Avatar

thesuicidefox

thesuicidefox

About

Username
thesuicidefox
Joined
Visits
0
Last Active
—

Comments

  • So not on console?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/481935#Comment_481935

    "You act like chasing as a 110 killer is absolutely impossible."

    "Generally" it is. If you're landing them they are potatoes.

    "And before you start going "derr proof" Here is a clip:"

    I can post lots of clips like that as well it doesn't disprove anything I've said.

    I just quite simply disagree with you. Those games that make you think it's viable are really just bad survivors. Against actually good survivors that isn't happening.

    Two of the survivors in the video are people I've played against before and they are indeed good survivors. One of them is a Spirit main as well, so even though he knows what I'm doing I could still outplay him.

    I could throw this back in your face too. If you're landing hits out of phase walk on healthy survivors then they must be potatoes, because it's insanely easy to dodge a hit out of phase walk.

    Chasing as a 110 killer is not impossible even against good survivors. Especially as Spirit because of her passive shifting, you can mind game survivors without even using your power.

    And I didn't post the clip to disprove you, I posted it to prove my point. That it's better to save your phase walk for when you need it. If I used it against Dwight to catch him at that pallet I wouldn't have been able to go after Nea and stop the save. Spirit's that use their power too much become predictable and you end up wasting it against healthy survivors. YES if they are running in a straight line you can get them. YES if they are at a loop you can use it to get a hit. But generally speaking, if you use your power too much it will hurt you more than help. You need to wait for the right time. One of those right times being after you land the first hit for an easy and quick second hit.

    in n Comment by thesuicidefox
  • I agree. Killer is honestly not hard to play, people make a big stink about it and say they NEED to do this or that to win. You don't, you just have to understand your opponent. Yes, at the highest level the game favors survivors, but the only time that becomes noticeable is against a 4 man SWF on comms with stacked builds. And I mean survivors that can do loops PERFECTLY, and make PERFECT use of all their perks/items. These sorts of survivors are rare.

    And while I agree that there still need to be some tweaks to make this part more fair to killers, those tweaks should only affect those types of survivors. This is why I am so against the idea of a second objective, because all that does is hurt the 99% of survivors that aren't at this level. Those survivors are already easy fodder for any good killer. The solutions need to target the highest tier of survivor players while having little to no impact on the rest of the survivor population.

    MOM does need some tweaks, only to allow for some counter play on killer's side. But it's not as bad as a lot of people make it out to be. If the devs end up having it require protection hits that alone would make the perk balanced and fair.

    I play killer at rank 1 against good survivors. I can understand when a killer is forced to play scummy, but then there are killers that will play scummy out of the gate and say stuff like "well I had to because you are SWF/it's corn map/etc.". No the only time you should be playing scummy is if you are pushed into that position. If you just play scummy out of the gate, you are an ######### no other way to say it. I do my best to play fair as killer, and I only resort to scummy tactics when actually pushed into that position. I don't preemptively play scummy then point at the other side and say "you made me" when they really didn't. This is besides the fact that killers have a lot of OP stuff at their disposal too. All you need to do is run Ruin and NOED together, pick your most OP add-on combo (every killer has at least 1), and equip an Ebony mori. You should have no problem getting a 4k every game. The only games where you won't get the 4k will be against those perfect 1% of survivor stacks, and even then you can expect to get at least a 2k. If they you do this and it's still a 4e, then sorry to say you just flat out suck as killer and are probably boosted.

    Also LOL at anyone asking for TLDR. If you don't have time to read just move on. It took me 5 minutes to write this whole comment, it shouldn't take you more than 2 minutes to read. If you can't spare 2 minutes then you shouldn't be here. You should go back to work or school or whatever it is that is apparently more worth your time.

  • I used to run tournaments for years, across multiple games/genres. Rule sets were my thing. I made a rule set for DBD that would allow for a lot of meta to form while also being very fair. Perhaps I will post it later.

  • Just to be clear, if we assume the game is running at 60FPS then 0.14s is equal to about 10 frames. That should be just noticeable to people who might use Enduring a lot.

