typervader
typervader
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@Milkymalk said:
https://forum.deadbydaylight.com/en/discussion/344015/there-are-too-many-first-aid-sparys
Many effects in the game are not really there to actually take effect, but to cost survivors time in order to not take effect. Any survivor going for a chest to spray themselves is not doing a gen at that time.
Just as a good Pyramid Head or Demogorgon player will not necessarily try to hit you with his power, but also try and zone you from where you would rather go.
The problem is..they DONT waste time because they aren't ever a problem. Like Sadako for instance. People barely interact with TVs since it builds way too slowly to be a threat.
The ifection from weasker isnt even a threat until its full and it builds so slowly as well
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@bjorksnas said:
map was too big for dbd, so they reduced its size by ~10%
You mean -10%
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@Smoe said:
Yeah agree with the voice part, however if we're beginning to give legendary skins their own chase music, then it should be extended to all legendary skins and not only Hunk.
Techailly Huntress has unquie music if you count her lullaby
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3159646#Comment_3159646
don't get them started all we'll hear about is the damn rocket launcher
Oh i know he wants the rocket launcher, but im asking HOW. How could it possibly work in the game and be balacned while still feeling like a rocket launcher?
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/3159472#Comment_3159472
I've made many, many posts that go into detail on the first chapter alone. I've been doing that ever since it released. My core and most important issues from the first chapter apply to Project W.
The killers are just not accurate to the characters. Nemesis isn't Nemesis and Wesker isn't Wesker. Nemesis is actually Antagonist and Wesker is Alberto Whiskey. Visually (for the most part) they are good. One of the most important aspects though, the power, don't represent the characters well. It's been said many times by your own team that you wouldn't want to morph characters into something unrecognizable and that's exactly what happened 2 times in a row. Resident Evil is A franchise I care quite a lot about and DBD is A game I like a lot. The 2 attempts at RE were just failures in bringing the killers into DBD.
Nemesis is best described as a zombie general (obviously I know he doesn't necessarily control the zombies) instead of the intelligent, fast, and powerful iconic boss enemy. One of gaming's most iconic bosses. He was missing 2 of his iconic abilities. The rocket launcher and the sprint. And if the team wants to use the excuse of they didn't want to make something too similar to other killers or they think a rocket launcher wouldn't fit, the simple answer is, just do not use that character. It doesn't make people happy when their favorite characters are squeezed for money. We see this all the time in movies and stuff. Even with RE recently with that abysmal show. They take something people love and use it as a vehicle to just make whatever they want and it doesn't resemble that franchise or in this case, character.
Wesker is a step in the right direction, sure, but how many RE chapters or years would we have to go through to get it right? Another 2 chapters? Like EA's Madden or something? Not a nice comparison I'm sure but that's how it feels for RE fans. Wesker has little dashes when he should've also had a sprint. But he has problems in more areas than even Nemesis did such as his animations and... He has a knife? Just get rid of that knife and give him his palm strike or something cooler like that.
These aren't the characters that are advertised. Literally every other killer is accurate or WAS (Freddy Krueger). Somehow you guys get harder characters like Sadako and Pinhead right but not 2 very simple and easy ones. That's my problem with RE in DBD.
Then how about you say how would you have Nemeis's power work in DBD since they are so bad at it
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Someone has some issues they need to work out
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3159325#Comment_3159325
I mean, fair. But it can also be about the fun to play the character. Some killers can be unfun even if good, too. I'd assume things like just flying through survivors or losing a kill because the game said so, are really unfun. I watched one match and a survivor flat out did escape because the game just decided to drop the grab for no reason at all. The only silver lining was that he was going to give them the hatch anyway.
See those are bugs, have nothing to do with his balance. The only time ive had issues was when ive been pallet dropped mid bound
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What issues are they having?
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@darkshadows8326 said:
The frequency of Freddy's lullaby makes it highly difficult to gauge distance as at about 10-15m it stops gaining in intensity, I suggest remaking his lullaby or just remove the oblivious function along with the lullaby and just adjust his terror radius in line with the lullaby size in the dream world.
Thats..kinda the point?
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@SunsetSherbet said:
No he is noticably weaker and even Otz is having a very hard time not seeming frustrated playing him. A lot of it is bugs, though. I don't think they intend for me to literally phase through the survivor during a bound. Or just drop them mid grab because the game decided to. To be honest, the only killers that don't get nerfed from PTB to live are the ones so universally panned that people would not buy the DLC if they did nerf them. You basically need to be PTB Trickster to not get made worse.
