wichael_wyers
wichael_wyers
About
- Username
- wichael_wyers
- Joined
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Comments
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@silasbleu said:
With the changes to the hair cosmetics here and there, hopefully they'll show some love for our girl Kate and give her a longer, more wavy ponytail with some loose strands in the front.
Y'all call out all these bugs and glitches, pfft I'm focused on the stuff that matters here ?
Finally. A valuable member of our community who knows best.
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@Smiler said:
Just throwing this here, but I really want to have more life in the animations of DBD.
First thing is like an actual animation for surivor or killer when falling from a high place. Right now it just feels a little bit "stiff', it would be cool if there were like more fluid animations when falling. Maybe a little stumble or something.
Another thing that would be cool are variations on the killer's hit animation. Maybe add 2 animations which are just slightly different from the original one. It would also put some more life in the killer. While your at it maybe some variations to the moris too?
And lastly, some more emotions on the survivors throughout the game would be nice. Like have their face change when being in the basement, being in the terror radius, fixing a gen, ....
Let me know what you guys think about it in the comments, are there things you like or things you would add?
Anyway thanks for reading.
I think even for when survivors are scared of Hag's traps, they actually scream. I'm not sure if their faces change, because I could never turn my camera fast enough, but that would be a cool little thing. As for the moris - ugh yes. When I was playing Friday the 13th for like a second, I loved Jason's kills.
Sometimes I wish iconic kills from Michael would show up. Imagine if Michael's near a wall and he does some environmental kill. It'll be just like from the movie. Maybe he can pin you through the chest onto the wall.
I wish Wraith's mori had something to do with his power, too. Maybe a fog grows and you see his wiggles come up and hear heavty footsteps gradually approach. You see his hands come somewhat out of invisibility and clutch your feet, and you're slowly dragged into some invisible world and never seen again. You hear Wraith's growling in the middle of it all right below the screaming and it just goes silent.
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@Pulsar said:
Thought I'd switch things up and make a positive post. Name one thing you love about Dead By Daylight, I'll start!
I love the feeling of getting a cross map hatchet.
A killer "bloodlusting" a pallet that's not 100% safe, but not completely braindead easy for the killer, so we have a pretty satisfying chase together.
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@DelsKibara said:
I've read a lot of "Nerf Spirit" and "The Spirit is fine. Don't nerf her." threads yet I seem to still feel like I'm missing exactly why people want to nerf her or why she is fine.
I personally think she is fine, because after playing her (and becoming a Spirit main) for a while, she has a steep learning curve that isn't so easily accessible for most players, very reliant on survivors making sound or scratch marks to use her power (Something most stealth survivors can easily avoid with perks like Spine Chill (which is an underrated perk in my opinion) and Iron Will.), and even when she is chasing after a survivor and using said power, the survivor can juke her making her guess where they exactly went (which I'm finding to become more and more common the higher up the rank I go since I took a break).
Now, that's not to say that Spirit isn't powerful. She most definitely is. Sometimes maybe too powerful with the right addons (I'm looking at you, Beads). I've had rounds of matches where the survivors couldn't even get 1 generator down before all of them die or disconnect.
https://us.v-cdn.net/6030815/uploads/895/7E5YNLXPFKLS.png
I hope this screenshot is alright, I didn't blur the names of the survivors because I don't mean this screenshot to reflect negatively on them.
With games like these and add-ons as powerful as her's, I can understand why some survivors want to cry out for her to be nerfed. I would also hate playing against her whenever I play as a survivor.
But I also want to hear everyone's exact reasoning, their personal reasons as to why they want to keep her the way she is/nerf her to an agreeable level. Why do you personally want to change her/keep her the way she is?
I'd like to add for everyone to keep this conversation civil, as this has been a pretty hot topic in the forums lately, and I want to see if there is a compromise to be made in regards to her and her powers.
I appreciate this thread, btw. Love when people are civil or open to hear people out. I loved Spirit when she came out, because she genuinely is an interesting character lore and mechanically wise. Her power is amazing. I think why no one complained before is because everybody was a baby on her, so it was easy just to do the "run forward and go backwards" type of juke. That or everyone has grown to stop being immersed and running is simply not helpful. I think I used Urban Evasion a lot when Spirit came out.
