zaquintar
zaquintar
About
- Username
- zaquintar
- Joined
- Visits
- 149
- Last Active
Comments
-
I would make it a 2 power killer. One is to turn into a random killer, where you switch back to Pennywise after you down someone or after a timeout expires (in case you turn into Legion or some other unplayable killer). Second would be deadlights, where you can kill someone who has already gone past struggle phase, kind of like PH.
I think the randomness would be more appropriate for the character because It didn't quite turn into the most convenient killer every time (slow mummy? Big eyeball?)
-
Go figure. Devs were supposed to fix the add-ons and they messed up base kit. Turns out their "fix" was actually making the add-ons useless and they broke nurse base kit as well. Full circle failure
-
@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1662845#Comment_1662845
Absolutely not. The SWF's greatest competitive edge is having eyes on the Killer for 90% of the match. I've played SWF and know exactly how it is done. Every member of the SWF gets intelligence from every other member via the 5th Per (Comms). They get:
- Eyes on the Killer, and each one calls out the current position where they see him/her at or going toward.
- They report any Totems they see and/or eliminate providing a count.
- They coordinate safe rescues by calling out when the Killers leaves and whether or not they still hear a heartbeat.
- Can can rally together within the game at different locations to do Generators increasing the speed of the Gen-Rush.
- They can give the location of a Gen as they move off, chased by or luring the Killer, so other people can safely finish it.
- The can (and do) trade swag they bring into the game so the best Survivor can use it. (like giving a Tap with right Perks a Rainbow Map)
- They can coordinate body blocks to increase the chance of a wiggle out.
- They can coordinate hook destruction to increase the chances of a wiggle out.
- They can coordinate movements perfectly so just the right number work Gens while just the right number move to rescue.
- Any information Perk possessed by one Survivor is pretty much possessed by all of them due ot the flow of information.
While I think your comments about planning are also true, it is NOT what makes the SWF powerful or gives them a competitive edge. When I play with my friends (and we agree NOT to use Comms) we do all the things you mention and it does not give us a competitive edge. When we were using Comms we could dominate and bully a Killer. It broke the game. That is why I feel so strongly about it, because me and mine tested it. It needs to be addressed.
I have found the best counterplay to swf comms are add ons that allow the killer to see the survivors like the pig or the wraith have. If that got enabled when the killer was going against a team swf it would definitely increase the pressure on the swf team
-
Me too on PS4 with Hag. Seems to be match based since I played with Gunslinger and Oni and neither of them failed at any moment. With Hag it happened on every hook during the entire match
-
@PatWesker said:
(Edit: this post has been transfered in the 4.2.0 bug reports section)
PS4 - The action button doesn't work for the killer
Step 1 : Start a game as Killer in public match
Step 2 : In-game, hook a survivor
Step 3 : Notice the action of hooking a survivor is stopped after a quarter of second after pressing the button "hook" (we see, as pressing the button, the animation wants to start, but after a really brief time, the action is cancelled and we can't hook a survivor)
Step 4 : Drop the survivor, then grab him back to be able to hook him/her
ADDITIONAL INFORMATION
- The Shape and the Deathslinger
- Shape: BBQ, Nurse calling, sloppy butcher, monitor and abuse
- Deathslinger : NOED, Blood Warden, Ruin, BBQ
- Map : The game and Coldwind Farm
- 50 % of the time
DOCUMENTS TO ADD
- NONE
Just experienced this bug with the hag. I can walk away from the hook and then come back and sometimes it will now hook the survivor. This is on PS4
-
I miss the old matchmaking and rank reset. You used to be able to derank faster to try out new killers and you had evenly matched games. Tryhards would ascend to red ranks and you'd never see them again after a couple days of the reset. Personally I didn't match that often against cloaked red ranks purposefully deranking to mess with lower ranks, but even then it was just one match. Now it is pretty boring having to use the same killers to get decent points because you can't practice killers with less mileage since generators pop left and right and every survivor you find is a loop master. Nurse crippling didn't help either
-
Had a Dwight once when I was making the challenge for cleansing hexes. He kept banging the locker door next to me to draw the killer. I just ignored him and by the time the killer started to get close, I finished the hex. Well the Dwight started running behind me and dropping pallets right where we were. This kept on for some time but the killer was entertained elsewhere. I juked Dwight and he lost me. Went back to search for hexes and some short time later Dwight found me. He was hurt now. But he kept doing the same noises around me. This time the killer came faster but toxic Dwight was closer to him. Downed. The killer picked him up and he disconnected. Not only a troll but a coward
-
Yeah tough luck. Seems you only care about your experience and not that of the other players in your matches. Well as one of the other players, I'd rather rely on the penalty to keep those with bad connections away
-
The game would laugh if you bring the broken nurse in with no perks and addons
-
Yeah... Agree your statement is pretty unpopular. Next
-
How about in said mode killers can see auras of survivors some distance outside of their terror radius. That would counter the swf comms
-
It should deactivate as soon as you do anything other than run, walk, crouch, throw a pallet or vault. If you have time to get into a locker, you should rely on head on instead.
-
I mostly play killer. From that standpoint, I think the greatest problem is the steepness of the learning curve. When you are matched with people 10 ranks above you, you don't learn much from being endlessly looped or gens completing very quickly. Yes, there is a strategy to deal with it, but you should grow into it instead of being thrown into the fire like that. It just makes you try to improvise but not really learn. Also, let's say you want to learn a new killer. You can't. I actually had a lot of fun practicing the nurse after a rank reset since I had no experience with her power. Now I can't do that. Immediately thrown with red ranks that make a joke out of me if I dare. As far as perks, I don't particularly care for any, with the exception of adrenaline which is kind of cheap. As for maps, I find it highly situational whether they are good or bad.