No offense towards Otz but he didn't excalty do good with him in the ptb either.
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His hitboxes are fine, i havent had issues with it at all.
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I agree, the skin is kinda super underwhelming. If anything at least give him a voice
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I had a game on dead dawg where 3 of the 4 hooks were right next to each other...like why.
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My idea was he can maunally reset stalk, but give a warning to all survivors when he does.
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Its perfectly fine, adds some counter play to his strong power
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There is a warning though? Before it triggers, you get a visual screen effect AND an audio cue, giving you time to prepare for it.
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It's fine especially on locker killers
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2770351#Comment_2770351
Now THAT would be cool! A killer and a survivor using similar models and it's actually two facets of the same personality battling each other.
Idv did something like that with their 'observer' of their game. He has a killer version, and a survivor version of himself
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2829728#Comment_2829728
I don't think so, tbh.
I like the concept of a 28 metres TR, but I think Pig should have it.
No i meant it was werid she had one
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2829768#Comment_2829768
To be fair that "a bit" is like 3 years. A lot can change in that time.
Plus slinger did it first, 110 killer with 32m terror radius.
I forgot Slinger had a 34 meter TR, fair point. Still, it would be nice if they updated older killers using this new model of differnt TR's
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2829707#Comment_2829707
https://forum.deadbydaylight.com/en/discussion/comment/2829708#Comment_2829708
The TR change came with patch 2.5, almost a full year after Pig was released. This was also when Pig got her crouching speed buff, and her TR fade came in and out faster, fulfilling the 2 buffs 1 nerf meme.
As much as I whinge about the TR nerf, it wasn't game breaking and the entire patch was way-way more of a buff. But it just made her slower on approaching survivors on gens IMO. Crouching immediately as whispers lights up, Instead of being able to take a few steps forward and then crouching. You can still get it back with M&A, but perk slot.
The point im making is the reasoning behind the TR nerf was to standarddize all 4.6 killers to have the same TR, then a bit later Sadako comes around and just ignores that. Its werid to me
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2829727#Comment_2829727
Again it goes back to completely losing the TR. None of the stealth killers, besides Myers but he is a different kind of stealth, can attack while stealthed. Sadoko is fully invisible and didn't lose her TR while "stealthed".
She is still a stealth killer. Weather or not she has a lullbay is besides the point.
Wraith has a huge audio cue when he stealths, does that mean hes not a stealth killer?
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2829659#Comment_2829659
28, yes.
But Hag had it first.
Which was also werid
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@VikingDragonXii said:
The thing is she isn't fully a stealth Killer when she is demanafisted she has a "lullaby" and she also didn't go completely invisible as well. Her "flickering" can be seen 25m away and that when the lullaby kicks in as well.
Ms Piggy loses all her TR when she crouches and give no indication that she is approaching except with Spine Chill. Also don't forget she can also initiate a charge from stealth.
She also moves slower during her stealth and also can't attack right out of it either. Not to mention pig has alot of RNG in her kit and also lacks a good chase power.
Sadako is a stealth killer yes.
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@Shroompy said:
I think theyre starting to stray away from the generic 110%/24m and 115%/32m.
Pig getting her TR increased was when they were still standardizing everything
Well, maybe they will go back on that. It would be a nice way to buff some weaker killers if they had different TR's. Like all stealth killers get lower TRs because they are stealth killers for instnace.
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With this change, can we maybe get Freddy and Pig to have their 24 meter TR's back? Freddy used to have it before his rework and pigs had hers changed to 'standardize' her movespeed and TR...which is complety pointless now that Sadako is the same
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Condenemed isn't meant to be easy to stack to get kills on, the point of it is to provide slowdown. I guess pig traps need to be 1 mintute and 30 seconds isntead right?
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So when will pig and Freddy get this change like they used to?
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/2829338#Comment_2829338
She doesn't have a TR while demanifestind, so it's base kit which is pretty interesting.. but doesn't Freddy have a 24 meter as well??
He used to along with pig, but they changed it because 'we want to keep movespeed and Terror radius conesinent with each other' then they do this.
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What im confused about is they mentioned she had a lullaby, but as far as i know, i have never once heard or see anything about that? Is that new or was it bugged or something?
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2225938#Comment_2225938
Exactly
https://forum.deadbydaylight.com/en/discussion/comment/2225979#Comment_2225979
That's probably not possible, would be great to see you're own cages ,but people would proxy them and this ability negates survivor perks
But the cages move if you get close to them. You littrely cant
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You mean trapper or Myers?
