Avatar

sp1nu_

sp1nu_

About

Username
sp1nu_
Joined
Visits
209
Last Active

Comments

  • @Elan said:

    It's difficult to judge, most maps are not statics and some that are still don't always spawn all the same pallets. Midwich I got 2 roms next to each other without a single pallet yet they spawned there before. It's menace in solo where you have no idea what pallets been used and it prevents running to dead zones. I think it's very usefull in solo while not so usefull in swf. Five moves ahead are only working untill you drop pallet then it has 40s cooldown, Windows used to have 20s cooldown if you vault or drop pallet which is kind of only reasonable change that migh be reverted to prevent braindead loop chaining but on the other hand, modern vs og killers, so many factors. If you ask me what perk I want to be nerfed windows would be a long behind after perks like we gonna live forever, sprint, made for this, champion etc.

    That Midwich pallet issue has affected me too, I feel like it's gotta be a bug no? On a few maps since a while back. You would have a guaranteed pallet just not spawn for some reason leaving that room be a dead zone, even after pallet density update. I feel like someone should report these bugs because there's no justifiable reason to remove pallet spawns that have 100% spawned there since they got released. Other than to be annoy everyone… But I experienced this too, which was frustrating but I'm almost certain it has to be a bug.

  • @Your_Dad_Playing_DbD said:

    This has been brought up many times. BHVR says that the abandon feature is only meant to prevent people from being forced to stay in a game that is already lost and they can’t do anything, but that isn’t true at all. Survivors can leave for free if they get slugged three times no matter what stage of the match they are in. I see people abusing this to get out of matches they don’t want to be in all the time. If this is ok, then it should ok to let killers leave for free once the gates are open. Killer can stay if they want to try to secure another kill.

    The game being 'already lost' for survivors is 4 survivors being dead on the floor completely unable to do anything to perform a comeback. As killer I got a 4k from 1 guy being hooked in EGC. This is proof that the just getting to end game does not = the game is already lost for killer. Therefore it makes 0 sense for the killer to abandon since there are still ways to win the match. I think the give up mentality is far too prevalent in DbD.

  • @Wezqu said:

    Windows should only be active when you are injured. Would balance it and would be useful when its most needed. It being on the whole match makes it way too versatile and way too easy to use.

    I think it should be reworked completely. There's no need for it, especially with pallet density, you can run and look around and there will likely be a pallet, rather than mindlessly being a drone and running to the nearest highlighted object every chase, no unique pathing, just wasting every resource you come across because it was highlighted there for you….

    I do like the idea of it only activating when injured (and in chase - but Five Moves Ahead already does that so we're back at square one where I think we should rework it into something entirely different, changing it's name if deemed necessary too)

    I think the game would feel healthier.

  • @Lavoonus said:

    I don't think Windows is really a problem personally, it's good but it's not letting you get to resources you couldn't get to otherwise. I think poor map balance is usually the real culprit.

    However, if you were to change it what would you do? I'm curious to hear what your ideal version of Windows would look like.

    It's a joke being outplayed because the survivor has all of their escape routes highlighted in a bright colour and it removes all skill expression, just predrop run, predrop run. It's mind-numbingly boring and painful to verse. I don't think map balance is the culprit at all, actually. No thoughts. Just running to colour. And why do we need Windows if we have Five Moves Ahead that does everything windows does… and more? Make 0 sense.

    *I don't even know what I would change it to, which is why I say change it's name too, because there's only so much you can do with something called Windows of Opportunity xd

  • @HoodedWildKard said:

    No I'm not complaining about tunneling in general, i tend to be understanding of the concept. The thing I have an issue with is the worst kind of tunneling. Standard tunneling is whatever, if you find a double hooked surv and a no hook surv on a gen, you have a choice and the double hooked surv is the tactical choice every time. I'm talking about hard repeatedly tunneling the same surv off hook to the exclusion of all others straight off the bat. Heck I'm not even that fussed about tunneling straight off hook if it's done mid-late game.

    It's this situation. Killer gets their first hook after a realtively short chase, realises that surv is mid/weak at chase. Killer then proxy camps said hook, maybe they manage to force the surv to stage, then as soon as the surv is unhooked, they hit them off hook and commit to the exclusively chase them again down them quickly rinse repeat. You get one survivor dead at 4-5 gens left. That one survivor has no chance to play the game, and the rest of the team is screwed because the game is not supposed to be a 3v1. We've all had games like that.

    There has to be a system where the game can recognise that the killer is focusing out one player to the exclusion of all others. In the specific situation where you have 2 hooks on the same player, 0 hooks on anyone else and they are chasing the 2 hooked player there should be some kind of game intervention. Something that stops this kind of play dead. Peehsps a system where the surv on taking the second hit straight off of hook gets teleported to thebopposite side of the map and insta hesled or just invincibility or invisibility that gets cancelled if the killer hooks another player or if a survivor struggles out (obvs I wouldn't want to see survs abusing a mechanic like this for free bodyblocks) this would give the tunneled surv an opportunity to get out of the killer's sight and have a chance to heal and actually try to counter play by going stealthy so they can still achieve something in the match.