  • @TheDarkWall said:

    You see, I think they changed it that way too to accommodate the speed add on changes. But the ability still states it shows you people inside your TR, and monitor and abuse still expands your detection range meaning that TR still overlaps with detection in some cases. So IF they are intending to separate TR and detection in cases outside the expansion from the former speed add ons, they've not communicated that anywhere and have not applied it to any other situation than the iridescent add on. Hence why I feel like we need clarification here.

    I'm just saying that I believe that's what is happening. Iri Button extends your TR but not KI. There are add-ons that extend your KI specifically, which suggests that it's not tied directly to TR. Let me ask you this, are you 100% positive that M&A also expands your KI as it did before? Because if it does then that means Iri Button is likely bugged. If not, that means that Iri Button is working as intended and TR and KI are not tied together anymore.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/480872#Comment_480872

    "I disagree with this. I find it better to chase them down for the first hit so they are easier to find in phase walk."

    At high ranks against event remotely non potato survivors that is literally never happening. That is only viable against bad survivors or low ranks. That's like saying you think running people down for the first his as Huntress with no hatchets is viable, it's not.

    "If you phase walk all the time, then it will be down for those times you need it."

    I find the cooldown to be decently fast even without addons so I don't run into this issue.

    "And if you are doing it after a healthy survivor they can more easily juke you"

    That's why the first hit is always way harder to get than the second one. Yes this makes phasing for the first hit more difficult, but it is still infinitely easier than running them down as a Huntress with no hatchets.

    Like I said before though, this is based on playing at rank 1. You can get away with a lot of non optimal things at lower ranks or if the survivors are just potatoes. It's like when I'm deciding if a perk is good or not. I'm basing that assessment on the assumption that the survivor is a very good player and will try to work around it, not the assumption they will play dumb.

    Yea... I play at rank 1 with Spirit and good survivors will juke you if you phase walk from far away and they are healthy. It's insanely easy to avoid, and all you end up doing as Spirit is wasting your power and you end up having to chase them anyway. Like I said, you want to use it to catch up but not strictly to hit them out of phase walk. If you over use it it will be on cooldown when you need it, which is indeed very long as a full cooldown is 15s.

    You act like chasing as a 110 killer is absolutely impossible. It's really not. It's harder than a 115 killer yes, but you can still run them down. You have to be more optimal with your pathing, but it's something you can easily do. Of course, you need to be a certain distance which is why I say use your power to catch up. You want to be close behind them, if you pass them there is a chance you might lose the chase and that is very punishing. If they take you to a loop then yes, use your power to land the hit, but if you are not at a loop just chase them for the hit. It might take a tad bit longer, but now that they are injured you can run them down super easy for the second hit. It's like clockwork, even against good survivors this works. That's literally my main tactic... injure them then phase walk for second hit. 1 in 10 survivors might be able to juke the attack out of phase walk, and 1 in 10 of those survivors will do it well enough to extend the chase to another loop.

    And before you start going "derr proof" Here is a clip:

    thesuicidefox playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com

    I had seen the Nea with BBQ on that gen. I went for Dwight and slugged him, then used my power to catch up to where I expected her to be. She had JUST ran past me and I simply chase her down without my power and get her before she gets to the hook. My power charged before the chase ended (but only because I had a recovery add-on), so if she was too far I could have used it to catch her too but I didn't need it. You can see I made it to rank 1, and I would show you another clip where I was already rank 1 but I usually only clip that first game where I reach rank 1 if it was a merciless victory. Point being you can easily chase a survivor without your power.

    in n Comment by thesuicidefox
  • I like the creativity here, however I feel like the power would be broken and not fun for survivors. Plus there will be obvious weird instances, like how does this work against No Mither? What if the survivor doesn't have 4 perks? What about Aftercare? Will it disable it for the survivor using it and thus any other survivors gaining the effect? Or will it only affect the survivor using the perk and the others can still see them? Same with Open Handed, or Up The Ante? How about WGLF? It just seems like it would have some very unusual results, while also being very oppressive for survivors.

