pizzavessel15
pizzavessel15
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the box spawns 3 chains one after another. dodge those 3 (do not break it on an obstacle or it'll spawn again) and you'll have time to solve the box. this is not a bug and picking up the box doesn't stop chains from hooking you.
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short answer: no
long answer: no
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alot wont, some will
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@Chocolate_Cosmos said:
That would be OP. Any loop? Gone. Any jungle gym? Gone. Any T walls? Gone.
I would rather this:
1) Remove that stupid lullaby
2) Reduce the cooldowns for her TVs
3) Make Condement not a joke status effect.
make it so she can go through walls and stuff however when going through the animation to manifest she can no longer do that until she stops the animation and is completely demanifested again
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I cannot tell you how many times a survivor has told me to bait it out when it's used to get to a pallet or window lmao like it makes no sense at all
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360ing killers actually wasn't intentional but this is. if 360ing is here then bubbas turning is obviously ok. he is not op or anything, He's literally countered by windows and relies on survivors being out in the open
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honestly all I can see is chucky being a legendary skin for the twins. Hes shorter than the onryo and if someone holds him and places him down somewhere for you to control its literally just twins all over again
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@Zozzy said:
So we all know bhvr is looking at Dead Hard, and they have said they don't like the distance part. I have seen some content creators trying to push the idea that the i frames are the issue with the perk and not the distance. This may be slightly true for ranged killers, but for everyone else the distance is the most aggravating part about the perk.
I am so tired of making a survivor go to the dead side of a loop or making them hesitate, only for them to just hit the undo key and Dead Hard to the pallet or window without any say from the killer. There is no counter to this and it just feels so bad. I wouldn't be as annoyed if the survivor was able to time the i frames when i swing because that actually takes some effort.
Don't listen to them! the distance is the problem.
If you can convince me otherwise, then have a go.
both are a problem, but the distance is the MAIN problem. it's completely uncounterable by m1 killers so even if bhvr removes the i frames the distance will still be there and it'll still be uncounterable. And with how much people use dead hard like this it makes bhvr need to make ranged killers or people will not be having fun at all with new m1 killers without feeling ripped off by dead hard. *cough cough onryo*
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/313379/onryo-buffs
- I think they didn't do it so she's not much Wraith-like. But slight faster speed while demanifested would be nice.
- At least the cooldown could be shorter.
- Yeah, it could be a feel seconds. At least the duration of breaking a pallet.
- You know what would be fun and different from all killers? If she could phase through dropped pallets and walls, but at slower speed, say like the duration of a normal killer vaulting a window (she still must manifest after). But I would keep the pallet stunning.
I thought about her phasing through stuff and although that'll be fun and different than other killers I see a scenario where players are complaining Shes op
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odds are nerf
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you do realize noed used to be on a 120 second timer and was changed. what makes you think 80 seconds is better?
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noed doesn't need a change. the killer is without a perk the entire match, the perk can completely be countered (like not even activate) by doing all totems or even if there is a hex or boon up on the last totem. you have 3 teammates including you. look for totems throughout the match to counter noed instead of trying to rush gens. if the killer is putting enough pressure on you where you aren't able to do it then odds are you will not even make it to endgame to deal with noed. if the killer is playing badly, you should have plenty of time to look for totems. the more you play the game the easier the totems are to find. if it activates at endgame just leave or risk looking for the totem (which actually isn't hard since a lot of hexes spawn in the open.) survivors keep suggesting "make it on a timer." like they literally have before. it used to be a regular perk with no counter, then it was nerfed. it was on a 120 second timer but then they changed it straight up to a hex.
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honestly, I agree. I think it chooses the map IN SOME WAY. my theory is every map has a certain mmr level. itll combine and match up 4 surviors mmr levels to get close to yours. and after that itll choose a map to finish it. for example:
Survivor 1 mmr: 300
survivor 2 mmr: 400
survivor 3 mmr: 200
survivor 4 mmr: 350
in total that is 1250
now lets say the killers mmr is 1350
itll now choose a map thatll get close to that like.. haddonfield = 100
now haddonfield plus the survivors you got equals to a total of 1350 mmr points and it is all evened out.. that is what I personally think
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you do realize what you're saying is survivors who use stretch res are so bad they cannot play normally
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honestly doubt it. Although fnaf would be great for dbd I don't think fnaf will be added. Judging on how bhvr are treating killers compared to survivors, how buggy the game is, how the community is against each other I doubt Scott would let bhvr use a fnaf character. Hes very patinate about his game and if there is a high risk of his characters being disrespected like this the odds of him agreeing are slim.