Now I run nothing but healing perks or occasionally a Dead Hard or Sprint Burst. I feel even Ironwill cannot truly buy me enough time to get away from Spirit. Maybe I will have to try Spine Chills sometime. What I try doing when I go versus a Spirit is run to a loop and begin making scratch marks like I'm going to begin looping a tile and then walk away from the tile just a tad if I can. Sometimes she gets out of phase fast and I have no time to return or go to the next tile, sometimes my hitbox reveals me and I feel like that's the biggest thing of all.
She already has sight (grass at least) and sound (breathing and groaning) to help her get us. She also has speed to catch up (I believe - correct me if I'm wrong because maybe her speed is the same). Some maps also have smaller loops, and she could probably phase around the whole loop with enough time to run into me and just hit me. I'm not sure if that's exactly what the Spirit is doing, but feels like it sometimes. I know Spirit isn't a braindead killer either. It does come with practice and skill to get better at, but I wonder if some people cheese Spirit by searching that hitbox. I could be wrong. Maybe it's not as obvious as I imagined.
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@The_Werewolf said:
I'm just saying 3 unique perks (like each new survivor comes with) but they deal with specific killer powers (or other in-game elements that are only present/in effect against a certain killer) in minor ways (as minor as possible anyway). I wouldn't want them to neuter any killers, they just help that survivor in a game with that killer.
Behavior would never give us a survivor with 17 different perks, but, for example, one such perk could be "decrease the rate of infection from Vile Purge by x/y/z% and other survivors do not pass on their infection to you", but since survivors are expected to come with only 3 perks, something more general for a survivor so one perk mentions things about a handful of killers, another perk does another handful, and another.
Only thing I can think of for a survivor perk to possibly(?) counter Spirit is a mix of Ironwill and maybe No Mither? Maybe you can hold your breath at will for a certain amount of time (including groans). While this happens, you have no blood pools. Not sure what would be the requirement for this perk. Maybe a certain amount of chase time to earn it? Or tokens? I just know Spirit is frustrating and I think those are the things that could help someone somewhat escape.
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@Davidjzuniga said:
What if when the killer is next to you and your in dying state the timer didnt go down? Its so annoying and unfun to be tunneled and then DS be renedered usless cuz the killer is to afraid of a one time use DS and slugs for 1 minute. It literally wastes an entire perk slot.
LOL bring Inner Strength and Head On if they don't fall for the DS locker trick. I kid, but yes it's frustrating. Idk if you're saying the killer tunnels you off hook or is sitting at hook waiting for you to get unhooked. If he's tunneling back to hook maybe pay attention where someone's doing a gen then go to them especially if they're far away from the hook. Ig just play semi-immersed and away from the hook. If he's camping, good luck. Maybe if you get the chance to get to a locker, run Inner Strength and Head On if they're gonna sit and wait the timer out. Maybe even run Dead Hard to get to the locker lol. If they're gonna wait exactly 60 seconds you'll have exhaustion back hopefully.
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@Neas_last_breath said:
Hello everyone, this is my first time on a forum and I would like to ask you about nea's full p3 outfit..
Is It possible to bring back the old bloody shirt and the old chest? Even the shoulder doesn't look that good right now.. :(
Sorry for my bad english but I'm not native and I'm trying to learn it. :)
Thank you
https://us.v-cdn.net/6030815/uploads/156/4YUJNDK0DZQ3.jpeg
On the left <- is Nea on the game right now and on the right -> is the old one
sorry for the quality! 😔😔😔
Never noticed this change. I like the graphics of the new Nea, but yeah it doesn't have enough blood on her collar bone ;-;
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@KillermainBTWm8 said:
"As a Killer, your goal is to sacrifice as many Survivors as possible". "As a Survivor, your goal is to escape and avoid being caught and killed."
First of all I respect all your opinions on this topic but I'm going to share my reasoning on why people shouldn't worry about pipping as a "win" condition. The two quotes I just stated above are my first reasoning as to why pipping is not a win condition. Nowhere does it say that you have to gain "pips" to win. It says that your goal is to sacrifice or escape. Nothing more. All pips really are stated to do in game are to make sure you are ranked within a certain skill group of players. To separate the noobs from the red ranks mainly. My second argument is that if your a survivor/killer and everyone is equally skilled then you can still win and get a black pip. That doesn't mean you lost or tied. You still won because you completed both your objectives. People who think pipping counts as winning can you please leave your thoughts on why you think so? Feedback is always appreciated.