    Furthermore, what would be the point of using your power after a certain point in the game? If someone is on death hook, then using your power is just a waste of time. It would be better to just catch them and remove them from the game. You also don't have control over which perks are affected, meaning that if someone has say Dead Hard and Adrenaline, you can screw yourself if you disable the wrong one at the wrong time. If it's early and you disable Adren, that's a waste. If they are healthy and you have a one shot, then disabling DH would be pointless.

    I think there is more potential in the killer being able to do an attack that just phases through walls. They would be like a combination of the Nurse and Billy. They could counter loops and such. However that would mean the power needs some drawbacks. Maybe you can't see survivors during the animation, so aiming it is more difficult. Maybe it has a long cooldown period with a long fatigue, so if you miss it will hurt you a lot. Maybe it can't down a survivor so you can use it to land the first hit or to position yourself for the second hit. That would be more fun for both sides IMO, and more fair.

  • As Spirit you will need a good pair of headphones (5.1/7.1, stereo won't cut it) and a keen attention to detail. You can see grass move and crows fly while phase walking, you need to pay attention to this stuff to find survivors.

    You need good prediction skills as Spirit. You can win at most loops by just predicting what survivors will do. If they drop the pallet and you know they will run to the window, phase walk and catch them on the other side of the window. You can also use the "stand still" mind game but smart survivors will just walk away and use it to gain distance. If you see them do this, don't try to pull this trick on them anymore because they won't fall for it. Most survivors will fall for it though, and will either try to move past what they think is your husk or do something silly like sit in a corner and wait (which you can then actually phase walk and just smack them). But if you can't predict what a survivor is going to do, you will have a hard time using Spirit because you will just get mind gamed by survivors (or worse, yourself). Unfortunately there is no "how to" book on how to predict, you just have to learn it from experience, and it's on a case-by-case basis. There is no blanket statement one can make in this regard that applies to ALL survivors.

    What I like to do is try different mind games the first time I chase someone to see what they will do. You need to develop a profile of this specific survivor's actions, which can help you in future chases to out play them. If they have a habit of running from loop to loop, just expect that and try to cut them off immediately. If they like to slow vault through windows then listen more closely around windows and expect them to always be on the opposite side of where it seems like they might be. There's like 1000 other things I can say, you just have to practice.

    Understanding the range of your terror radius is also important. Survivors can't hear you phase walk if they hear a heartbeat, so if you know survivors are nearby you can go after them and they might not expect it. Sometimes this means changing targets mid chase, making it look like you went for one survivor but you actually turned around to grab one off a gen or something. You need to be unpredictable yourself too, because if survivors have to constantly guess what you are doing they will mess up which you can punish. Spirit is all about making survivors mess up and punishing, that's literally what a mind game is.

    Strong build is important. I try to have a perk for different needs. Something to track survivors. Something to slow them down. Something to help in a chase. Those are the 3 most important things you need to cover, as any killer. My current build is BBQ, MYC, Stridor, and Third Seal. Normally TS would be Ruin but I find Ruin boring as survivor, besides the fact it doesn't really help against top tier survivors. TS however is off-meta and unpredictable. If you get 4 stacks you essentially win the game because you can start slugging, which is the absolute best way to slow down the game. BBQ/MYC is a good combo for her because she has speed with phase walk, so you can hook someone then immediately go after a new target. MYC gives you a one shot that will shorten a chase, and it discourages survivors from healing right away so you get that benefit too. Plus since you are Spirit, and in theory can just show up at any time, it helps to slow the game since the MYC survivor will play immersed and likely not rush to do a gen or make risky plays. Finally Stridor, which as I said above is great to counter the 1 perk that hard counters phase walk, Iron Will. Stridor makes it literally impossible to hide from the Spirit if you are injured. You don't need to track scratch marks or anything, if they are injured (which is more likely because of MYC) then you will find them (assuming you have that good headset).

