thrawn3054
thrawn3054
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- thrawn3054
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Comments
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1348558#Comment_1348558
Clown has a front booty tho 😓
True. But unfortunately for Clown, my orientation wouldn't work with that.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1348550#Comment_1348550
Yeah ok, I KNOW you have a crush on Clown. Stop lying to us! Here's a diagram of the facts at hand..
Clown: 🤡
You: 😍
It would be Jane if anybody. I'm a sucker for that booty.
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Guess I'm weird. I really don't care about the orientation of DbD characters. If having a gay character makes somebody feel represented in the game great. But I personally never gave any of the characters orientation a thought because it didn't really matter to me.
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@Erk said:
https://forum.deadbydaylight.com/en/discussion/comment/1348355#Comment_1348355
Playing killer is a 50/50 right now. You either get perfect survivors or get realy trash survivors. If you only look at the trash part of it, I guess you are right.
And the same can be said of playing survivor. You either get good team mates or garbage ones. Which is why I listed match making as needing fixed to reach balance.
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I love the Parody where they ask if he needs to see a doctor. Followed by we have a nurse.
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The game has never been easier for killers. The match making makes it feel far more unbalanced than it is. If they could get rid of the dead zones on maps, make dedicated servers function properly, and fix match making. The game would be as close to balanced as it ever will be.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1347495#Comment_1347495
https://forum.deadbydaylight.com/en/discussion/comment/1347476#Comment_1347476
The reason claudettes get the hate, well specifically Blendettes is because they are intentionally picking the darkest character in the darkest outfit for an advantage.
If it’s a Claudette in her pink or blue outfits, or even that awful dress then it’s different. I won’t go as far as to mori them, but if you ever watch Tofu stream he brings a mori anytime the lobby had a blendy in it
You realize alot of Claudette players use the darker clothes because of the irrational hate they get? Alot of killers will throw the game to ensure that the Claudette dies. Regardless of her outfit.
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Spine Chil, Quick and Quiet, Left Behind, Wake Up.
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@BlazeNightash said:
https://forum.deadbydaylight.com/en/discussion/comment/1346474#Comment_1346474
Dh isn't a really a 2nd chance perk and isn't nearly as impactful as some other perks, ds can extend chases, bt can extend chases, example getting unhooked and blocking with bt active so the killer can't get the unhooker, unbreakable extends chases if you slug someone then chase someone else you heard with infectous for example, they're extend and waste the killers time
I don't actually consider anything a second chance perk. I despise the ridiculous term. But yes. The ones you mentioned have the potential to extend a chase. As does any exhaustion perk or a perk that helps you briefly lose the killer.
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@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1346301#Comment_1346301
That's how I feel about looping with 2+ second chance perks but it does help survivors at least waste a lot of time.
Just cause you think it's pathetic and lazy doesn't make it indefensible if the strategy furthers the killer's objective. Camping and tunneling is just doing too much of the only thing the killer gets to do in this game, and it seems that more often than not we let survivors draw the line of how much is too much of the killer's one thing.
I dislike 5 minute matches on both sides. I find the 4 man swf that rush gens as fast as possible equally lazy.
The only "second chance perk" that can extend a chase is DH. So I'm not sure where you get two from.
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@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1346170#Comment_1346170
The killer's only objective is to make survivors dead. If mindless camping and tunneling make survivors dead then how is it indefensible?
Because it's pathetic and lazy.
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@JustCats said:
@thrawn3054 That's... kind of my point? If you get potatoes you get potatoes, nothing to be done about that and should be a risk of playing survivor. But a lot of times it's not a potato issue and just one of lack of information. The solution so far seems to be to make every survivor super safe pretty much all the time, which works okay if nobody's making an effort to play as a team but quickly gets out of hand as people do. I want less of that and more elements that make it easier to play as a team.
@NuclearBurrito Oh I like those - non intrusive but helpful ways to communicate the important information.
I know. But that's my point. The mixed bag makes it impossible for me to consider my team as my best perk. Especially since they get me killed as often as the killer.
@NuclearBurrito I really like those ideas.
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Mindless camping and tunneling are not really defendable strategies. There are times where it is the correct play however.