Lol sounds like you had a game with a braindead killer saying they won just because of their points/pips or something (which I find annoying). I'd say I agree with you. Some games I feel very proud as far as doing diverse tasks or just helping my team in something they need done quickly, then the endgame screen tells me I didn't do well with my pips. To me, if I saved someone at the end of the game and died or helped the team escape, then I feel like that's a win.
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@MemberBerry said:
I honestly see no reason why it wouldn't be that way. That way people can test EVERYTHING (killers, survivors, survivor perks etc.) before deciding to actually buy them.
I don't know what PBE is compared to PTB, but what it sounds like is that you wanna demo a killer before purchasing which I kinda understand, but that's for whole games isn't it? I haven't seen a DLC demoed. I could be wrong and misunderstanding something. A way to demo killers is to get Splinter offerings I think they're called. I don't think you can test that killer's perks, but at least you get a feel for their power. I do think it's only for licensed killers which is a bummer since I'd wanna test their original killers. Could we make that a thing maybe? Or am I dumb and it's already a thing? @Peanits
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/762732#Comment_762732
This. Some kinda Lovecraftian crap
Lmao... Maybe 👀💦
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@NMCKE said:
Like, how would y'all feel if there was a story mode to Dead by Daylight where there's an "End" to the game?
I just want to know your thoughts because there must be, although difficult, way to escape the Entity! 😁
I feel like there shouldn't be an "end" end. I feel like there's always a cycle, therefore never an ending. Maybe one day we'll see/hear of a survivor or even killer escape, a survivor become a killer, who knows. I guess that would be *their* end, except in order to follow the lore, that character wouldn't exist in the game's roster anymore.
But if DBD one day saw itself dwindling in size and had to end support for the game, I'd hope they leave the characters and lore with a bittersweet send off.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/732835#Comment_732835
Billy can do a lot with his chainsaw aswell to fake survivors. There is a whole video by ohtofu (just a suggestion if you are interested, he covers pretty much everything about Billy)
Thanks for the suggestion, man. And Billy does great mind games, too, but I figured if a Billy 99% commits to a chainsaw compared a Demo who can immediately cancel it's just nicer if that makes sense? Like when I loop a Demo and I'm already injured, I get a little nervous because most of the time they're doing their Shred animation and wait for me to run around like a Huntress would holding a hatchet, so once they see this, they just cancel and M1. Billies I feel can't do this, so they either let go of their chainsaw or commit patiently for you to mess up ig? Some Billy's commit and wait for you to run into them and saw you, but I feel that's harder than what Demo has. To me it's like a trade for not having a turn ability. That's just me. I haven't played the both of them, I just play against them, so I may not know the whole picture.
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@FairP1ayer said:
https://forum.deadbydaylight.com/en/discussion/comment/723971#Comment_723971
I honestly was expecting that and the Clown skin to be released right about now! :0
@FairP1ayer Ikr! I'm so hyped for the both of them. Hope it's released soon.
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@justarandy said:
Am I the only one who feels very "uncomfortable" that you can't turn the camera after using Shred (his M2 attack)? It feels even worse than nurse fatigue.
My suggestions: let him turn his camera the same like Billy. Billys m2 is more deadly and he is overall the stronger killer. So it doesn't make sense to give demogorgon this restriction.
It wouldn't even make him thaaat much stronger, it's just a QoL change I would appreciate. It's probably the number 1 reason why I don't play him as much as I want to.
I understand what you mean, but I think one thing he has nice compared to Billy is that he can cancel his M2 faster and do better fakes, so I feel like he shouldn't be able to turn if he has that for an advantage. Ig either predict at loops better or do more fakes? I'm not sure. Maybe I'm wrong about the M2 ability lol.
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@Rosalind said:
https://us.v-cdn.net/6030815/uploads/771/JT68JUCVUQOT.png
Any thoughts on this... bEaUtIfUl skin ?
I think you can guess mine by my question.
@Rosalind I'm waiting for the art contest Feng Min concept to release 😔
But yes, I like this cosmetic surprisingly.
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@pemberley said:
And that’s what makes it so strong (in addition to most maps having reliable and strong BL points.) Either BL needs to have one of its effects stripped, or the 75% stun reduction needs to be baked into the exhaustion effect.