    For add-ons, my preference is speed and duration. Combined it let's you cover more distance, and gives you more options when trying to predict survivors. Duration can also act like recovery, since what it does is slow down the drain on the bar and not actually increase the bar. This means that if you normally used phase walk for 1 second and had to wait 5 seconds for that amount to recharge, you can now phase walk for 3 seconds but still only need to wait 5 seconds for the recharge, because the speed the bar refills will be the same but the speed it drains is slower. Amulet is her best all-around add-on as it does speed, duration, and recovery, so you want to save those for those tough games or to combo with other strong add-ons. Prayer Beads are hands down her strongest add-on, borderline broken IMO, and can make it a lot harder to predict your movements and let you get the drop on survivors more easily. The big catch here is that once survivors know you have PB they will become super immersed and cautious, so you need tracking perks to find them when it happens. PB is good to combo with perks like Surveillance which let's you get gen grabs, TOTH which let's you get totem grabs, and anything that inflicts Exposed. Mother's Ring is also VERY powerful, as you become a literal cheetah. You can outplay survivors very hard with this add-on because you can do stuff like run around a loop in the opposite direction and catch them. PB with MR is a super strong combo too. The catch with MR is that you can't see fresh scratch marks (you can see scratch marks that were present before you began phase walk), so that means you need good skills in tracking during phase walk and predicting survivors. This is another reason Stridor is great, because since it means you don't need to care for scratch marks MR becomes that much better.

    Past all this, the biggest thing is practice and experience. Spirit is a very "mind skill" type killer, so you need to understand the game, your killer, and your opponent. This is in stark contrast to a killer like Nurse which is a "technical skill" type killer. She requires far less skill in prediction and reads, and more skill in just being able to use her power perfectly without making a technical error. (PS I'm not saying she doesn't need to have "mind skills", just that she requires less of them and more of the technical stuff).

    in n Comment by thesuicidefox
  • @Blueberry "Biggest mistake I see Spirits make is not using their phasing enough. You should very rarely be running someone down unless you just caught them in a bad spot away from pallets or came out of phase and you're really close."

    I disagree with this. I find it better to chase them down for the first hit so they are easier to find in phase walk. If you phase walk all the time, then it will be down for those times you need it. And if you are doing it after a healthy survivor they can more easily juke you. Of course, you don't want to be fully chasing someone from a distance, so using phase walk to close the gap is a good idea but you shouldn't be doing it all the time either. You want to use it to catch up, then chase like a normal killer for the first hit, then you should have phase walk again and you can hunt them down very easy when injured.

    @edgarpoop "Don't use Stridor. If you can't hear them without Stridor, you're too far away to do anything."

    I also disagree with this. Stridor is AMAZING on Spirit because you can track from a distance independent of scratch marks, and there is no way to hide cries of pain. It also hard counters Iron Will, which itself hard counters phase walk. If you don't use Stridor and a survivor has Iron Will and knows how to juke, you will have a very hard time tracking them. Stridor beats this and makes it impossible to hide from phase walk. It's also very powerful in corn, and let's you find injured survivors very easily. You just have to know that the survivor will sound closer than they really are.

    in n Comment by thesuicidefox
  • From what I understand, TR and Killer Instinct are now different zones. By default, they overlap at 32m. When you use Iri Button, it increases your TR ONLY not KI. So survivors should hear the TR no matter where they are, but you can only see them with KI within 32m. If you want KI zone to be larger, you need to use the add-ons that increase its range.

    I think they did this so that you could run stuff like Tinkerer but still be able to use KI.

  • @[Deleted User] said:

    No more hatch grabs is PRECISELY the reason they allow the hatch to be closed mid jump. At least then as survivor you still have a minor chance to try and escape the killer instead of wiggling in futility. 

    And another thing, if you got NOED then the exit gates were powered. You were just being greedy and got what you deserved.

    If the survivor is already jumping in then they got to the hatch first. Killer can already bodyblock the hatch and the hatch close animation is fast enough that they can stop a survivor that's right on top of the hatch from jumping in. But if they already jumped, that's the end of it.

