Avatar

Dead_by_Gadfly

Dead_by_Gadfly

About

Username
Dead_by_Gadfly
Joined
Visits
0
Last Active
—

Comments

  • @iZombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708923#Comment_1708923

    EVERY DAY? Either you’re exaggerating because you dislike this perk so much or you’re extremely unlucky, as I rarely see it when I’m survivor or killer. I can play for hours a day, so I don’t get why I can go months without seeing it. 🤔

    I see it about once a week. How often it appears is 100% irrelevant though. Its a broken ass perk and the bhvr response to it is 100% unacceptable.

  • @JordanMalicious said:

    I've seen a lot of posts regarding OoO lately, I assume because of the recent dev stream that briefly discussed it. Just curious what some of you would do to either tweak or fully rework the perk. I personally don't run into too many OoO users in game, but when I do, gosh do I ever kill them fast.

    Anyways, share your thoughts :) Be friendly! This is just for fun.

    Person using object runs at 75% speed. You got to really want it.

  • Id like to see the numbers when a rank 1 killer faces rank 1 survivors. Do you know how often i get red ranked potato survivors?

    Id also like to see hooks instead of kills.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698328#Comment_1698328

    No she didn't lol. She just moved the post

    Having legitimate complaints about this is one thing. Making up lies is another

    Look at what she said and then read my response again. Clearly whatever you are talking about is not what she and I were talking about since she flat out said in her post she closed it.

  • @TrashEvents said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698213#Comment_1698213

    Didn't you literally edit a discussion post that you didnt like to say "GG"?

    Yup. She did.

  • @Mandy said:

    Nobody is censoring anything, people are free to discussing but organising attacks on our outlets is something that is prohibited in our rules - hence the thread you are referring to, being closed.

    Yeah this is just wrong. Nobody was organizing an attack on anyone, they were criticizing behvrs business practices. You can twist that as much as you want but those of us with an IQ above potato saw what you did.

  • Or maybe just leave him alone

  • Im irritated about the event add ons. Its exactly what this game needed. Faster survivors 🙄

  • @kcwolf1975 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1694350#Comment_1694350

    Gotcha, hope is fine. I thought there was going to be an add-on that gave survivors 7% speed boost for two minutes whenever they decided to activate it. 20 seconds isn't bad, mostly just annoying.

    20 seconds extends the chase considerably longer than it would have been. Thats always been my point. It doesnt matter if its 2 mins or 20 secs. 5 secs is to much.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1694270#Comment_1694270

    Referring to Hope. You're claiming it's game breaking, and yet it's never been meta.

    Hope has very specific conditions that only fire at the very end of the game. Ask any killer thats been playing awhile and theyll tell you hope users are hard to catch, especially with 110 killers. This is that but whenever the survivor wants. Its trash

  • Rotten Fields is way worse imo. I dont mind shelter woods from either side

  • @Zeezy4Squeezy said:

    Ok, I just go through a game where I sabotaged a hook before they could hook the other survivor. He immediately drops them and tries to come for me. I loop them for two fens and he lost me in the shack. He then proceeds to slugg EVERY survivor (except me) and tries to force me down as well as everyone else on the ground. Once he gets me in a pallet drop ( these hotboxes tho 🤣) he hooks me with everyone else of the ground for a 4k. This was a Freddy.

    Why is everyone so angry with these sabotages? I'm generally concerned for the try hards because the sweat is so real I can't help but crack up everytime. I'm not throwing dirt on anyone, except this Freddy, but holy crap he was sooo mad 🤣

    Its not about anger. If you ran him for 2 gens he was behind and needed to snowball to catch back up. Why is every tactic people dont like immediately assumed to be either that the person is mad or toxic? You made a good play, he responded with a good play. Why cant it just be that?

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1694185#Comment_1694185

    Game breaking and yet not meta by a longshot...hmmm...

    They havent released yet, why would you ssy they arent meta? Watch every good survivor that can get these is absolutely going to run them every game. Watch it happen.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1694168#Comment_1694168

    Doubt it; it gets used up and is likely just 5%. (I am curious as to the exact number) Hope is 7% and lasts...2 minutes I want to say? And it isn't game breaking.