There’s a reason Neaons love corn and Haddonfield maps.
I hear and see that BL can be abused some way or another, but I believe the 75% is there because if you fell and landed in the same manner without BL, you wouldn't get off any sort of sprint and the killer would catch up on your landing. I feel like that would defeat the purpose of having the perk then. If it was 100%, it'd be dumber than it is I assume. Maybe they can try 50% one day? Not sure if it makes a difference. I've tried Sprint Burst while falling and I think that's essentially a BL without the 75% fall recovery and it was useless as hell since the killer just smacked me while I landed.
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@ShyN3ko said:
My map theme:
Now some guys will call me crazy.
But I want see a indoor strip club.
Because I hate the FSK rules for video games.
Blood,horror,dying people = 16
1 frame with something erotic = 18
Thats just dumb , because it should have the same treatment.
This sounds stupid, but a movie theater would be cool. I just imagine a survivor hiding in one of the theaters and sees the killer's silhouette projected onto the screen. I doubt they'd do that because of how cluttered and dumb it'd be, but would be cool if it happened.
That or some sorta spooky mansion irdk.
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@Aztreonam78 said:
Archives, Nurse, Chapters, Doctor, how about Legion?
It is difficult to call him weak, their detection ability and stall potential are not bad, but he is actually overnerfed and not voable at red ranks. His power has huge cooldown, huge fatigue, doesn't allow you to do anything vs injured survivors, he is very slow.
My thoughts about what changes need to add to the Legions basekit:
- Reduce fatigue duration to 3.5 seconds, rework add-ons reducing fatigue
- Reduce cooldown to 15 second
- Reduce vault durations in FF to 1 second!
- Legion can refill his power gauge by hitting survivors already afflicted by Deep Wound (rework Franks mixtape!!!)
- Feral Frenzy movement speed is 4.8 m/s, but triggering Killer instinct insreases movement speed to 6 m/s
- Reduce Deep Wound timer to 10 seconds.
Devs, Legions power is very unique and interesting! It is so sad that you ignore their power.
I don't even personally play Legion, let alone Killer, and it made me really sad to see what's become of them. I fell in love with their concept, their power, their edge (lool) and I do remember being somewhat to very annoyed about the moonwalking exploit, but I didn't expect the power to be basically useless as far as downing people.
I imagined they would need to smack you, but still needed 4 hits in order to down you. That - or they would need to travel to another player(s) before returning to their original target and smack another hit or two before downing them. I thought *that* was why they extended the Frenzy timer, but nope ;-;
I still love Legion, but now I probably enjoy them because they're weak as hell LOL. Honestly, at some points they're just plain boring. I wanna see what the devs can do in the future with these cuties. Rip our babies.
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@BlueSweater said:
Hi, is it allowed/possible to change the menu and or lobby music?
I really love the new Stranger Things theme, and I dont want it to be replaced whenever next patch drops.
Also, I think it would be sweet if it also played during the lobby.
@BlueSweater Was your name for Steve? LOL it's cute. And I agree. I wish there was an option to keep it consistent all the way up to lobbies. I would say that when events or Chapter patches come in, it should at least replace whatever theme you currently have until you change it again just to give people the chance to experience the theme along side the event or Chapter. I feel like that stuff deserves to be experienced together, but
YES, I'd love to play old music like Spirit's theme or if they began to make a theme for each killer and released it bit by bit someway somehow.
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Shook Hook Build:
- Boiled Over
- Breakdown
- Unbreakable
- Flip Flop
*With Lery's offering or 4 hook offerings :eyes:
Quick Butt Touch Build:
- We'll Make It
- Leader
- Solidarity
- Botany Knowledge
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Someone has said it's bugged against Freddy when you're asleep. I can't say I can completely confirm, but for sure at least one of my games had a bugged DH against a Freddy (and most likely while I was asleep, because I don't wake up often). Haven't played much since Freddy's been out, so can't say for sure it's him, but I saw the bug on PTB and live, so sounds about right.
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@Cymer said:
What most not understand is, it was never us vs them.
Right now we have 3 "factions" in the game solo survivors, SWFs and killers. But that's not true. We all can play and do play in every faction, we just gravitate towards one or another.