    Also NOED procs when you close hatch, so IDK what game you are playing.

  • I run Spirit Fury/Enduring on a couple of my killers only to deal with pallets. I honestly don't care about Head On or DS stuns. So if it's going to be a small buff for countering pallets at the cost of not working against other stuns I'm cool with that.

  • NOED could use some sort of tell that could give survivors a hint that killer has it. Something subtle, so that for survivors that pay attention they can spot it and then play accordingly (which means doing totems which means slowing down on gens).

  • This is proof the devs listen to us. I've been saying since MOM came out that it should only count protection hits. Thanks for listening guys! @Peanits @Almo @not_Queen

  • Put Ruin and NOED on any killer with best add-ons and I say the playing field is about even.

    The only challenge in the game as killer is against a 4 stack SWF. Against 4 random survivors a good killer should have no problem getting at least a 3k outside of bad luck.

  • killer_fun_tier.png

    Top tier should be "Almost Always Fun".

    Plague would be Mostly Fun. These killers depend on the map mostly.

    My fun levels are based on how much I enjoy the average game, win or lose. Spirit I can almost always have fun even when I do poorly. Hag I can generally do well with but I have a hard time having fun, and when I get bullied as Hag it's very frustrating.

    Most of the ones in the bottom I NEVER play. Clown I've played here and there but I find him boring regardless what happens.

  • Because killers hate the idea of getting bodied by a guy that was injured all game.

  • I've only play 1 Legion game since the update, but I can agree the vault speed should have been left alone. It feels like crap now. Also I think whiffs should decrease the gauge by like 40% or something instead of the full amount.

  • @Peanits said:

    To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked? What would prevent a killer from just standing next to the only unblocked generator?

    I mean if they wait then killer has more time to do what they need to do. If killer is finding survivors and getting hooks then you are just screwing yourself by waiting.

    That said, I don't think this is a good solution to the problem of gen rush.

  • No to auras for IF and IM. I run Calm Spirit and that would nerf this already niche perk. Plus these perks would be way to strong with auras. IF is fine the way it is, IM could use a longer Exposed timer. That's about it.

    I'll post back when I read all the other stuff.

  • Step 1: Get a pumpkin or watermelon.

    Step 2: Get a knife or other sharp object.

    Step 3: Stab pumpkin/watermelon to release tension.

    Step 4: Enjoy pumpkin/watermelon slices.

  • I say keep it 4 seconds per token, but allow for max 3/4/5 tokens. This way you add 20s to the door for tier 3 and full tokens, which is double time.

    Also yes, if killer closes the hatch then the last survivor should become the obsession so they aren't affected by Remember Me. BUT if they do the last gen, then no switch.

  • I avoid tunneling when I can afford it, but sometimes it's necessary. Either I can't find anyone else or I need to kill someone to slow the game. Sometimes it's also just bad luck when survivors just run right into you. Generally speaking, I aim to get my 4 stacks of BBQ before I go after someone I already got.

    As survivor I hate to get tunneled, but only when it's obviously not necessary for the killer to do it. If there is 1 gen left and I'm on death hook, I'll expect a killer to prioritize me over others and it's fine. If there are 4 gens and Ruin left and killer flat out ignores other survivors to go after me, then it's really frustrating and stupid. That right there is a sign of a bad killer. A good killer will play fair, take on a more challenging opponent, and still come out on top. A bad killer will take whatever scraps come their way and gobble them up like a starving dog.

  • IMO Thana + Sloppy is more powerful than Ruin and will actually slow down the game against good survivors. Good survivors tend to not heal and just gen rush, which Thana punishes, while Sloppy punishes them for healing, so it's a catch 22. Either way they are wasting time.

    The catch is that it's a combo instead of a single perk, and requires you to actively hit multiple survivors. Also with the recent (and unnecessary) Thana nerf it's less effective than before.