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Your team are just as often a liability as an asset. Without a reliable system to match people by their actual skill level it's impossible to balance solo and swf.
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I have messages disabled. I don't want a work around. If you could disable it that would be fine though.
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No. The only way to make that work would be to restrict perks by category. Like gen slown down chase etc. And limit them to one per category. It would be too strong otherwise.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1346103#Comment_1346103
I'm not in the UK, no, but close enough.
Ah. I thought it was somewhere in the region but I couldn't remember for sure.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1345216#Comment_1345216
Well, to me, this is so rare that it warranted a thread. It's one of the few times I've seen a killer BM for no reason. Survivors, on the other hand...
Unfortunately I get killers that like to BM all the time. Weirdly I don't see it from survivors too often. Of course that could just be a platform or regional difference. I believe your on PC from the UK if I remember correctly. Whereas I'm on console from the US.
As a side note the totems on the Dead Dawg Saloon are very well hidden. It's not surprising you'd miss one. I did some kyf games with my cousin to try to learn the spawn points. First game we literally couldn't find the last totem. Though I'm pretty sure we figured out where it had spawned in our third go around.
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@TunnelVision said:
I can't help but notice you forgot to mention how keys do the same thing?
Even more so that if you equip the right perks your chances of getting a purple/pink key improve massively.
I can remember watching Monto play and found 3 or 4 keys in one match. All being purple or pink.
I've seen that video. It was insane to watch.
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The only item you can compare to a Mori is a key. And even then it's not an even comparison. Personally I'd like to see them both adjusted to be a bit more fair. But that's another issue.
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I'd say it's an okay perk. Nothing amazing. But strong in the right situation. Overall I don't see it becoming meta.
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This is why I love Detective's Hunch. Makes totems super easy to find.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1345496#Comment_1345496
That’s what I mean, I do too! Make a save and eat the hit, especially when it’s end game and you’re all headed to the exit.
But killer’s like to pretend that this one simple act PROVES we are a coordinated SWF... uhm no baby killer once you have a few hours into the game that becomes basic strategy.
https://forum.deadbydaylight.com/en/discussion/comment/1345543#Comment_1345543
im well aware of my friends list, I can guarantee you no one on it plays DBD. I am strictly 100% solo but I get accused at least once a day of “nice SWF,” by a killer who lost.
Some things are basic strategy like the above body block, sometimes it comes down to me running kindred or bond I guess and having that Info?
Ah okay. I misread that. At first I thought you were saying that was how you spotted swf.
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I've suggested multiple times in the past how to rework them so they'll still be useful but a bit less oppressive feeling.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1344752#Comment_1344752
People assume so many things are SWF though. As a purely solo survivor I know this, gens go fast it’s SWF. Body block for each other it’s SWF. Train out the door after unhooking someone, it’s SWF.
Uhh I body block for randoms all the time.
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@Orion said:
Because that's what his power does best. It's too constraining to use otherwise.
@LordGlint would disagree with you.
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@Almo said:
I thought these things:
- Exposed meant the Killer could see me
- Falling from a high enough height made a loud noise notification
- Gens were always in the same place, so other players found them easily because they had memorized those locations
- Kicking a gen instantly reduced its progress somewhat
Etc. Welcome to the game, and we hope you have fun.
I thought that's what exposed meant too. Lol.
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My first game as killer was as Myers. Couldn't figure out what stalk did. Had no idea how to find survivors. Saw scratch marks and kept wondering what they were. I think I managed to land 2 hits that game.
First game as survivor I couldn't find any gens. I did find and break a totem. Though I had no idea why it mattered. I also kept getting one hooked because I thought you were supposed to try to escape the hook.
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Can't send people to rank 15 when there won't be a rank 15.
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The short answer is they're idiots.
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You can use what you want. I have a stockpile of keys because I don't need the negativity they attract.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1343410#Comment_1343410
That sounds completely expected if you were red rank in the past. That's exactly how a ranking system SHOULD work, you're pushed out of lower ranks and closer to your correct rank quickly.
Hell, if you're a pro SC2 player on a new account, you'll be in Masters within the evening. Just because the placements and MMR will want to shove you up as quick as it reasonably can.
The only real complaint seems to be that Rank 1 is a little "too easy" for competent players to reach. (A claim that I'm already a bit skeptical of.)