What is complained about is, that some ignorant players rather cry the devs a river until they get drowned by salt and water and they cave in. (Happen before with Freddy and other releases) Instead investing the time, playing the culprit character for themselves, learn how they work and develop counterplay. And each time the devs cave in aka "lost to salty survivors" the game gets worse and less enjoyable. It's understandable that some passionate players like to defend their favorite killer (especially if it is the only universal viable one with a high skill ceiling. They spend a lot of time learning her.)
Since the game launched there is a longing for alternatives to gens from all players, yet non is delivered or changed. Without arguing hiding and chasing are the exciting elements of the game, yet the entire game revolves around to cut it out. As a killer you don't want long extensive chases or searching for a survivor, because you are on a clock. Even as survivors, yes it's fun to loop a killer or sneak past one, but in the end you just buy some time and hope your team is doing worthwhile, because in the end you only win by completing gens.
SWFs are a big factor in the joy for many and the ruin of joy for many others. Solos and killers alike. On one hand it is unfair to have access to so much more information and simply by chosing to use it, reducing the viable perks and tactics a killer can use. Every thread so far that spoke in favor to give all survivors the same information as SWFs was unanimously shut down with the same reasoning. It would be too powerful, easy and would rob the fun for some solo players. But this disconnection causes every month SWFs are cheating threads to pop up, as new players get confronted anew with them. It should never be an attack on the friendship of some or their desire to play with each other, but acknowledge the information and power imbalance. There is a difference, yes over all it may be just slightly but in the edge chases it really has an impact. Just put yourself in the shoes of a new player, loves killers and survivors alike and suddenly run into a red rank, 2 purple and a yellow rank survivor, all in the same SWFs, and suddenly his game is turned upside down. As a mid rank green killer he suddenly is facing survivors way out of his league and gets frustrated by the lack of options he has available to counter them. Yes, git gut can apply here, and eventually he would become good. But if he hits the wall so hard, that he just throw up his arms and just walks away from the game, he never get to the point. It's like a hobby runner has to compete with some top athletes. All of a sudden he gets outrun and left behind. Is he bad? Not for his level, but it still feels ######### and may discourage from trying harder.
DS was a perks that was toxic for 3 years until it was nerfed. It is still a strong Perk. What I don't understand is, why weeks after the DS nerf they shipped Ashe with MoM. This perk should never had left the design board. The devs should have learned from DS and come up with an other perk. Thankfully they didn't wait 3 years this time, but still it's unfair to all the buyers of MoM.
In my opinion the devs should even out the gap between SWFs and solos by giving the solos the option to access the same information. If someone enjoys hard mode, more power to you my friend. But the game as a whole can get adjusted and be more fair and fun, as well challenging for everyone.
Most killers just need some minor tweaks to become viable and enjoyable to play as or against. You can use the search function of the forum to see plethora of post and suggestions.
One of my personal wishes always was a rework of the bloodweb, so the game is less grindy and more accessable for new players. Who doesn't want the game to grow?
In the end we are one community, playing the same game and caring so much, that we take time out of our lives to read and make a post to express our opinions and feelings. Yes you don't have to agree with, but don't be an ass and dismiss it.
If you don't care, move on.
If it's wrong, help them to understand and speak truth.
If you enjoy, share the happiness.
See you in the fog!
@Cymer This was cute and wholesome. Thank you.
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@DarkWo1f997 said:
You can always, I don’t know, try to open the gates and loop him around until you’ve got a wide enough opening? Hello?
Although I know where you're getting at, that is too ideal of a scenario. Usually the person is injured as well and even if there's a tile nearby, it's not guaranteed there's a pallet or a possibility to lose the killer. Even if you're healed, doesn't mean opening the last portion of that gate will be long enough for you to get out without taking another two hits.
I will say just open the gate for less of a 1/3 of the bar progression and hide until the killer comes and goes. The first red light tick doesn't show until after you progress more on the gate. That or use Wake Up or bring a key (which is besides the point, but it's what you can do for now).
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So far, I haven't seen a good Freddy sadly... Today I'll see the hype, hopefully. They just don't use their snares or place them in places I'm probably not at? Even if they put their snares, I don't feel debilitated like I am from Clown (btw does anyone know if both snares and Clown's tonic are the same slow down amount?). I am begging for some sort of Freddy juiciness. Plus, I only saw like 4-5 Freddy's yesterday wth.