    7% increase for 2 mins on high level survivors is 100% game breaking. Everyone already complains about gen speeds. Know why that is? Because chases take to long. How much longer are chases going to take now. It was a stupid thing they did and youll see what i mean.

  • Meh. I think the survivor add ons are going to break the game. I dont need/want the killer add ons.

    Well see though if im pleasantly suprised

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1694096#Comment_1694096

    So it's intended that someone is untouchable because they jump into a locker and now you're only options are to leave them alone and let them work in a generator, camp them and let their team work on generators, or eat the DS and let them get even more time?

    That makes no sense. It is a toxic thing to do. There is no reason the survivor should ever be allowed to counter a snowball like that. None. That's like saying a killer should be able to regress a completed gen.

    I agree it makes no sense that the developers put it into the game. But theyve had numerous years to fix it and havent. Its not a bug for sure. The only conclusion is they intend it to be this way until they decide to change it. Calling this play "toxic" when its something built into the game is as silly as when survivors call camping/tunneling toxic. These are rules people make up in their head and expect everyone else to adhere to. Thats goofy. I agree they should adjust the perk. I dont agree that people using something built into the game is "toxic."

  • @MadLordJack said:

    BM. Going out of your way to annoy someone or abuse mechanics to annoy someone. And especially Locker DS. There's no reason for that. Ever. It's just a survivor showing of their timed immortality because they're too lazy to loop or too greedy to find a proper gen.

    And especially especially the facecamp-into-noed, or afk-into-noed. It may just sound like I'm calling out specific perks, but it's not the perks that are the problem.

    Licker ds is a counter to slugging, slugging is a counter to ds so its common place. I get where youre coming from with those survivors that play as if theyre immortal then jump in a locker, but i wouldnt consider either thing toxic on the survivors part. If bhvr didnt intend for it to be that way they would have fixed the perk long ago

  • @MusicNerd_TC said:

    The term "toxic" has been thrown around dbd so much, that I think it has lost its meaning. My definition of toxicity is intentionally ruining other players experiences with bad intentions, ######### talking in the end game chat and hacking/exploiting.

    What do you consider toxic?

    Only the messages I get after a game. Everything else is fair play.

  • @Moundshroud said:

    So I thought I would comment on just how hard it is to advance once you hit Rank-4 playing Myers alone. I will battle my way to within one Pip of getting to three, only to lose pip after pip back to the edge of dropping to five again. I've been told it is impossible to get to Rank-1 playing only Myers, but surely someone has done it? If you are out there and have managed this feat, please let me know. I have to keep up my confidence! I don't want to let Myers down and Halloween swiftly approaches!

    Its not impossible, just difficult. Myers is a snowball killer. You have to down 2 to 3 people everytime you hit t3. This is not an easy thing to do, but its also not impossible to do it consistently enough to hit r1

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690237#Comment_1690237

    Give me evidence, then. I struggle to see how balance would have moved gradually away from survivor since launch if the devs were biased and only listened to the majority. They also have a clear economic incentive not to be biased, because without killers queue times go through the roof for survivors and people stop playing.

    Youve been given evidence over and over again in these forums. If you dont see it by now its on you. And they do just enough to keep killers playing. Thats the only reason the game has gotten better. Killers leave, they scramble to fix something, killers come back. Rinse repeat.

  • Nah, i get enough ######### talked from people on my own platform. I dont need it from the others too

  • I used my elite with no issues 🤷‍♂️

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689370#Comment_1689370

    How about the fact that this game used to be unbelievably broken in favor of survivor and since then killer has been steadily buffed? How about the fact that they have a strong economic incentive to make the game fun for both sides?

    I don't know anything about the event or what these add-ons even are. I'm just tired of constant unfounded claims of anti-killer bias.

    "Unfounded" 😂😂😂

  • @ItzNobody said:

    Will it at least be optimized for 60 frames instead of 30?

    It doesnt even run at 30 most of the time now. 60 is a pipe dream

  • @Venzhas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673373#Comment_1673373

    But nobodys ask you to be a ( boring ) rank 1 tryhard though

    If i could stay at purple withput throwing every other game I would. The problem is most survivors are potatoes. Thats why the devs make the decisions they do. Most of you are awful. Im at r1 cause yall cant hold m1 or w properly, dont have to "tryhard"

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683054#Comment_1683054

    Funny this - Tru is running a video series not using Gen Regression. It's funny how often a killer with 5000 hours experience on Reset Week can't kill a single Survivor before the gens are done.