    Normally it's fairly rare but I've seen an uptick in this kind of play from killers over the last couple of weeks, probably killers getting tilted by black banquet, and an awful lot of jasons too. I'm sure some people will simply call skill issue over this, but this type of tunneling is immensely easy for killers to do and very difficult for all but the best survivor teams to effectively prevent. By the time you realise how hard killer is committing to this it's usually too late to simply genrush. And it literally tanks the game, one surv gets next to no bp and is dead within minutes of the game starting. And the rest of the team is screwed unless there is a wild skill gap between killer and the 3 remaining survivors and they just so happened to demonise the 1 weak surv in a group.

    If I see 1 single toolbox i'm tunnelling idgaf lmao

  • @Eleghost said:

    Have been having quite a few games where killers are Bming(i.e. smacking on hook, tbagging/humping, etc.) i'm not talking about 1 in 10 games it's like 8/10 games right now.

    Just comes with the love of the game. Nothing wrong with a few humps, or a few smacks on hooks when someone is running a perk you don't like. Sure it might upset you but it's just a game. If i win a 50, i'm gonna give a few bags. It's just a bit of playful banter, gets everyone a little riled up and adds a bit of spice to gameplay. Nothing wrong with it.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100406#Comment_4100406

    Ever watched the first one? Being stalked by raptors is a nightmareish scenario. There are a lot of people my age with raptor related trauma, particularly from the scene with ellie sattler and arnold's arm in the power plant with the raptors. Or the cat and mouse kitchen scene. If that isn't great horror idk what is.

    that isn't horror though, a bit intense, thrilling maybe… but horror? no.

  • Can someone remind me how Jurassic Park is horror? Respectively.

    I feel like if anything Jurassic Park would be a cosmetic DLC, blight dino cosmetic etc.

  • @Arcturus said:

    I can get where you're coming from with a lot of this, and I agree with some, but I also really disagree with other parts.

    I also find The First awful to play against: even as I've gotten better at learning how to play against him, a half-decent First (especially on smaller maps) can just annihilate the team because with a well placed Undergate attack it's borderline impossible to dodge and he can use it every couple seconds. I definitely think some things could be changed or nerfed to make him actually enjoyable to play against, but I think the changes you suggested are way overkill because he definitely still isn't S tier.

    Jason I agree is over tuned, at first I thought everybody was being a drama queen but he's just way too good at too many things. I've already gone over this in other posts, but he pretty much has no weaknesses (he has stealth, amazing map traversal and pressure, info, a strong fast-and-easy-to-reload ranged power, and he's still effectively 4.6 since he gets haste for almost half a minute out of power).

    I can honestly agree with the built in moris, I think even though it's cool, in a lot of cases it's used to more effectively tunnel.

    Dracula is definitely one of the best killers in the game, often placed around 5th or so, but honestly I think if they just removed the haste from the scent orbs he'd probably be fine. As it is I already don't really have a problem with him, but I've seen this suggestion a lot and I think it would give more Drac players a reason to not use wolf form in almost every scenario.

    I agree that Nurse should gain blindness when blinking, this is also a suggestion I've seen a ton, although I'm not really sure if the lunge addon is that big of an issue.

    Honestly even though a lot of the killer and pallet hitbox stuff feels stupid, I'm pretty sure it's intentional, I don't think that's changed at all because I remember encountering the same issues 5 years ago.

    The Thrill builds are especially out of hand with Jason and other killers using it with Face the Darkness. I don't think you need to nerf Thrill and I think making totem progress permanent would be too much, I think implementing something similar to gen regression or hemorrhage would be good. Say a totem has 14 "charges" (because it takes 14 seconds by default) and the totem progress regresses by something like 0.3c/s. That would mean that it takes around 46.5s to regress from 99% to 0%, and obviously it would take a lot less time if the totem was only half done or something like that. The number can be tweaked, but it gives survivors a chance to play around Thrill and get back on the totem without obliterating Hex and Thrill builds.

    Lack of servers is honestly an issue in so many places. This game is so ping dependent it's insane, as the game only seems to work properly when everyone is on 40ms or lower. I'm US central and the lowest I ever get is 60ms because for some reason there are two servers per cost but not a single central server, and in most of my matches there's at least one other person with 60-90ms, and it's really noticeable how much just a bit more ping affects how well you can play the game, unlike something like Valorant where I don't notice a huge difference between 70ms and 40ms. I don't know if they have to just add a ton of servers or change hitboxes or what but it's really bad.

    Yeah, I don't have an issue with Draculas overall power, I just feel like it is slightly overturned in some instances slight tiny nerfs in some areas would make him feel more balanced. I'm not a fan of being able to enter traversal powers indefinitely with 0 repercussions, the haste in wolf mode would be nice being removed, m1/hellfire hit into wolf mode 2 tap doesn't feel very engaging. on top of not being able to actually see the dog over many tiles.