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@DwightFairfield said:
I personally think its gens, killers are designed and buffed around chases, but when they're not in chase they suffer because they can't pressure four people and seven generators at once.
Gen speeds being a completely different issue, they fluctuate constantly and make the chase meta worse. Survivors aren't really at fault for doing gens quickly, it's the speed at which gens get done mixed with the killers having little to no ability to stop them. Its a snowball effect and the only thing survivors could do to not genrush would be to not do gens at all.
What do you think is the biggest problem in DBD?
I think these are the main problems
loops. (I'm talking about extremely strong loops actually spawning next to each other, its pure rng and can be horrible for the killer which is why nurse is so good.)
big maps
poorly designed killers with no map pressure
sbmm
and how survivor friendly the game is
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2705732#Comment_2705732
I think it should be put back... With pallets and Walls and gens the way that they are
bhvr loves survivors. they most likely won't add it back because then survivors would complain. that's why I noted I do not expect bhvr to listen or think about these changes. the dead hard specifically is a needed nerf but it won't happen
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2704915#Comment_2704915
Because Dead hard is fine, and there are plenty of ways to get around it and bait it out.
https://forum.deadbydaylight.com/en/discussion/comment/2705543#Comment_2705543
none of these are suggested by being objective to both killers and survivors.
dead hard isn't fine. using dead hard to get to a pallet or window isn't counterable UNLESS you're a ranged killer. your little "bait it out" excuse doesn't work here.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2704892#Comment_2704892
I can't solve the "hold W meta"... I don't know where to begin
But a few Perk changes are:
Dying Light- Make the % more for the first hooks (instead of 3% it could be like 6% for the first three hooks on the non Obsession Survivors)
Brutal Strength- Make it 50% speed increase and give Hindered to Survivors within 3-5m of a Pallet or Wall being broke for like 5-10 seconds (LOS counts as well so no Hindered on Survivors whom break LOS of the Pallet) and Killers get a Speed boost for 5 seconds
Overwhelming Presence- Add in a "failure" feature to Items being used in TR (where a Survivors is trying to use an Item but it just won't work) and also make it last for 5 seconds after leaving TR
Hangman's Trick- Make the hooks take longer to Sabotage and quicker to reset on top of Aura Reading
Scourge Hook- (Both perks which is why I didn't specify) Basement Hooks count as Scourge Hooks so now there are 8 Scourge Hooks
Predator- Gives directional Scratch Marks and makes the Scratch Marks last longer
Hex: Huntress Lullaby- Keeps the Regression for missing the Skillcheck even after it's destroyed (or for the next 30-60 seconds)
Hex: Pentimento- Allows the Killer to destroy Totems
Hex: Thrill Of The Hunt- Get rid of the bonus BP and bring back the Notification of Totems being touched
Gearhead- Make it on all Skillchecks
I believe brutal strength has been 50% before. I remember seeing a higher % on it before it got nerfed
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camping and tunneling are the main ways to get kills rn. don't blame the killer, blame bhvr with how they treat survivors vs killers
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2704811#Comment_2704811
So many things have to go right for a flashlight save to work.
Did the killer down someone next to a wall? No save. Did the killer down someone in an open field? No save. Does the killer have Lightborn? No save. Did the killer whip around unexpectedly before they picked up? No save. Does the killer know you have flashlights and checks around? Do they fake the pickup and bait you out? No save, and they get free pressure. And even if everything goes right and you're at the right place at the right time, you have to have the perfect timing down to a fraction of a second.
Flashlights are probably the best item a killer can bring, all they do against a good killer is make Survivors play like idiots.
Now, since there's practically no limit on turning speed, and you can only save by blinding out of the pickup animation, that means there's probably only one or two frames you can successfully blind on since the killer will most likely be sliding his mouse right off his mousepad the second he sees the flashlight. Meaning this incredibly tight timing is now impossibly tight.