  • BIG DADDY PAIN

    thesuicidefox playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com

    BBQ, Ruin, Enduring, Spirit Fury, Iridescent Stone, Honing Stone

    Worn Gaze, Unholy Apron, Marked Bolo Machete

    _______________________________________________________


    BONE COLLECTOR

    thesuicidefox playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com

    BBQ, NOED, Thanatophobia, Sloppy Butcher, Bloody Coil, Stitched Bag (I was using different add-ons in this clip tho).

    Worn Gaze, Unholy Apron, Marked Bolo Machete

  • Saving and healing, no. Doing gens, totems, gates, chests, yes.

    Also devs need to be aware that currently, Snap Out is prioritized over Mend which is game breaking. Doc can basically get a free down if you were in Madness 3. @Peanits @Almo @not_Queen

  • BBQ, Ruin, Enduring, Spirit Fury, trap set speed, bags. This is my go to build.

    If you have the add-ons, Iridescent Stone + Honing Stone is probably his strongest combo.

    You could also swap Ruin with Thanatophobia then use Bloody Coil add-ons, but this is less effective at high ranks.

    Whispers is also a good pick for Trapper. When Whispers is dark, no one is around you should be free to place traps without worry someone is watching.

    You could also swap Ruin with NOED but you will have to get used to at least 1 gen popping while you set up your first traps.

  • @Tsulan said:

    The new ranking system wants you to play in a certain way. You won't rank up otherwise.

    This will lead to endless queues on high ranks and instant lobbies on low ranks.

    This then will lead to lots of complaints and the devs will change the requirements, just like they did in the past.

    It's not "playing a certain way" actually, it's playing such that you do a lot of things well instead of just 1 thing well.

    After the most recent change, I find it easy to rank up as survivor and killer. The only thing is that sometimes as killer you can completely dominate survivors but due to your power you miss out on Chaser/Malicious and you only safety pip. Billy and Trapper suffer from this most.

    If you want to rank up as survivor make sure you do 1 full gen solo, make 1 safe rescue, do 1 full heal solo, get chased for 1 minute, and either escape or survive for 9 minutes. Do all this and you will guarantee a safety pip at all ranks. Then you just need to double up on 1 of these things to earn a pip for most ranks. At red ranks you mostly have to survive to pip, but if you double up on multiple things you can die and still pip.

  • @SmokePotion said:

    @thesuicidefox

    This does not seem to cause an issue with literally any other game.

    And again. Sounds have a range.

    Any other game isn't designed around an asymmetrical version of hide and seek. Being able to hear better in a shooter, for example, doesn't ruin the balance of the game because 1) the other side isn't trying to strictly hide from you, and 2) they can fight back.

    Even other asymmetrical games aren't based around hiding from a player.

    DBD is a very unique type of game and therefore needs unique types of balance.

  • Balanced Landing opens new loops. Loops you can do without a window or pallet, allowing you to conserve those for when you need it. Some spots become infinites against some killers too.

    Just the other day I managed to run from a Wraith nearly all game using just the Ward, and I still had a pallet left for end game. Wouldn't have been able to do that without BL.

  • Yes most of the time. The only time I don't send someone a GG is if I have them blocked from previous toxicity.

  • Turn down chase/background music? Yes.

    Give ability for player to adjust sound levels? No. It's a very purposeful design to balance the game. If I had the ability to adjust sound on my own, no survivor would ever be able to hide from my 7.1 headphones. They can barely do it as is right now, I hear survivors moving and breathing all the time. Minor things too, not even footsteps. Grass moving, or a crow a full tile away, is enough.

    Chase music is definitely too loud though. It should be toned down a bit so it's not deafening.

  • BBQ, Discordance, Nurse's and Surveillance are all good tracking perks for her.

    MYC is a good Exposed perk for her. Haunted Ground is also a good pick if you use Ruin or Devour.

    Stridor is great for her because it hard counters Iron Will which itself hard counters her power.

    Tinkerer and M&A are good picks for a bit more stealth.

    Bread and butter add-ons are speed plus duration. Saya/Tsuba (more lunge out of phase walk) and Flute (recovery) are also good picks. Prayer Beads are here strongest add-on, borderline broken if you ask me. Mother's Ring is very strong but you will need good tracking skills/perks to make good use of it. Amulet is the most well rounded and combo's well with PB.

