yobuddd
yobuddd
About
- Username
- yobuddd
- Joined
- Visits
- 8,374
- Last Active
Comments
-
Constant end-game music, huh? Sounds irritating.
Last night I went against a constant chainsaw-rev Bubba, even when he was carrying survivors!
All. Match. Long.
So annoying!
-
Might be a bug, but I’ve passed through other survivors on multiple occasions. Don’t recall if I ever actually bumped into anyone today. So has collision between survivors been removed?
-
@Cheers said:
This would be too weak as killers would notice they hadn't kicked the gen or it had gone up since they left.
Ok, maybe if we add in aura-reading around affected gens, kinda like Hangman’s with hooks. It’s a way to open windows to critical parts around the map. Maybe 5/10/15 meters?
-
Not that I know of. However, you could just leave the browser tab open and tell the phone to remember your password. That way every time you return, you just wait a couple of seconds as it loads and then here you are!
-
If you're looking for single-player: try XCOM 2. Far more than just a strategy puzzle!
If you're looking for multiplayer (optional, not required): look into Monster Hunter World. This one I highly recommend. Play alone as much as you want, but there's easy drop-in/drop-out with others online. The battles are epic and you're likely to become as absorbed in it as you did with DBD. Oh, and the multiplayer is all cooperative, so there's very, VERY little toxicity.
-
Even if some are longer, I'd say it's a small price to pay for some awesome animations!
-
Give us a killer who's special attack "perk roulettes" a random perk slot on the survivor. Take 4 hits and you may end up with a completely different loadout than what you started with!
-
@The_architect said:
as a killer main (legion, not proud) there is one reason why SOME people that camp do this strat you call a crutch, i call a trade, this is a thing i do by hooking, watching and when someone saves them, i hit the savior, then let them go as an reward, i guess. Sorry, but games are unfair and it's hard to get lucky with ranks, and i play a tax play style, it's balanced, fair, and it gives people some chance.
The other reason is that i lose any hope of happyness, and i just want to have the satisfaction of at least getting people down slowly, because i am so mad that they did not make legion able to act like a survivor. :(
When playing Legion, I do the same thing....kinda. I like to frenzy and deep wound the guy off the hook, and then splash my damage around. If nobody else is near, I make sure to wound, then chase, the savior.
The guy off the hook still has a chance with this approach, but I still get to maintain some pressure as well.
-
Imagine a DBD hexagonal strategy board game!
-
There's a game mode I suggested a while back that goes something like this:
The match has a timer at the top of the screen. As the timer progresses, the very dark map brightens gradually because survivors are trying to survive the night until dawn. If the sun comes up, the killer loses. No exit gates. No hatch. Killer has a finite amount of time to do his dastardly deeds.
There are several giant sundial relics around the map, crumbled and broken. Repairing them goes like gens, but it's optional. Repair a sundial to double the speed that the sun rises. Repair another to triple the speed, and so on.
Base match time is 1 hour. 1 repaired sundial reduces it to 30 minutes max. 2 sundials: 20 minutes max. 3 sundials: 15 minutes max. 4 sundials: 7.5 minutes max. (I say "max", because some time will be used up in finding and repairing the sundials.) In light of this, no more repairs should be possible after 4. At this point, survivors need to wait out the remaining time and survive until the sun is up.
-
Maybe we’ll be seeing some of the extraterrestrial killers it’s recruited soon. Alien/Predator for licensed. I could see a collaboration between XCOM and other games as well!
And the possibilities are endless for original content!
-
If I could only pick one, I pick tunneling.
Why? Tunneling WITHOUT camping prior to it means that the unhooked survivor actually has a chance to escape and recover before the killer gets back to the hook. Still has a chance to play. If he gets tunneled later, he can still have a good chase.
-
@ryanb122197 said:
Change of Subject but do you know how many gigabytes it is? Debating on wanting to get it but I only have 1.4 GB of free space :(
I believe it was 2.5 gb in apple store. Played it a few times. Controls are...... well, they'll take some getting used to. I believe killer has the power role from that aspect alone, as survivors have a rough time running and looking at the same time.
Some maps are so very dark, survivors can literally hide standing in the middle of an open area.
Does anybody know if this game is compatible with an MFi controller? Might be worth buying one with the current control issues.
-
"NOED needs to be removed from the game!"
Why wait for the devs to remove it? Just remove it yourself. Break bones
-
One thing about the shred. Look at the survivor you're chasing. Are they looking back at you or straight ahead as they run? This matters.
