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pandagamer1616

pandagamer1616

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pandagamer1616
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  • @DaKnight said:

    https://us.v-cdn.net/6030815/uploads/0ZLLJ8BSSM3G/lul-png.png

    I can't even touch this game without a trip to the Himalayan salt mines. I leave the comments on because lol, just lol. DBD is probably the easiest game to troll there is.

    People probably say that stuff to you because you play boring.

  • @Squirrel_Thicc said:

    The nurse would be playable.

    The nurse is playable wdym? Maybe she’s not the right killer for you then?

  • @MadLordJack said:

    Yeah, survivors can just cleanse all 5 totems before touching a generator. Killers can avoid survivors for 1 whole minute after each unhook. Just as reasonable.

    Killers just say “do totems then” like the thing is all it takes is a brain dead killer to use those perks and they’ll win cause they don’t have to apply pressure, the perks do it for them. Not to mention undying has aura reading on it like if it was aura reading just on the undying totem it would be fine but it’s so boring.

  • @D_1031 said:

    I propose an idea, that every time you are hit by the killer you slow down. This is to give a killer a chance. Here are some ideas:

    Across all ideas: You begin slowing down after your initial burst of speed to get away

    1 You get hit, you leave blood like normal, but gradually slow down. An energy bar will show this effect.

    2 You get hit and it works like being hit by legion, except across all killers.

    3 It works like legion, except that you leave no scratch marks for 8 seconds.

    You reset your energy if you get up to full health from a med kit.

    The problem here, is that when people have the ability to run full speed after being hit, the killer might have absolutely no chance. If this is wrong, correct me, maybe I and others just need to learn our killers better.

    Another idea is that all killers get more energy every time they hit someone, and their speed permanently increases, or it stays fast until all survivors have healed themselves 100%

    Just trying to balance things, because survivors have all gotten so many abilities now, it seems to ME, and I could be wrong, almost impossible to get more than 2 survivors.

    Yes you and others just need to learn killer better in general because this idea is a no overall.

  • @SimplyNotFun said:

    first of all, the DC penalty should not even be in the game if you can’t fix the crashes that force people to quit. There have been a lot of games recently where, upon spawning in as a survivor the game freezes and the audio gets thrown into a loop. Moments later you return to the Xbox dashboard. Once you get back to the character selection screen the ban notice is there because you supposedly left the game. You ABSOLUTELY cannot have a DC penalty in effect until this is fixed. I would have thought that is common sense. What the heck is going on with this game? Where are the devs heads at? Fix the game first don’t worry about a damn DC penalty when your game isn’t even running properly.

    *side note: there are also Moments where after using a vault as a survivor your screen will freeze momentarily allowing the killer to simply walk around and get a free hit on you. how is this not making people upset enough to leave the game? And then you get to deal with tunneling and camping after that. That’s so frustrating you have so little to defend yourself with in this game. Generator and hook simulator is what I think about this game. It’s atrocious how bad my experience is playing survivor game after game. Killer is so much more fun. Just my opinion. But fix that vault glitch seriously!

    second of all, the DC penalty should not even be in the game unless you can establish a system that works. By this I mean players should be able to reconnect to the game to avoid the penalty which is very similar to how other games are that incorporate a DC penalty which is typically useful for ranked play. However, a smaller penalty will be administered once rejoining that will allow you to play once certain conditions are met or depending on what you were doing when you left the game.

    I agree 100%

    @SimplyNotFun said:

    first of all, the DC penalty should not even be in the game if you can’t fix the crashes that force people to quit. There have been a lot of games recently where, upon spawning in as a survivor the game freezes and the audio gets thrown into a loop. Moments later you return to the Xbox dashboard. Once you get back to the character selection screen the ban notice is there because you supposedly left the game. You ABSOLUTELY cannot have a DC penalty in effect until this is fixed. I would have thought that is common sense. What the heck is going on with this game? Where are the devs heads at? Fix the game first don’t worry about a damn DC penalty when your game isn’t even running properly.

    *side note: there are also Moments where after using a vault as a survivor your screen will freeze momentarily allowing the killer to simply walk around and get a free hit on you. how is this not making people upset enough to leave the game? And then you get to deal with tunneling and camping after that. That’s so frustrating you have so little to defend yourself with in this game. Generator and hook simulator is what I think about this game. It’s atrocious how bad my experience is playing survivor game after game. Killer is so much more fun. Just my opinion. But fix that vault glitch seriously!

    second of all, the DC penalty should not even be in the game unless you can establish a system that works. By this I mean players should be able to reconnect to the game to avoid the penalty which is very similar to how other games are that incorporate a DC penalty which is typically useful for ranked play. However, a smaller penalty will be administered once rejoining that will allow you to play once certain conditions are met or depending on what you were doing when you left the game.

    I agree 100% I feel we shouldn’t be forced to play in boring matches. Yes I do understand that sometimes DC’s will ruin games but like you gotta understand the POV of both sides if your just on 1 side all the time you most likely don’t know what your talking about, instead of trashing one side you should try to understand both sides.

