.

    3. I dont face camp mostly because it's a boring strat for both sides and will result in a loss against a survs that know what they're doing.

    4. I'll farm if the entire enemy team brings BP offerings so that everyone comes away happy.

    5. If a team gets 2 dcs right off the bat and the game isnt force ended then I'll just let them get some bp and chase them a bit just to the point I dont depip and then let them go

    6. I'll play along for the memes. We're all her just to have fun so I try not ruin the joke for efficiency or competitiveness.

    7. I'm getting my butt beat I'll just hit em with a gg and leave.

    8. I dont use NOED not because I think its OP because I dont but because I think it's a poorly designed perk that rewards you for playing bad and is useless for most of the match. I'd prefer perks that work the whole match and prevent me from being in the scenario where I need the buff.

    These are general rules I try to follow sometimes I'll make exceptions for toxic survs. Like I'll face camp someone who's just blinding me at pallets and/or sandbagging their teammates.

  • It's usually more time efficient to just go for the m1, then use his bottles.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261387#Comment_1261387

    I don't denie that they are strong, but since I am a member of this forums, I have develop a strong rejection against the words "unfun" and "fun" in combination with balance discussions, because it is usually used for all kind of problems, often overdrawn and sometimes wrong.

    Well I'd say that the fun/unfun argument is just really subjective.

  • Billy is just borked right now hes got a few problems mostly stemming from some animation changes

  • @Talmeer said:

    Oh, so we have again the time where fun is the only reason why something should be nerfed?

    Oh... Well... Let me search my list from a killer perspective...^^

    I mean iri heads are also just blatantly op especially when paired with infantry belts. Also I am a killer main and I even have a decent amount of time on huntress, but iri heads just feel cheap to use, same with moris, and keys,

  • Would love a little billy plushie

  • Definitely clown his power just kinda sucks

  • I wouldnt be on the forums if I didn't like the game

  • He needs a full rework

  • I'd say it's fine where it is.

  • What can I say I just wanna ram my vehicle over some pedestrians

  • I dunno man I just try and play as fair as I feel is fun and I never use the stupidly op things in the game, I'm just trying to have some fun.

  • Short answer no, long answer, I'm too lazy to write it out.

  • I think we can just accept that BHVR will always put in as many bugs as they fix since fixing bugs seems to be how they create most of their bugs.

  • @Windfell said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261276#Comment_1261276

    Ormond is by far the worst map in the game. Haddonfield is frustrating, but it's small enough to deal with Survivors eventually. Ormond, tracking is impossible, loops are mental and the map is too big.

    I wholeheartedly agree but I'd still say haddonfield is up there with it's long walls and insane window spawns, with a large amount of pallets to boot. But yeah I'd definitely say ormond is the worst killer map in the game.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261321#Comment_1261321

    Everyone is different man :F I just personally have that opinion. Although I hated spirit alot a long time ago,at like summer of 2019,but then I just got used to her I guess.

    Fair and you'll probably get used to new doc eventually.

  • @CHED1 said:

    I see a lot of people on here complaining about ebonies and how they should either not exist or receive a heavy nerf. As a usual survivor main who isn’t a massive fan of ebonies, I recently tried it out for the first time in a few killer games and steamrolled teams who would’ve usually ran all over me as a rank 10 killer, admittedly receiving hate for it in nearly all of them.

    In this brief killer stint with hillbilly, (before they messed with him) and lvld him up to 50 on the spot, it’s weird to see that you come across way more ebony Moris than you do cypress or Ivory put together. I think I got 1 Ivory, 2 cypress and 8 Ebony.

    I know that wont have been the case for everyone but I see the same thing on multiple streamers bloodwebs, considering it’s supposed to be of the highest rarity, it’s pretty common. Why don’t they just slightly decrease amount of Ebonies and increase the amount of cypress and Ivories. It would make killers less blasé about using them so frequently and hopefully see a higher popularity of killers using the other two offerings. (Imo the other two are much fairer and healthier for the game)

    Im not saying they should be gone altogether or that sometimes, less experienced killers need them to stand a chance against teammates out of their league due to matchmaking. It’s not nice to be destroyed as killer and admittedly, killers on a whole need a QOL buff. It’s just a thought and I was wondering what the rest of the player base thought of this issue...

    I honestly think they should become flavor/bp things where you can only use them on death hooks and yellow mori should allow you 1, green should allow you 2, and red should allow you 4. Then just give you a hearty bp bonus for getting the animation or whatever. Is it a massive nerf yes, but the item is blatantly op and should be nerfed it doesnt have counter play and allows you to circumvent your objective as a killer namely hooking survivors a number of times.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261308#Comment_1261308

    I'd rather take invisibility cause she can't see me either. We are both blind,unless she uses stridor. Even then,you can confuse most spirits at pallets/vaults. You get the hang of their pattern and the way they play. So you can atleast kind of tell what are they gonna do,atleast I can.

    I mean at this point it seems we're purely at a point of preference, cause imo a spirit is someone that even if you mind game perfectly you just have to get lucky and hope they do what you expect, where as doc has clear boundaries and has obvious flaws that are imo easier to exploit then spirit.

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