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The only change I want is let him see the aura of cages. It's not like he can camp
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Its not like we have 5 other killers who slug, oh right, we do
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- They can't preform other actions while doing it, and they have to stop for like 1-2 seconds to pull him off. The point of it is that they littrely can't do anything, can't hear the TR, and can't be healed while hes on their back.
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@Pulsar said:
Scared me there, thought you were talking about Decisive Strike 😅
@MrGummeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/1106867#Comment_1106867
U earned a Vote Up from me. I was thinking the same. I had a bag a salt coming into this lol.
Woops lol, I fixed it
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@AvisDeene said:
He should be able to spin with the survivor like a helicopter rotor and smack their body into a wall.
I want that now lol.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/131234/gunslinger-needs-buffs
115% movement really should be standard on all killers except maybe nurse.
Nurse and Spirit. Though i can see why Huntress and Hag have them too, though the one thing they mostly have in common is map moblity. He doesn't have that.
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It's the same thing as Demo scream from a long distance, otgerwisw it can be like a chainsaw, directional in a short area.
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He can hit through small loops, hook them then walk around. He also has better stealth and gives slowdown via deep wounds.
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Deathslingers spear also moves 100 times faster and is easier to hit
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Iyt littrely is the same as it used to work.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/673037#Comment_673037
His stun is weird, it doesn't look like a stun but the reason why its like that is so he can still track his prey when out in the open, if the prey is behind walls it can hurt him greatly
But the stun animation could look more like a stun animation though
Why is he allowed to track when the other stuns can't?
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/673030#Comment_673030
I mean, hitting walls can cause you to not move at all if I remember correctly, and its decently short, the animation is fine, same as hillbilly
I mean...his stun anmation doesnt LOOK like a stun is what im saying. It just looks like his normal missed attack
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/673015#Comment_673015
Thats were your wrong kiddo, Legion can down with the proper add-ons!
But Legion can hit more players and imo, has a higher damage rate than billy (Sorry for the numbers)
Legion (In a way) does 1.5 health states per hit with frenzy, Billy does 2 per chainsaw, Legion gets a refresh everytime he hits a survivor, which can cause you to be able to hit survivors multiple times with Frenzy if done right in one Frenzy, which can cause (Logically) up to what is 1.5 x 4 which is 6 damage states max per frenzy if the survivors don't mend while you are frenzing
Hillbilly only has High mobility and the ability is 2 health states instead of 1.5, but because of hillbilly only being able to hit a survivor per chainsaw, really does less than Legion per ability usage, this is why Legion has a long cooldown and why hillbilly has a short one
Also hitting walls as hillbilly causes the chainsaw to abrupt your PoV, making it harder to track down survivors sometimes
Ok well..maybe the anmation needs to be changed to look more like a stun because it DOES not look like Billy is stunned at all for using his power at the very least. Can we agree to that?
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/672964#Comment_672964
So basically 'These Killers, who have different mechanics & abilities, get stunned, so force that on a Killer that's nothing like them'? Not good logic, man.
Billy is fine. he does not need nerfs.
I dont want to nerf him, its just inconstaint and it bothers me
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@Hoodied said:
Demogorgon has 2 abilities, Nurse can go through walls, legion can multi-hit
NOT SAYING THESE CHARACTERS ARE STRONG
Hillbilly can only hit 1 player at a time with his saw
Which also insta down, Legion can't down with his power,
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@Locker_Monster said:
What's next? 'Trapper should have his movement speed permanently reduced if he steps in his own traps! There's barely any stun when he steps in it!'
Trapper already has counter play in disarming traps which takes no time at all, Billy should be punished like other killers and in return maybe he can gain a buff to return it.
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/672947#Comment_672947
multiple ppl tell you here that you are in the wrong and you are still going with this bs. try to think about it again.
I am thinking about it fine. Demo gets a longer stun if he misses, Legion gets a 4 second stun just by using his power, LF has a 6 second stun if he misses, Spirit has a cooldown.
Hillbilly, none of those.
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@Peanits said:
He's got a pretty lengthy stun. Assuming you're not way out in the open, that should be plenty of time for you to get to a pallet or a window before he can hit you. If you are in the open, you messed up big time. That's the last place you want to be against a hillbilly.
Um..no he really doesnt. His stun is like 2 seconds long. Demo is stunned for longer for something less powerful, and he can't break pallets instaly either