    Father's Glasses are honestly worthless. Don't bother.

    My main build is BBQ, MYC, Ruin, Stridor, speed/duration. For rank resets I'll swap Ruin with Surveillance usually.

  • Devs need to add more tools for killers to control gens. There needs to be limits to how fast gens can get done, and we more perks that could be used in place of Ruin to slow down the game.

    Maps I think are generally okay, there are some loops that are ridiculous and need to be addressed yes, but for the most part maps are pretty fair across the board. Some favor survivors or killers a bit more, but that's not a bad thing really.

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/470021#Comment_470021

    For starters why would you compare hit boxes on shooters versus a melee title. Also, literally every engine ever used to make a shooter has had hit box issues.

    You can also take any engine and list some games that run poorly. UE is no exception, even UE4. But the fact remains that there are plenty of games out there that prove that with quality optimization, you can get a game that runs very well.

    So is the DbD team at BHVR incompetent, or is making the game run well just too low a priority behind further monetization?

    Dude even Epic, who makes UE, can't produce a game without a plethora of collision bugs. Hence why I bring up Unreal and Gears of War. These games were made by Epic and still have collision issues.

    And I'm talking from experience using Unreal, not just playing the games. The engine is great for graphics but it has serious problems with collision.

    Collision is collision. Doesn't matter if it's a melee game or shooter. Unreal has piss poor collision detection.

  • EDIT: Nevermind misread the title.

  • Updated OP. Calm Spirit should also protect you from crow bombs on swamp.

  • Remember Me should be 4 seconds per token, with 3/4/5 tokens that can be earned. This adds 20s to the gate at tier 3.

    Wake Up should get just a numbers buff so that at tier 3 you can open the gate in like 15s. Also add a feature where if you open an exit gate with Wake Up it reveals your aura to all survivors when standing in the gate (similar to Blood Warden).

    Left Behind should give you the ability to pick the hatch lock in 20/15/10s, but it's all-or-nothing channel like doing a totem.

    I like your idea of having the gate take longer at base and then less time per gen completed, but I feel like it should be based on full gens and not charges. Just because it's rather ambiguous if it goes by charges. You could have 39 on a gen before you get stopped and then you are screwed out of the bonus, whereas a gen being completed or not is very clear cut.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/474179#Comment_474179

    We said entitled, not mad. I don’t like down/up votes since they’re useless. You were told you aren’t entitled to a response.

    Right... to expect people to DISCUSS things on a DISCUSSION FORUM is entitled.

    SMH


  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/474170#Comment_474170

    So ignore the downvotes.

    Sweetie, I'm all for removing both the downvotes and upvotes. I said as much in my first reply in this thread. I'm just saying you're overreacting to something that is utterly meaningless.

    LOL you guys think I'm mad no. I'm just DISCUSSING WHY DOWN VOTE IS STUPID. I honestly don't care about how many down votes I get or whatever, I'm merely contributing my point of view on the matter... by making replies and comments. Not clicking a single button.

    If down vote does nothing to contribute to the conversation AND is just something for us to ignore... why keep it? And if you agree with me then why continue to argue with me?


  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/474156#Comment_474156

    If it doesn't add anything to the conversation, why are you freaking out about it?

    Because a forum is a place specifically for discussion. If you don't want to take the time to discuss something then this isn't the place for you.

    I could throw this BS back in your face too. Why should you be entitled to a down vote button if you don't want to have a discussion?

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/474146#Comment_474146

    It is entitlement when you expect people to reply to you when they have to do something else. The button is their for when people don’t have time to reply, although I don’t like the “vote down” button, I can see entitlement and the purpose of the button.

    If you don't have time to reply so what? Then don't reply. A button does nothing to help the conversation. I ignore posts all the time because I don't have the time/energy to reply. If I click a button it doesn't add anything to the conversation. I could do it for legit reasons because I don't agree and don't have time, OR I could do it because I just don't like the person and I want to troll. Without a reply there is no way for you to know. Considering how things generally work around here I would bet that majority of down votes are the latter. @Orion is a testament to that fact.