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(If someone already said this, then sorry for wasting your time lol). I feel like the game is in a good spot right now. I used to be immersed and broke chases. I feel like chases are an inevitable aspect to this game, even when DBD first started. What else can you do when your stealth fails? Killers can hear you, track you, etc.
There are plenty of great perks to break chase in order to return to stealth and it's really fun. I haven't done it in awhile, but it's what's cool about DBD: the different playstyles. I like to imagine just like the emblems, there are different type of survivors that correlate to some of those emblems: the people who get chased (Evader), the people who are immersed/break chase (also Evader), gen jockeys (Objectives), and healers/altruistic people (Altruism). All of these people can help the team in some aspect and also help themselves. Regardless of the style, it does come back to looping/stealth. You have to find a way to avoid the killer. When stealth fails, you go to looping (and vice versa if you wanted to).
I imagine a purely stealth game would be boring, ngl. That's my opinion. And so would a purely loop-based game. I'd hate to not have the option to hide around trees, lockers, walls at all. There just can't be neither of them. Some people who chase a lot use stealth sometimes to catch a break on their last hook. Both styles are last resorts after one of the two play styles fails.
And just because looping or stealth fails once doesn't mean you can't just go back to it once you've got the chance. (I guess it really depends, because sometimes you don't have a chance).
You'd have to also consider killers. I'd be super pissed to find myself wandering around a game where I couldn't find immersed survivors. Then if you do find them and looping doesn't exist, it'd probably wouldn't be as satisfying. It really depends on preference, I suppose.
Maybe I'm speaking ideally, but I personally believe we're in a good position right now. Perks like Bloodhound and Predator came into the game early on, so I assume we were meant to be caught regardless. You can't always depend on stealth (or even looping). It's good that we have both options.
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@TeambossFloze said:
@wichael_wyers Cheers Wichael
@TeambossFloze Cheers!
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@TeambossFloze said:
I also did find a lack of necessity for waking up but now I know why I should ! Also when you are awake are you not affected by his traps?
@TeambossFloze When you're awake I believe you don't see the traps and you're not affected by them.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/581209#Comment_581209
@wichael_wyers now I always fight logically.
https://us.v-cdn.net/6030815/uploads/767/Z7WJ0Y2I2PDO.png
Slugging is not bannable as it is an inteded game mechanic.
https://us.v-cdn.net/6030815/uploads/396/V1JWYQHT8E0R.png
Disconnects frequently are also bannable! As well as hacking and exploiting.
So any logic behind "Oh disconnecting is strategic play" is simply just wrong. They wouldn't ban for it if they wanted it in their game. People also need to understand what "Taking the game hostage" means. You will bleed out the game will end it is not a hostage situation. Here is an example of a hostage situation.
That last survivor is crouched in the corner. The killer walks up and blocks them in. The killer then proceeds to go downstairs get a soda, eat dinner, take a shower, and go to bed. The survivor could not do anything to escape the match naturally and was forced to disconnect. That is taking the game hostage.
Here is a second example of taking the game hostage: The survivors did not attempt to touch any gens and proceeded to urbanly evade around for an hour making no attempt at completing the objective. The killer not wishing to play hide and seek has to disconnect to get into a normal match.
Another example of taking the game hostage. Infinite mending legion blades. The legion proceeded to frenzy everyone and never made any attempts to hook. As there was no way to leave the game and the killer was not attempting to kill anyone as they were able to and forced the survivors to disconnect.
Slugging the entire survivor team will cause them to bleed out in a few minutes. This is again a crappy way to even pip so it is only a loss from the killer's perspective. However, you do not need to disconnect to leave the match.
However, on a side note there should be a concede button. This would be for times that survivors get stuck into a wall and the killer can't do anything to down them. This way if both parties agree the game can just end with the points they have.
@Jdsgames Thanks for the clarification and the good info! Hopefully this helps to spread some awareness.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/580439#Comment_580439
@RakimSockem I am not sure how familiar you are with the game. Unbreakable comes to mind? If you got slugged and can't do anything who's fault is it? You have a bleed out timer so simply bleed out. Punish the killer by moving somewhere. Your teammate in many cases can pick you up from a safe spot.