Meaning no one brings flashights anymore and brings toolboxes and medkits. Blinding at windows and pallets is useless.
but this will actually make it work instead of blinding the killer when they're looking away. if that kills it in your opinion then you're technically saying people use it because it gets unfair blinds and is broken.
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it's mainly because they got carried. the game counts escaping as a win. technically they could have just hid and sat on gens or let their teammates do the work and in return they escape and move up on mmr. or you and your friend moved down on mmr by getting camped or tunneled
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@Rivyn said:
To go a step further, why not allow the killer to grab the healer? They're in an action similar to gens as it is.
that could be abused in a way by them tapping it and the grab gets denied making the survivor get hit and escaping
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@Phasmamain said:
Tbf his power is very accurate to pinhead which is very Important to the hellraiser fans who want to play him
it's not that its inaccurate it's just its weak
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@Grimzy said:
None of these are good or even worth reading....
let me guess you're the type that thinks dead hard is fine in its current state
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@RaSavage42 said:
A lot of the issues are due to coding... So to fix all the issues they'd have recode the entire game
What about perks... Cause they are what the "meta" is
I do have a few ideas as to changes
I would like to hear them. and when I say meta, I mean just the hold w meta. not much a killer can do about it really except keep moving forward (not talking about blight or nurse)
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@Grandpa_Crack_Pipe said:
Are flashlight saves actually such a big deal that you want BHVR to kill them for you?
actually, fixing the flashlight to work isn't killing it. you're just admitting people use it because its broken
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i get blinded like this all the time. I've had an instance where they miss half the flashlight, corrected it, and still blind me even though I do a 180. it seems past a certain point the flashlight has been in your face it just blinds you no matter where you look
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@Shroompy said:
A killer that could crawl on walls would be interesting
I have a few things to say about the changes
The Dead Hard one is pretty good, Id go as far as making it 2.5 seconds of not being able to do any action (like Docs shock).
That "Hold W Meta Fix" just incentivises more and just kills looping
Killer hitboxes are fine the way they are, this would just be an unnecessary change
Some maps absolutely need their size reduced, and honestly I thought they got the hint way back when they reworked a good portion of the maps, but then they released RCPD and Eerie of Crows.
the hold w one was just all I can think of. even with maps being smaller I don't see another way to properly fix the meta. my change to it isnt good yes. but it's the simplest one I could think of. The hit box one was just a personal change I would make; it doesn't NEED a change like the other stuff
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@Sakurra said:
Is this supposed to be a joke?
let me take a guess on the ones you think is a joke. dead hard, hold w, stretch res, and hit validation changes
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I literally said im not doing this to stomp noob players. Read what iv been saying
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I literally said I'm not doing it to stomp noob players. I get 4ks at rank one all the time but I have to sweat, use the exact same stuff over and over and its not fun at all. I want games to be more chill
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2458490#Comment_2458490
Thank you!!!
Me as well, can't stand people just looking for noobs to stomp. Play more chill and you will naturally depip and your rank will settle where it should be.
yall fr be thinking I just want to stomp on noobs. I just want players that don't sweat their nuts off even when I'm not trying. its literally annoying and its why people dislike red ranks.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2458476#Comment_2458476
This would be your best bet. Who knows, you may enjoy it more than playing normally.
I would personally recommend you just find a new game to play. One that is less stressful for you and more fun and take a two to three month vacation from Dbd.
I honestly need a vacation from it
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it works, you just need timing. I pallet saved and flashlight saved my friend multiple times a few days ago. (however I'm sometimes straight up not getting the option to throw down the pallet or vault a window when in a chase)
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legion
trapper
pig (or myers)
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it helped but his speed isnt too noticeable and I personally think his antidote bottle shouldn't be apart of the purple bottle (i forgot the name) it would be nice for him to have two different bottles with their own amounts
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yes because if you aren't a insta down killer (or have noed) survivors will just 99 the gate and body block you to help their teammate and tbag you at the gate. after the last gen is done theres very little you can do
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facts. its literally so repetitive, boring and stressful. thats why im trying to derank where its more calm and fun
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yes. its honestly counterable especially with perks that help with totems. it normally would end up spawning in the open or by a survivor which is why a lot of the time it gets popped within 30 seconds of activating. Also noed most of the time secures at least one kill (if the survivors don't gather up trying to body block or something). its counterable and fine but extremely annoying.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/275876/can-you-get-banned-for-depipping
I don't know about being banned, but if you equip the non-meta perks you want and the killers you're bad at, you will de-pip naturally. I purposefully do not ONLY play with killers I'm good at so that I don't pip up too much.