If they're looking ahead, you can get a shred hit just by lining it up right.
If they're looking at you, then they're preparing to dodge. You can aim for the direction you think they'll dodge and hopefully get a hit....OR you can fake them out! Charge up your shred and they'll begin spinning circles trying to dodge. Even though you move slower while charging, you'll still gain ground on them. Then just cancel the shred and hit them with a normal attack.
-
Since there is such a strong sentiment toward maintaining the social aspect of the game, let's make it MORE social! Add a 6th player who helps the killer. A weak little creature that annoys survivors, but cannot kill them. Most importantly, give this new player optional game-supported comms with the killer.
Killers can choose to have a helper or not. SWF teams will always be prioritized to verse killers with a helper in matchmaking. Solo killers, then, will far more often verse solo survivors.
-
Hmmm, no answers from last night. Does anybody from the morning crew have any suggestions? My wife and I enjoy watching clips every now and then, and hope to learn some tricks (better looping, tracking, etc.), but everything we find pertains to PC players. On PS4 we just don't have the sensitivity of a mouse, so the things we watch don't really apply. And, of course, we want to have a good time while watching the matches.
-
*Considers the idea*.........*cries in Legion*
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1211913#Comment_1211913
I don't quite think you understand how few people want to Vs SWF teams/how many people play SWF. A SWF toggle would kill the game, hands down, because for most people double bloodpoints is just not enough (and you can't really give much more than that without ruining the games economy). If most killers are playing in no-swf ques, swf will die and with it the game.
Like it or not, swf is a huge draw for the game (and yeah, a lot of absolute pricks abuse it and the Devs are too scared to stop them because of the negative impact on those who dont). When I play at peak times, almost every team I Vs as killer has at least a 2-person, if not 3-4. (Either that, or my fellow solo's have wallhacks and get super co-ordinated for morons that can barely loop). If they all left, I shudder to think about the playerbase.
Sadly, I think you're right. So what it really comes down to is balancing for SWF, which is one heck of a chore. I've made a different post on exactly this, and I wonder what you're opinion would be. You can find it here. https://forum.deadbydaylight.com/en/discussion/138538/the-imp-this-is-how-we-balance-swfs#latest
-
Third Seal and Knock Out are awesome perks! Too bad they're also useless 75% of the time....
-
@MadLordJack said:
It's not the playerbase that's small, it's the ratio that's skewed. And, in an asymetrical game, THAT is the problem. Other games can shoehorn in game modes because each team has an equal number of players, but because most people DONT want to play killer, adding a second game mode, yes-to-SWF mode, or competitive (lol, #########?) que would fracture that already tiny portion of the playerbase and most would just end up in 1 que, thus absolutely screwing over survivor que times even more (it likely wouldn't change killer ques at all, though). And that's not even taking into account the effect the anti-lowrank-bully-swf-que-change had on the game overall.
So then the solution is to grow the killer base. I think a SWF toggle is the answer. Newbies can go for all solos. Perks like third seal would have guaranteed reliability. And killers choosing to verse SWF get a worthwhile bonus and suffer DC penalties for leaving lobbies, but at least know what they’re getting into.
-
Rank reset. Happens on the 13th of each month.
-
@AsePlayer said:
@yobuddd It would be awesome, but they already need all the coders they can on the base game. Bugs and dedicated servers need to get ironed out first before I'd like to see that kinda stuff.
I'm fine with Killers getting bonus BP or something for facing SWF, but they should only find out post-game to prevent dodging.
I would 100% support this!
-
@AsePlayer said:
Matchmaking and Queues are just something they broke I think.
In regards to the new game mode, I don't see the point on them balancing and working on 2 game modes when they can't even decide what they want to do with the base game lol
In regards to casual and toggling SWF, I totally believe a majority of killers just want the game on easy mode and they will disable SWF in a heartbeat.
With 2 or more game modes, they don’t have to torture themselves over every decision. “If we balance for SWF, we’ll lose a lot of players” vs “if we balance for SWF, they”lo play a different mode and keep buying cosmetics.” In other words, it’s better to make your changes affect part of the game instead of the entire thing and leaving people with no alternative. Heck, you could even have some perks work differently in different modes! Not saying that’s ideal, just a possibility.
As for the SWF toggle, give people rewards for playing “hard mode” against them. With the right incentive, balance can be had.