Although I pretty much agree with Jdsgames as far as yes, this is a game where if you're slugged for awhile, it's on your teammates' hands (whether they wanna help you or not) and I do believe you shouldn't have a reason to DC in a game. You just play the game. It's oh well if you're slugged. That's just my opinion, but I see some validity to what Rakim is saying. I'm not entirely sure the definition of what holding a game hostage is, but what about killers who genuinely slug a whole team just to wait for them to die? Is that an okay thing to do? I usually just AFK when that happens (which only happened to me maybe 2-3 times really), but is that an okay thing for a killer to do? I'm just wondering genuinely, because I've never been clarified if it is allowed or not. It's particularly annoying as hell, but again, I just "play" the "game" (that doesn't exist in that case lol).
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@NMCKE said:
Is this about me and my BL abbreviation? 😭
Lmao no we need more of those misunderstandings.
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Not sure if I'm boosted and stupid, but Clowns mess with me. A lot of people don't really play him (thank God), but almost any Clown I've gone against can really make a loop feel wasted. Anyone got tips against Clowns, btw?
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I think one funny memory I have was when my friend got titled from playing survivor, so he got off to play killer. My other friend kept playing surv with me and we had a Spirit game and I was talking crap through our comms saying, "Ah haah, she doesn't even know I already left the pallet." Crap like that. I ran by a Hex and I was like, "She really thinks Haunted is gonna work this time. Mhm." I got into another chase with her and my previously tilted friend goes, "What did you say about Haunted?" and he smacked me with Devour Hope LOL.
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@Kenshin said:
is this thing even a human? it looks like a monster. bhvr is only doing human killers tho
I can't say for sure, but I believe I heard them say "humanoid," so I guess it gives some leeway? The Demogorgon has limbs and such, so I'm sure they can do animations that'll work out between itself and survivors.
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Can be some 19th century explorer that went on an expedition in some uncharted area (probably some place in Antarctica) and was the remaining survivor. Maybe he did it for national pride. Something like that.
The concept is pretty interesting. Is the 10% reduced speed also in actions? Like doing gens, totems, exit gates, healing, etc. Or did you mean actual sprinting speed? Would this ice cone hinder survivors kinda like how Doctor's shock does?
I imagine sprinting should have some sort of downside. Maybe scratch marks expand more? Linger longer? I feel like this sprinting idea could have cool tracking potential. Another thing would have survivors shiver loudly and it's like a built-in Stridor or something.
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@Cheers said:
Finally got the perk build I've been trying to get for a while!
Also learned and managed to edit a video of dbd!
You should post your video here!
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Title. I'll start. I finally got my first character to P3 today. Lucky Man is Lucky Ace.
Awh, this is such a cute post. It's especially cute with Dwight asking the question.
I've always had a suspicion that a totem would spawn behind the dumpsters, block piles, etc near the Lery's exit gates when they never do. I spawned there today and checked like always and finally found a Hex Ruin. Feels good.
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@Beets said:
https://forum.deadbydaylight.com/en/discussion/comment/566915#Comment_566915
I was thinking of doing something that fits in with the whole "luck" theme behind Ace but with more useful abilities. Maybe a perk that gives the killer a chance to slip up and drop him? A perk that gives a chance for extra progression when doing gens or healing? Something along those lines. For sure up the ante needs to be scrapped. There's just no practical use for it.
Those different scenarios sound like an awesome all-in-one perk for luck. Maybe that could be a cool rework for Up the Ante. In Deathgarden - it's one of BVHR's own games and it's nothing like DBD but - there's an ability regarding luck. In that ability, if your luck doesn't occur immediately, the chance of it occuring next time increases. That would be awesome for Up the Ante with wiggling (although, I imagine luck for wiggling would be like your wiggle meter has a small head start). Maybe you couldn't wiggle this time, but next time you have a higher chance to wiggle off (a bigger headstart). Maybe you get a chance to avoid a Hex skill check and just get a regular skill check instead. And other scenarios. Would be an interesting perk.
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https://youtu.be/EVpd8kkaBgw https://youtu.be/VaLwZqNfNPw
I'm not sure if OhTofu is going to do every single map, but the pattern in totem hunting gets ingrained. Take a look at these videos. There's a part in them where he discusses totem spawns and you'll get used to it as you play the game and get familiar with the specific placements in specific maps. Just like what some have said, practice makes perfect. And honestly you'll probably soon feel like Hex skill checks are easier than Great skill checks LOL. Good luck, man. It's frustrating and annoying at first, but you'll get used to it.