  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/474134#Comment_474134

    I definitely agree that downvoting by itself is meaningless, but if people don't bother to reply now, they wouldn't reply either way. At best, their replies would be meaningless. However, you seem to believe people should always take the time to reply to your comments, even if they don't want to. That's what I mean by entitlement.

    I have more downvotes than anyone else on this forum, and yet my discussions have never been shut down by them. In fact, two of those discussions were recently resurrected from the depths of Forum Hell. Downvotes are meaningless.

    Dude if you disagree with something, you should state why you disagree. If you don't have the time to reply or whatever that doesn't mean you should get an ambiguous button to do it for you. It's not entitlement to ask for some sort of context.

  • TBF there is nothing scary about Myers design either. What makes him scary is the fact he is a psycho murder boi. Same thing with Ghostface, he doesn't LOOK scary but he kills people and for most of the movie you don't know who he is so you are constantly wondering who is the man behind the mask.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/474116#Comment_474116

    See, your attitude and unwillingness to consider that you're not entitled to a reply make me think you're just projecting.

    LOL what? What entitlement? All I'm asking for is for people to actually state reasons they disagree with a comment. Not to just click a button. They could legit disagree or they could be trolling. I have no way to know. And if they legit disagree, how am I to know what they disagree with or to what extent if they don't state the reason? They could maybe have disagreed with the entire comment or a single sentence. No way for me to know, and it doesn't promote discussion, it just shuts it down.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/473979#Comment_473979

    @thesuicidefox Maybe, just maybe, there are people who disagree with you but don't really feel like wasting the time typing out their reasons. It is a bit narcissistic of you to assume that the only reason someone would down vote you just because they don't like you.

    For instance, I think Calm Spirit is just fine the way it is. I don't believe it needs any buffs at all. But maybe I was skimming the forums and didn't have a lot of time. So I down vote to state that I disagree and then log off to deal with real life stuff. I'm not necessarily going to remember or care enough to log back in later to articulate my reasons for disagreeing with you.

    If you disagree with me, then comment WHY. Clicking a button does nothing to help the discussion. Otherwise I have no idea if you actually disagree or if you are just trolling me.

    If you don't have time to write a reply that's why we have drafts. You could always come back later when you have the time to reply.

    PS. And just to spite you I went ahead and down voted your last 20 or so posts. Didn't have time to read them I just clicked the button ;)

  • I have 3 down votes on my "Calm Spirit needs 1 buff to be perfect" thread. Like there really is no reason to even down vote that. The buff I'm asking for is very minimal and simple, wouldn't make the perk meta at all just a QOL change really. Why people would down vote that is beyond me. Best part no one even explains why they down voted. One, yes ONE person commented to complain about how CS shouldn't be in the game or some nonsense, and 1 other person questioned why someone would even use the perk. So clearly someone just down voted because they don't like me, or because they don't like Calm Spirit which is hilarious.

    Down votes are great in theory, but in practice it's just a way for people to say "I don't like you" anonymously. I know I get down votes just because people don't like me, doesn't matter what my comment is. There is no point to it. If you disagree with someone say you disagree and why. That's how discussion works.

  • @Visionmaker said:

    @EntitàAnimals seem to trust you as they often stay calm in your presence.

    Reduces chances of alerting Crows

    by 80/90/100 %.

    Your calm spirit can overcome the urge to scream due to Madness, Intoxication or getting injured by the Killer.

    https://gamepedia.cursecdn.com/deadbydaylight_gamepedia_en/thumb/7/78/IconHelp_crows.png/32px-IconHelp_crows.png?version=316f0fe0652badce92db0106ab80926e

    Not sure why or how that encompasses Rancor. They should add another part that specifies "can resist revealing your loaction to killers" if it does.

    It says in patch notes it hides notification bubbles. And I tested it myself against IM and Rancor.

1 … 79 80 81 82 83 … 147