-
@Deadeye said:
DBD currently has above 30k average players and the queue times were fine before GF chapter, with about 20k to 16k average players. I don't understand how "player base split" is an argument to queue times. It's not like "all the red rank killers would go for casual mode and noone else"
Thank you. Exactly my point! Either the game is sick or excuses are being made when it come to making the hard decisions (which, let’s face it, should NOT be hard decisions as they’d improve the product)
-
@Fibijean said:
You shouldn't hear your own groans either. However, it is possible that the killer had Stridor equipped, which hard-counters Iron Will to some extent. Survivor sounds are also a bit buggy at the moment, so that's the other possibility.
Thanks for the answer! One more question though. Is it supposed to work when I’m slugged? Cuz I don’t think it does.
-
@OtakuBurrito said:
They'll throw the game and report you for sand bagging most likely. Solor survivor is beyond dead after these change go through. SWF will be the standard unless you want to lose your sanity.
This reminds me, what is that actual definition of sand-bagging? I thought it was pulling someone off the hook in front of the killer. So many terms get thrown around in various different ways, we actually need a pinned page explaining what everything means (especially for newer members.) Sandbag, BM, M1, Camping, Face-Camping, Proxy-Camping, Tunneling, Juking, TeaBagging, Basement Bubba, Lobby-Dodging, P3, etc. So many things that newbies will have no idea about.
-
@Rin_is_my_waifu said:
I think Peanits answer should become pinned
"I hate to break it to ya', but the number of pallets has not changed (except for Distrubed Ward, where the Aslyum now has 2 pallets instead of 4)"
Ahh, good to know. I'm on PS4 and have no access to the PTB, therefore no first-hand experience. All I know is what's been griped about on the forums. I guess I missed the comment from Peanits. Thank you
-
I've got a suggestion for balancing the killer around SWF. Solo survivor would benefit from this idea because they would be less likely to play in lobbies with SWFs.
Please see the idea and leave some feedback here: https://forum.deadbydaylight.com/en/discussion/138538/the-imp-this-is-how-we-balance-swfs#latest
-
The current 1.5x bloodpoints should become base earnings. The current rate of leveling characters feels much more natural and less grindy, without being too easy either. You still hafta work for it, but now it feels that the rewards match the effort.
-
@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/138538/the-imp-this-is-how-we-balance-swfs
Need new Imp perks. Different Imp powers and most importantly cosmetics.
So when do we start? Love the idea tbh.
Awesome! I'm always happy to hear from new fans of the Imp! Honestly, it would be so much fun to run around and wreak havoc without the pressure of being the killer. This might become the most popular role to play!
And yes! Imp skins! So many possibilities here.....
-
@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1194534#Comment_1194534
Vroom vroom.....squeeeeeeeeeeal!
*flat survivor*
Whoops. I’m thinking Carrie
-
-
Since SWF comms (map-wide) can’t be controlled, we need to balance the game around that. I’ve got a solution for you here on this thread:
https://forum.deadbydaylight.com/en/discussion/138538/the-imp-this-is-how-we-balance-swfs#latest
-
We’ve all seen that picture of hit boxes with the red slash emanating from The Trapper’s killer capsule toward Dwight’s survivor capsule.
I wonder if the devs could provide a top-down view of this picture so we can see the width of the attack zone at different distances from the killer. @Peanits
-
@AvisDeene said:
Upstairs porch/deck is higher, at least I think it is. I was just on that map 2 seconds ago, now I have to confirm.
Wooo, Thx! Good enough for me! You just earned me 5 bucks!
-
Can't remember name, but the iridescent legion one that gives your Feral Frenzy a universal terror radius and breaks any pallet you slide across.
Oh, you were gonna vault the pallet the opposite way right after I finished? Ha! Think again bud! Add in Unnerving Presence and you're gonna have a blast!
-
Not the ideal option choice, but the closest to my situation. Basically, I don't camp, and I don't tunnel.
- I chase someone to the hook as they go in for a rescue? I'll just stand there and watch while positioning for my attacks on the rescuer (ps4 here, attempting a grab is inviting failure), then I chase that rescuer down for 5 steps and throw them up on the used hook "ewwwww!"
- A survivor comes off the hook and unknowingly runs into me? I'll literally let them bounce right off of me safely as I continue to search for the rescuer.
- If we're having a basement party, then I will try to down the rescued person on the steps if I've already handled the trouble-maker, but that's about it.
The games are so fun like this! If I get a 4k, it's usually because I got 12 hooks (unless someone tries pulling off). Lot's ob points for everyone involved.
Now, yes, if there are 2 or more identical players, I'll do my best, but an accidental tunneling may occur. Oh yeah, and if I'm running Legion I have no qualms about using Feral Frenzy on the freshly unhooked. It's essentially free information for finding the rescuer!