However, this is the exact problem SBMM seeked to solve. And for that last SBMM test, it was glorious. I played as killers that were new for me and at level 1 and got easier survivors, and played as killers I'm good with and got harder survivors.
sbmm is a bad change in my opinion because it'll just make the killer sweat more while the survivors are getting cracked teammates, this will lead to another problem like this where killers/survivors are intentionally loosing. there should be separate modes in my opinion. one is casual without it and one is ranked with sbmm
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2456975#Comment_2456975
Heck, I was thinking about dropping a bit and I am only rank 8. I wouldn't go to 15. Just maybe back to 12ish. Rofl. He doesn't want chill games so much as he wants to play against bots.
I want chill games. Id like to see you play at rank one non stop bud
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@meatisadelicacy said:
I'm ######### tired of losing add ons because killers are AFK and want to derank, and the devs had to make that change to punish survivors, so if you're AFK, you should be banned.
I'm not afk. I can even agree that's boring
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@JanelliBee17 said:
I typically frown upon this as it is not fun for genuine rank 15 survivors and I find it disrespectful. I full-heartedly believe that BHVR should create a third match type. Customs are fun but can also cause friends to fight. Especially when a friend group is as dynamic in ranks as mine! Therefore, we need a match type that doesn't take rank/ skill into consideration. You just get paired with all sorts of people just playing to have fun and make the current normal matches into a Ranked match type. However, I guess doing it to have fun wouldn't be so awful only if you really play for fun and not like some of the rank 1 killers I caught after or horrible match, that had deranked to 15 on purpose, to stomp the prey. Some of us are here for fun. And the tunneling/ camping or constant slugging to end a game in 5 minutes makes this game less and less desirable. If you're really good (which rank 1, I would assume so), rank 10 would be the farther derank I would suggest though. 15 is just overkill. I hover around rank 4-6 when I don't get constant crappy matches and a rank 10 killer has beaten me and my friends multiple times without struggling it seems. Mind you the ranks for my friends are as follows: Rank 2, rank 6-7, rank 4-6, rank 12, rank 12, rank 15. And I often play with the first three ranks much more often than the last three.
yeah I know what you mean. I just want to have fun to and try out new killers and builds where on rank one you are either playing something over and over or risk loosing and getting tbagged/flash light clicked etc.
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@Marigoria said:
If you're throwing games making everyone else depip bc they cant really play against an afk killer, yes I do hope its bannable.
no im just walking around, acting like im in a chase and breaking pallets or constantly throwing bottles at people with clown
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@Kalinikta said:
Hmmm.. maybe just play those killers with those perks and see how it goes, if it causes you to depip till a rank that suits that style of play then you get there by playing how you want?
You are stating that the style of play you want to do is not going to cut it at the higher ranks, but that is how you play... then play that way and you should naturally gravitate towards the ranking where it is viable for you. There is no need to throw games to then try and play that way.
im just tired of playing the same way over and over (it works but if I change styles at any point it doesn't end well)
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@DouubleYou said:
That's a heavy derank. I understand that it is not fun at rank 1, but all the way back to 15 to stomp on genuine rank 15s seems a bit much just so that you can have some fun seems a bit crazy
im not really wanting to go back to stomp on them..
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@[Deleted User] said:
If it’s obvious, yes.
Don’t sit AFK.
Play perkless, use speed-limiter Billy or M1tress.
I don't mean afk I mean kinda like walk around or something
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its their pallet buff. its said to not prioritize any side but it obviously goes towards the survivor
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@TragicSolitude said:
My friend heard the Oni swing his weapon. As he heard that, my friend threw down the pallet. The Oni got stunned, my friend didn't get hit.
There's something wrong.
the oni most likely got the hit on his side too.