    They just need to revert this hitbox thing they've did to how it was prior to messing with hitboxes and collision because it feels clunky and removes a core aspect of what a lot of people enjoy in this game - pallet saves. I don't recall it being mentioned in the patch notes that pallet saves got nerfed so do believe it is unintentional/shadow nerf/bug. BHVR knows how people feel about shadow nerfs.

    I feel like they should just nerf thrill. I don't want totems to have permanent progress but if they don't change the numbers on thrill/rework thrill altogether, I feel it's like the only option in order to make the game feel healthy.

    The lunge add on being removed from Nurse would make her hits feel fairer and reward precision over janky ping hits on even normal 40ms ping.

    I want more servers everywhere that idk why I said just EU, I know that EU gets a lot of people from areas without servers, that's my error. More servers everywhere would be great. I hate getting 40-60ms over say 20-30ms because i'm far from the capital server locations.

  • @ShanoaLegendaryPlz said:

    The first is barely ever played because he is alredy too slow. Make him any slower and you will never see him again. As for interaction, unlike other killers you are constantly dodging instead of just running from pallet to pallet to pallet which makes some enjoy being chased by him when they manage to dodge quite a few shots. Hes also not overtuned and can lose just as much as other killers, he's just bully proof in that the closer you are the easier it is for him to snowball.

    Dracula requires precision and constant adaptation, in good hands he can often win, in an average players hands he can still lose. Against looping gods and swat teams he is still helpless. I'd say hes less of a problem then ghoul/jason.

    As for ice nine kills, i know nothing of the band so not really a fan. But most were saying they did not use generative Ai and allot of people were confusing ai with poorly made cgi. Its gotten to that point where you barely see cgi anymore.

    I don't mean to crap on your post or anything just a couple things i felt were worth defending from a different perspective. Everyones got their gripes with this game they betrayed me a few times too lol.

    I have seen allot more totem builds lately so ive mostly been running a totem eater build. But not all pubs are lucky to have someone coming in prepared for totem spam. If they make them easier to break they would never be worth running however. As someone can spawn staring right at your totems before you even start looking for people. Perhaps they could nerf thrill a bit and make new totem spawn logic where it actually randomises and hides them better.

    Look. If you have muliple people every game refusing to play against a killer, there is something wrong. The First is a failed power design. Not fun to play and only like nurse, deletes the core aspect from the game which is chase. Pallets don't matter, vaults don't matter, making distance doesn't matter, nothing matters. It's literally just 50-50-50-50-50-50 over and over and over again which is very boring and - failed power design.

    Dracula is still overturned nonetheless.

    I didn't say Ice Nine Kills used AI in their music videos. I said they responded to people with Gen AI memes which as a brand of people who claim to be artists, is very insincere and backwards. You can't be an artist and be okay with AI because AI is literally just theft of art that the real Artists make. Please read what I said and don't misconstrue my words. I didn't say they used AI in their music videos. I am not confusing AI with CGI. I know what the difference is. They responded to people on instagram with AI memes when being called out for using Gen AI on a post.

    Also again, I said they should nerf Thrill by making totem cleanse progress permanent to make it easier to deal with or reduce the numbers. It's nothing to do with rng. Unemployed build is horrendously unhealthy for the game and 100% needs gutted. There's no argument to be made about it.

  • I agree.

    I'm so incredibly bored of the likes of Dracula, Ghoul, Krasue, Vecna and Jason. Nothing feels rewarding anymore, it's just "let me pumble you with my kit and get my inevitable downs as quick as possible" so people who aren't very good can feel slightly accomplished at winning and being fed 4ks because survivors resources no longer mean anything… and once 1 person is dead, there's too much alteriors to deal with

    - 3v1 against Krasue? Similar to Twins where if you have no teammate to help you block hits, you just suffer.

    Dracula? Good luck, he gets free map wide traversal and there's nothing to stop him from slugging 1 and hunting the next.

    Ghoul is just epitome of low skill floor pub stomp.

    Vecna, again the 3v1 situation, tunnel 1 - 3v1 is actually a 2v1 since you have his clocks to deal with too…

    Jason, tunnel 1, slug the others since he can traverse the map freely without consequence….

    Going out of my mind with how dim-witted DBD is/has become.

    Give me a Billy where his kit is strong but punishes him for playing badly, give me Artist, where she has incredible zoning skills but can't mindlessly spam and hope for the best, give me Blight, who is strong BUT has to use game sense and bump logic to initiate a down and is punished when he whiffs by either waiting on his cooldown or something. All these new killers have far too much going for them to back them up when they play badly or don't fully understand every aspect of their kit, and it just… saddens me. I miss when you would be scared of the PERSON playing the killer because they have mastered their kit instead of just being destroyed because the killer has 20 rpgs and a tactical nuke in his back pocket ticking down waiting to go off LMAO.

1 2 ›