-
@burntFuse said:
I spent $10 for cells to get in on the first Rift pass.
I spent the cells I made back to buy the 2nd Rift pass.
I'm going to spend the cells I got from that on the 3rd Rift pass. It's a self-sustaining subscription once you're aboard.
Exactly! If they made it too easy, more people would be able to do this which amounts to a one-time $10 purchase from most players.
-
First, i'm just as frustrated with the grind as anyone else.
Now with that said, I don't think they're actually losing money in the way described by the OP. Here's why:
If you complete the rift and then buy the pass, you get all your money back in the form of auric cells. Then when you complete the next rift, you use those same cells from last time to buy a new pass for free. So on and so forth.
By adding in the grind (ugh) people are less likely to fully complete each rift, at least not without buying boosts. If they buy the boost: money. If they don't, then they don't get all of their cells refunded and will eventually need to buy more to keep buying passes: aka more money.
So yeah, I'm sure the current system is providing some nice income. The only alternative I can see is to make it less grindy, but not refund ALL of the cells either.
-
I think Offering Canisters should also start populating in regular chests, complete with 3 random offerings inside. You can choose to offer the canister at the market chest for a nice guaranteed bp boost, or you can take the risky route and try to escape with it to keep the offerings inside.
Both survivor and killer offerings may be inside. Survivor offerings go to your character, but killer offerings can be sent to the killer of your choice in the post-match screen.
-
A couple strategy considerations here:
There have been a lot of complaints about how fast toolboxes go. This could give you the option to trade in your used up purple/green/yellow toolbox for a brown one and get some use out of that as well. Of course, the downgrade costs you a fancy item. This is still fair for killers as well, since the time it takes to trade down can counteract the benefit from the new toolbox. Flashlight users might get more benefit here.
In terms of trading in for points, the broken key finally has a use!
Oh, that reminds me. An item generates in the chest just for you each time you make an offering. Other survivors can make offerings and retrieve items, but yours will still be there waiting for you. You can offer multiple items, and each one will give you a bloodpoint bonus at the end. If you retrieve an item from the chest, it's only the most recent one to have generated, and will only negate the bloodpoint bonus from the item that generated it.
-
Maybe deep wound should drain a survivor’s overall bleed-out timer. If they don’t mend, they could die for good!
-
Myers with normal add ons strikes me as one of the most balanced killers around.
I never see complaints about him unless it’s in regards to his mirror or tombstone add ons.
He’s strong enough to stand a real chance against most survivors, Mindgame-able enough to survive against, requires strategy from both sides, and brings a serious “creep factor” to the match!
-
Game modes.
Split the playerbase? Yup. But it adds interest, so it’ll also grow the playerbase. Queue times are ridiculous anyway, so this might actually help to even out the primary game mode.
-
Ok, I admit 3 minutes was a little long. I was more interested in your take on the overall idea anyway, as there will always be adjustments to the numbers. 😏
How about 45/60/75 seconds?
-
I’ve often wondered this myself.
-
@Mister_xD said:
sounds like a really interesting idea.
i dont think a 32m TR from a totem at all times is necessary though. that would basically mean that A: survivors would always have a constant Heartbeat or B: be a really good Totem tracking tool, so it'd be working against the killer.
what if instead it would start the Heartbeat whenever a Survivor interacts with a totem?
the TR would be fading in as if the killer was getting closer.
might be a Hex perk aswell, as it directly interacts with totems anyway.
im not too sure about the lullaby (and other killer specific sounds) though...
That was actually the point of it: constant heartbeat on most of the map and potential totem tracking. It’s a slow down perk. Do survivors take the time to work their way TOWARD the center of a heartbeat (risky), and then break the totem? Or do they deal with the noise for the sake of gen speed and play with the increased danger of unreliable sounds?
Might not be good to use with hexes, though Thrill of the Hunt would go nicely. Killers with bigger TRs will benefit more as it’s harder to narrow down the right direction that way.
-
@kamisen said:
Cool idea! But maybe with certain conditions like Dance With Me?
Hmmmm, I would say Dance With Me takes precedence after a vault. But then you can go back to saturating an open area with scratch marks! Lol
-
I think what a lot of people are missing here, when they complain about ebonies, is that if there are other good offering options, killers will use them. That means they’re NOT using mories in those matches. Even if these offering impacted the game in different ways, this still benefits survivors in respect to one if their biggest complaints!