  • @Deadeye said:

    Complete disagreement. Noticed already way less DCs within these 2 days

    Crashes occur way too less and would not lead even to a 15 min block most of the cases and even if it does, it counts for maybe 1% of all players while saving 99% of the players from lame donkey play.

    If a single hit by a bug causes you to DC, or for camping and tunneling, then you are exactly the type of person that the DC penalty was made for.

    And if you're so smart to throw in rejoin mechanics, maybe think a bit further and provide mechanics to avoid abusing, like DC short before hook and then rejoin.

    There is only less DCs because people are forced to play against the most boring things possible.

  • @Xeticus said:

    The title is total clickbait. DS of course works. It works a little too well. The point of Decisive Strike is to give a survivor player a tool to prevent them from being tunneled and killed early in match. It's not fun for a survivor to just enter a game get tunneled and killed a few minutes in and not have a chance to earn blood points and earn pips towards ranking up. DS gives survivors a chance to avoid that.

    Once the 5 gens are done DS has no point. The game is basically over and the survivor has made most of their points. End game is where DS become unfair to the killer. Just as it's not fun for a survivor to be tunneled early it's not fun for a killer to have the gens rushed and the survivors leave without getting a kill or getting any points for themselves. DS at the end of the game is as unfair to the killer as being tunneled is to a survivor in the early game.

    Survivors mains before you shout this down, DS as it is now is just too strong. The same way Pop Goes The Weasel was too strong for killers and was retuned. If you don't like my fix for DS then how would you balance it. If you think DS is just fine the way it is and does not need to be changed you are in luck because I don't think the Devs will pay attention or fix it. But if you have a better idea on how to balance it let's hear it. Right now it doesn't seem balanced.

    I get that I guess there is “no point” of it end game but killers are still able to camp and tunnel end game so I don’t think this would work at all.

  • @cacao1 said:

    For me Borrowed Time is an important perk BUT it is not even close to balanced if compared what I have in mind to it, and I have a HUGE buff to the intended use and a HUGE nerf to the NOT intended use of the perk.

    Problem right now: people can bodyblock for the unhooker eventhough you dont want to hit them you are forced to.

    I would suggest following changes:

    • IF the rescuer is full health then the first hit on the unhooked survivor is transfered to the rescuer not triggering deep wound on anyone and resets the timer for borrowed time again. If the unhooked survivor is hit the second time while MORE then 8m away from the rescuer the deep wound effect applies now BUT if the unhooked survivor is still inside 8m radius of the rescuer the protection effect is ignored and he goes into the dying state
    • If the rescuer is injured then deep wound effect applies on the first hit (just like we have it now)
    • Healing someone, selfhealing, unhooking or reparing will remove the protection effect.
    • Borrowed time is triggered inside of 28m radius of the killer independend from his terror radius
    • 1 - Optional: BT time is paused while in chase but shortened overall (this will still be exploitable by stealth killer BUT they can do it right now so this is a buff eather way.)
    • 2 - Optional: Deep Wound is cancled imidiantly after unhooking, repearing or healing someone and results into dying state. Which means you can still do those stuff mentioned and the timer will deplet BUT if you stop it you go down imidiantly

    What these changes above would achieve:

    • Gives 2 protection hits instead of 1 IF the killer is REALY tunneling the survivor!
    • Removes the ability to bodyblock against a killer who is NOT tunneling (because the hit is still transfered)
    • Removes the abuse of the invurnarble status for progress gain
    • 1 - Option: Would further more act against tunneling (waiting out BT)
    • 2 - Option: Would prevent the Deliverance into BT into BT into BT (yes happened to me several times). And give a gamble aspect e.g. if you can do the generator in time to trigger your adrenalin to heal deep wound or you go down.

    BTW: This change would still fit the name "Borrowed Time" perfectly because you also borrow the time from your teammate if you are tunneled! You even borrow twice the amount of time!

    WHY: Because I hate that abuse of game mechanics! Borrowed time is there to defend not to attack but against me a non tunneling killer it is used to attack all the time. If I play fair I want to play a fair game too!

    PLEASE DEVS! PLEASE!

    The perk is literally made to save the survivor when the killer is camping or tunneling them so they could take that hit instead of going down, BT isn’t meant to be a hook trade perk and never should be if you think BT is a problem or “un balanced” your probably one of those killers who tunnels the person who got unhooked.