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Of all of the survivors, I believe that Ace has the worst perks.
I agree in a way. I mean Ace In the Hole is pretty nice. You essentially have an extra perk for a temporary time (like a mini Prove Thyself if you get a toolbox, a mini We'll Make It/Self Care with a medkit). Open Handed is really, really fun to stack with friends in some aura reading build (that stuff stacked with Kindred is crazy LOL). Up the Ante is something that really deserves a buff. That luck crap is so irrelevant, especially that it depends on how many survivors are alive. I think Ace's perks are like many perks. Mediocre and not meta-worthy. It's my favorite type of perk, because when you stack those type of perks in builds, it kind of shines. Solidarity, Leader, Botany Knowledge, and We'll Make It altogether is a fun healing build and it's weird combinations like that that I live for in this game. A buff, though? Count me in. Not sure what they'd do on buffing/reworking, but I'd be interested regardless. What did you have in mind?
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@MegaWaffle said:
Survivors can use any perk are are simply re-coded husks for visual appearance. They are all the same.
I believe they're asking for a buff on his teachable perks.
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Scariest thing on top of that is having a daily on healing, having my healing build ready, and never getting my unhooks the whole game. Big sad.
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@LordGlint said:
Currently with Freddy, its fairly easy to tell if a survivor is asleep or awake by the glow their models put off. Also makes it kinda funny to see a survivor trying to be sneaky in a bush while literally glowing blue. I do think some indicators in the UI though on which survivor is which wouldnt hurt in general though. Would be nice for maybe an indicator of if a survivor is on death hook, how many dull totems are remaining, ect.
@LordGlint That would be really neat. Maybe next to their player icon there are little tiers to indicate amount of hooks. Even the death hook knowledge would be great for teammates. If you chase someone, the player's icon glow. I like the suspense of not knowing who has DS, but if they ever try giving teammates that knowledge on the HUD, would be cool if an orange circle around a player's icon counted down (the same way Ghostface's exposed status counts down).
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It'd probably not be as useful as I wish, but Dark Devotion would be fun to use. After you hit the obsession with Tier 3, someone else would scream. You'd go to that person and they might not know you're coming, because your terror radius is with the obsession on the ground. It'd be fun in an ideal world. Survivors would probably be paying attention, especially since they screamed and you're Tier 3. Not sure.
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I have done it twice, but I believe it came off as BM, so they just BM'd me on hook, so I stopped LOL. I don't wanna be more douchey than they already imagine me being. I never teabag or anything, but I can see how a survivor coming back to a killer from the gate looks like BM (like I'm teasing for a hit). That or they're #########. Idk. Plus some people are prideful about pity kills, I guess.
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I get where you're coming from, especially that you're new and see how easy low rank survivors can be, but I don't think people complain about looping itself (I believe, I'm not really a killer main myself). Abusing certain loops that can become infinites or just always using scummy loops in general are frustrating, but the survivors you're playing against most likely don't know those loops or they do them poorly. Plus, looping can be more than just turning around. At Shack, just turning around/doublebacking isn't enough sometimes. There's a reason a majority of people complain about some things (but yeah, I'm sure a fair share of both killer and survivors ######### about useless things as well).
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Is Ghostface's weird ass noise not 8 meters? I'm not sure why I was so convinced it was. If that's the case, then I like where it is, because it's like Michael's jingle/terror radius being at 8 meters for tier 1.
The directionality is kinda sad, though. Not sure if it's a thing with killers' breathing, too (I doubt it), but his directionality has helped me on 4 walls and stuff. You can hear him doubleback LOL.
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We feel that, man. Not sure the proportions of players in each console, but I bet matchmaking is iffy all around. Dedicated servers come sometime this summer. I assume sometime in August. As for it fixing matchmaking, I think I heard it will (somehow). Let's hope it all works out.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/541923#Comment_541923
I think this could be abused, especially if a whole SWF were using it as you could waste so much time going and checking gens that looked fully regressed to make sure that they aren’t actually being worked on. I think the complete sound reduction of them being worked on would be a welcomed changed though.
Lol I was trying to think of how it'd be abused, but once you said SWF, something clicked for some reason. Yeah, immersed people would use it the most. They'd hear heartbeat, Urban away, and the killer's time would be wasted and wouldn't even know it was worked on. Wouldn't be fair. Didn't think about that.