-
Legion is just sad. Strongest I agree is still nurse in the right hands even with the awful cripple she got with the cool down.
-
The cooldown is doo doo
-
Make it so survivors can't be rescued. Camping solved
-
She's boring and frustrating to play with that cool down on top of fatigue
-
Adrenaline is a cheat device, nothing less. For killers they might as well remove Unnerving presence. Completely useless to give survivors more chances for great skill checks
-
No need to nerf ever. They are awesome
-
When you down a survivor, the downed player moves about 3 meters so you can't pick them up right away since they teleport from where you fell them
-
I think clown is fun to use as a killer. He moves quickly and the bottles are fun to throw, trying to guess where the survivor is going to go to. Also like you say, looping isn't that much of a problem if you have a build that doesn't care about eating pallets. At least you won't be going in circles for long as you force them to drop it by slowing them down with the gas
-
Camping is perfect where it is. High risk high reward tactic to use with bot survivors that swarm the hook
-
I hate his daily where you need to tag survivors while leaning. You should be able to tag them in any way to complete the challenge. I mean can't be worse than Freddy where you don't need to do anything
-
I thought it was challenging and at times fun. I don't play survivor often so I never got the skills to complete the flashlight ones. I didn't like that several challenges relied on luck or dc not happening, and it made for a repetitive game when using survivors that most killers were trappers. I think the worst was having to select a challenge. Sometimes you would complete several in a single run but only the active one counted. They should be designed so you can complete several on the same match if you meet the conditions rather than having to do several variations of the same thing multiple times (have survivors step on 3 traps, 4 traps, 5 traps... What's up with that?). That would help with the luck based ones since you could adapt based on what was going on at the match
-
@chase131119 said:
Absolutely not, survivors have enough items as it is. Survivors shouldn't even be able to keep items at the end of the match. Killers lose their add-ons no matter what.
I have to wholeheartedly agree with this. It is a very unfair crutch already for survivors to keep the items they bring to the match if they escape or "lose connection" (seen many disconnects from weasles that don't want to lose their red keys when all is lost) while killers lose their addons.
-
So first they put down red killers by making things like nerfing Nurse and now they are putting down mid tier killers by matching them with the red ranks. Way to self destruct your game
-
I think the biggest is fixing the randomness of hex and trap locations. The way they are now, survivors don't need to rely on luck and risk exploration, but actually know the general location of things like ruin. This makes hex plays very short lived, hence a wasted perk
-
Definitely toxic is when survivors follow you around instead of completing objectives. Luckily often times that results in them all going down when they make the first mistake
-
The blink cool down broke the nurse completely. The killers should be playable without addons and those should be used to spice up or change the game, not to make it not suck
-
I have found nurse to be fun to play only when using the matchbox add-on. You only get one blink but you can combine it with an over 100% speed to actually be effective in a chase. In that case, the timer is just a slight annoyance since you can actually start closing the gap just by moving while it refills. Having the timer on the base kit though is very frustrating
-
Nurse is terrible with the cool down in a chase. You have two blinks and there's that. Also useless to move about the map since when you actually find someone you have to wait for the cool down before you can start the chase. I actually started enjoying the challenge of her basekit before the nerf but now... Useless
-
@Blueberry said:
I hate the change as well unless we get individual killer ranks soon for the reasons you've mentioned. All this is going to do is make a lot more high rank killers quit or start intentionally deranking again.
I think that would be a great idea. I used to wait until the rank reset to try out the killers I had the least experience with, but now I can't because I immediately get paired with survivors at my most skilled killer level and it's just sad
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/919561#Comment_919561
I assumed he was talking about a Tome challenge, I was trying to get clarification on whether it was just the progress he had made in that game that he lost, or all progress on the challenge in question.
Yes, I was talking about a challenge within the archives. Fortunately it was not one of the master challenges so I was able to complete it in the next match, but as difficulty keeps ramping up with each tome, making your goal and then losing it to a connection error is very frustrating. Moreso after the match already ended.
-
Nurse in this map is just sad.
-
On PS4 green ranks I consistently get an immediate lobby as killer whereas as survivor it takes around 3 minutes to try to join. About half the time the connection fails and I have to wait another 3 minutes
-
I don't think it's balanced at all because of those monk statues around the temple. When chasing a survivor those things will block you immediately and the nurse doesn't seem to be able to go through them. Made me prefer the old yamaoka map as killer. As survivor I couldn't care less. Rarely play them
-
Still waiting for nurse to be reverted to what it was. Hopefully some day they'll see the error in their ways
-
That's too lenient. Make it so DS causes the killer to mori himself instead
-
Legion is useless
-
Thank you. Yes, nurse is still crap after the change. Hope they revert her base power to what it was
-
Agree with OP. New nurse is terrible due to the changes to the base power. That wait time between blinks just has survivors running far away while you helplessly chase them at sub 100% speed. I hope she gets fixed because right now she's a steaming pile
-
@GoatyTCO said:
https://forum.deadbydaylight.com/en/discussion/comment/807362#Comment_807362
Ty @Rex_Ruinam
Honestly, Idc if these are difficult, because I can easily beat the pass without paying for extra tiers. Every level (4,200xp) is 5.25 shards (500xp per shard), that means that I'm going to tier up naturally every 2nd level.
Also, I think that these challenges are fun, and they are definitely something you have to work for, I mean, what else have I had to grind for in DBD? All Teachables? All achievements? All P3s?
This was a great move by the devs, and I hope most of these stay as is, although some, (for example 3 unhooks during EGC, 3 kills with NOED during EGC), should be changed, because they are based entirely on what the other players do, not up to your own skill. If this one stays the same, I'm sorry devs, but I'm likely to get some mates together for those.
Yeah, I mean how are you going to have each survivor step into a bear trap in the same match?