  • @Dsalter said:

    before this gets reported for being off topic or whatever i want to say this IS about dead by daylight and how impactful the SWF voice comms is so please read it before you assume make an assumption, but recently i'v been feeling a little burned out so went to play something else for a short bit but wanted that more casual DbD feeling so i came across Among us.

    before i carry on this WILL be long and no TL:DR will be included, sorry for the inconvenience.

    anyways i'v been playing it for a good 2 or so weeks now and something i'v noticed has a strong presence in Among us is friends on voice comms.

    what do i mean?

    well when you are the "Imposter" role you are essentially the "killer" role in DBD though your main tool of murder is stealth, and your goal just like DbD is to kill everyone or at least as many people as you can before they figure out its you and "eject you" which basically kills you.

    if you manage to get the Imposter role which is randomly assigned in a 10man lobby when the game starts so nobody should know who is it besides the person who gains the role you will on some occasions come across a lobby where you feel that the crew are "psychic" in that when you start killing people they know who it is and get rid of you almost immediately, i chocked this up to being sloppy and noticeable but its becoming more obvious over time what the issue is.

    they are Surviving With Friends.

    by this i mean if their little friend circle on discord is not the imposter they will do their "tasks" (the win objective as the crew members) and if one of their friends is killed they will announce over their voice comms (usually discord) that X killed friend or if they witness someone else get killed they will tell each other X killed that guy and with the stacked odds of 3,4,5 or even 6 people voting against you odds are the moment they announce this you lose because they will all eject you and end the game there.

    as the Impostor your job just became impossible as the power role.

    sound familiar?

    this same issue plagues DbD, survive with friend gives you power far above the games intended design which not only makes it so they gain clairvoyant abilities of knowing who, what, where and when just because of their voice comms but they actively destroy the "enemies" ability to even function because stealth just got taken from you due to the hivemind feeling sensation that is voice comms and just going on a rampage means they will get you killed/ejected immediately but they can also abuse this by staying together non-stop because they KNOW who is NOT the killer making it so the Imposter cannot do their job.

    in DbD terms this is essentially SWF taking the power role from the killer by having a hive minded enemy constantly knowing your whereabouts, your perks as soon as 1 sees an perk they ALL know about it, each others constant location and ultimately which objectives to cooperate on which they know is safest.

    This. Breaks. The. Game.

    unlike Among us though DbD CAN be solved and balanced of its issue!

    because teams are NOT randomly assigned a killer/Impostor, players know what role they will be given when they start the search and because of this the game CAN be adjusted to accommodate and rebalanced around this issue.

    im talking making voice comms baseline, buffing solo survivors by baselining perks like bond, kindred and sole survivor, mainly detection perks SWF will never bother with, limiting how many defensive "second chance" perks a team can have so more players in your SWF group the less you can bring and solo players being unaffected by this rule (its bad enough playing solo atm they need the help) and with all this in mind we can FINALLY start making the killer role scary again.

    The killer role would have the ability to be Re-balanced if those above changes are made since we can adapt perks and powers with these baseline stats and features in mind, im talking baselining perks like monstrous shrine (this thing is awful in general and should be baseline since basement = killer zone and should be baseline), surge, territorial and that one perk that hides your red stain when you bloodlust (its that useless as a perk i cant even remember its name) then then some offering style items need to be baseline like Cypress mori (its the least used offering in the game and is useless compared to its green or purple brothers) and faint/clear reagent (this one is meh but would be selected depending on killer, so faint for trapper or clear for huntress as examples)

    then once that has been done killers can gain a new "against the odds" style buff where the more SWF members are against them then some perks become temporarily baseline for each member of the SWF group up to 4 (so 8 total perks) which adapt to whichever killer you pick.

    so example (a bad one i dont play wraith) would be if i were to pick wraith and the enemy has a 4man SWF, then i would get 4 perks baseline: NOED, infectious fright, agitation and blood warden because these would help my wraith play smooth out against the coordination of the SWF while allowing me to slot more optional perks to deal with the harder difficulty, again these would adapt depending on the killer, with this im hoping it will smooth out the lingering issues of some killers being useless against a SWF group and encourage more people to try and beat them rather than avoid them.

    for the solo survivor though this is where temporary perks come in.

    as a solo survivor you are already against the odds because nobody is partnered with you, they are likely to traitor you and worst case scenario they will farm you on the hook.

    with these baseline perks for being solo im hoping it will make playing solo more barely even though it wont guarantee you more escapes, at least you wont feel powerless and with the adaptive killer temperary perks it means you being solo will mean a weaker killer due to less perks, the perks i recommend for solo surviving as previously mentioned that are adapted to solo survivor is sole survivor, kindred, bond and mettle of man.

    why mettle of man? this would encourage solo survivors to take more protection hits which is something i see very few survivors do when i notice they are solo from both killer and solo survivor point of view.

    finally to finish off give solo survivors and "Against the odds" killers a 25% bonus blood point gain PER Survive with Friend in the match.

    so if a killer and 1 solo survivor join a lobby and there is a 3 man SWF group, both killer and solo survivor will gain 75% more blood points, this will encourage more... well going against the odds unlike with currently people will actively dodge SWF groups of any size because of the sheer advantages they bring mainly being that they already have cooperation and plans in mind for eachother where as the solo survivor will likely be the victim of their gameplay and the killer will be going against a more hiveminded enemy.

    sorry for the long post but sitting playing Among us made me realize how bad of a state DbD match making really is when i could see the same power role issues in another game make the killer/impostor role completely powerless.

    So what your saying is because people play with their friends and use comms it breaks the game? Just because people want to have fun with their friends I guess it breaks the game, how about instead of complaining about swf just get friends and play the game with them it’s not that hard.