That's the thing. I'm not a good player. I can run a loop okay at best. I'm inconsistent with great skill checks. It's crazy that I'm able to reach red ranks without much effort.
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Yeah, it took me a week to go from rank 20 to 7. Granted I've been red ranks before. But still kinda crazy.
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I have messaging turned off. So I don't get positive or negative ones.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1341465#Comment_1341465
Where have I heard this before... Oh, right, it's the same exact excuse that was given regarding infinites back in the day. "Why are you going after that player? Just chase someone else, bruh!"
Survivors should never, ever have the ability to place the killer in a situation where they're essentially forced to let them go.
The problem with that argument is you literally couldn't catch someone in an infinite. DS can be countered. You can choose to go after the rescuer. You can choose to slug. Or you can eat the stun. You're not forced to let them go. You do have options.
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I get why all of them have appeal. I just particularly like any of them.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1340893#Comment_1340893
Im pretty sure they set it up fully expecting everyone to look up the answers. I got a 100...cuz I know every little DBD detail of course.
Lol I got 64. Basically everything I missed was the status icons because I pay no attention to most of them.
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@Madjura said:
The concept of selfish survivor perks is good but the perks you listed are not. They are just too negative.
Better:
Kleptomaniac. When being healed by another Survivor holding an item, increase their healing speed by X% and remove Y% charges of the held item per second.
Note that the held item does not have to be a medkit, it can be any item.
That's still probably too unfun but it has applications outside of just ruining another player's fun. For example you could search a chest, find something that is not a medkit and give it to someone healing you. The charges of the item would be drained but you would be healed faster.
Generally I'd be against this as accidental sandbagging pisses me off. Your idea however is really interesting. Especially since items don't break when depleted.
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I personally dislike Trapper. I have the worst luck playing as or against him. That said, I feel he should start with all his traps in hand. Hunting across the map for them is ridiculous.
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@KingFrost said:
I don't have a problem with totems spawning near generators. I do however want to see a Corrupt Protection perk, so if I bring Ruin or Devour Hope into a match, it will last longer than 30 seconds.
I've said before it should be added to Corrupt Intervention.
@Crowman the newer maps definitely hide totems well.
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@Iceman said:
I want to point out that you crossed Plunder Instinct and Ace in the hole. Both of those perks together gave me keys most of my games.
I've found Plunders does that by itself. Honestly that perk is amazing. I have so many Rainbow Maps and Ranger Medkits stocked up from using it lately.
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To try to catch as many bugs as possible. I'm sure they look at the feed back. But they have to take it with a grain of salt. Let's face it. This community isn't known for it's reasonable responses to things.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1340837#Comment_1340837
Yeah, follow the link Bigbubs posted. If you score 90-100 points on the exam you get entered into a raffle to win 500 auric cells.
And I forgot my number 2 pencil.
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There's an examine?
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I 100% agree with boosting bad perks on both sides. I don't agree with the OP's list though. Lately I've been using Plunders and it's been amazing. It's especially good for me when I run Detective's Hunch with it. I usually pull a Rainbow Map so I make sure every totem gets broke basically every game.
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I pretty much never go for the gate first. I usually will look for a totem if any are left. I run Detective's Hunch alot so they're usually gone by end game. Heal if needed. Do a quick search for the hatch. Then once I think the killer has checked the doors I'll start opening one. If i see someone is in chase when the last gen pops i immediately go for a door then.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1340697#Comment_1340697
I don't think you read it correctly. If it's what I'm thinking of, it was Peanits who (rightly) said that the more areas you exclude, the easier it gets.
Agreed. Though they probably should at least not spawn around the corner from a gen. Those are a bit too obvious.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1340348#Comment_1340348
And the slugging part?
If you slug them within 30 seconds I don't feel any sympathy for them.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1340177#Comment_1340177
So shorten the timer, but remove the only quasi-counter it has?
The idea being to make it closer to a anti tunnel perk. If you're chasing them within 30 seconds of an unhook I feel no sympathy for you getting hit with DS.
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I think the timer is a bit too generous. I'd move it down to 30 seconds. I'd also pause the timer while in chase and if you get slugged.