    Ssshhhhh. Everythings fine....

  • Full honesty, I dont like any of the killers since legion. Theyre all kind of meh to me

  • I dont agree with you. Stop dcing every other game and it wont be a problem

  • @dollidahlia said:

    Torn bookmark:

    Adds 1 blink charge

    Blinks are restricted to locations in the nurses line of sight

    This is a terrible addon to have in a indoor map. Not to mention having 3 blinks wont really do much

    The other pink addon i can't think of:

    Removes 1 blink charge

    Increases the nurse's movement speed to 4.2 m/s

    Whats the point? Lets make nurse an M1 Killer??? They need to be reworked

    Most pink add ons suck

  • Dang. Women out here murdering people 😂

  • Same. I havent touched it much in the last month. Blight was disappointing and its kind of stale

  • @Header said:

    the aura reading is way too strong and hard do balance, thats why i like otz's idea more

    that's fair. If there's a better suggestion we can go with that.

  • 75% was me being nice. Its a very powerful effect, seriously op in its current form. It needs a serious drawback. The killer being able to see you isnt a drawback. No Mither lets you get up as many times as you want, which while powerful isnt as powerful as being able to see the killer at all times. It needs a serious drawback, and 95% aint it.

  • @SquillDBD said:

    Just to add on to the key one, the person who brings a key into the trial should be moriable.

    Ha. Amen

  • @SquillDBD said:

    I don't think you realize how slow 75% is, that's the movement speed of being intoxicated. I would be okay with 95% like the huntress add ons.

    You mean for OoO?

  • Because hes a big name that is critical of the game in the killers favor. If youre a survivor main that wants to send a message to the ddvs hes the perfect target

  • Now that I'm thinking about it, Corrupt Intervention would have to be completely reworked, as it's essentially base.

  • @MasterofSFL While I agree secondary objectives should be implemented, this idea of switches and regions isn’t it. The primary issue I see with this is that activating a region immediately paints a target for the Killer and cables just give a direct line to survivors, defeating the purpose of most information perks and giving them a massive bonus in the form of 1-3 more perk slots. Instead, I would rather your “Power Cable” idea be used, where the survivors have to couple and lock them into place (maybe using a randomized ↑→↓→). Cable Plugs spark after a gen has been completed, cables wrap around the map and there are 3 disconnected cables. Doing so would lengthen the time till the exit gates are powered.

    Yes, painting a target for the killer is actually the point. It requires the survivors to actually work together in some manner, and I'll give a few examples. 4 survivors split up at the beginning of the match, all 4 start working a switch. Killer finds one and starts chasing them, the other 3 activate their regions, that's 6 different gens that the killer now has to patrol to figure out which gens are being worked. If the survivors activate only 1 region at the beginning they can work 2 different gens while the killer is chasing someone. This is what I meant by interesting strats with plays and counter plays. But yes, the point is to slow the beginning of the game down and encourage engagement before things get rolling. A few minutes into the game and all regions will be active so it won't matter eventually. This could even be on a timer, 2 minutes into the game all switches activate for instance (just as an example). The major problem today is there really is no middle game at all as the first 2 to 3 gens are gone very quickly, this is because there's nothing stopping them from jumping on gens immediately. Unless I'm misunderstanding your idea adds time at the end of the game where it's not really needed. It's a neat idea, and it's certainly better than what we have today, but my point was to extend the beginning and middle portions of the game, not the end.

    Currently two survivors can do a generator in 47 seconds. It takes 80 seconds to do just one by yourself. This basically eliminates the need to work together. Slowing generator speeds directly shouldn’t be the move, I would propose instead that working with 1 or more survivors a stacked effect is applied that (actually) significantly increases skill checks, reduces the range to hit it and after a certain amount of failures (say 6-X {X= Survivor count on gen}) the generator stalls. This would help slow down overall generator progress, without actively nerfing the time and discourage 4 men on gen. Do that and rate decreases for generators can be easily placed in.

    Yes and 47 seconds is way to fast. If you hit a survivor, just once, and that survivor just runs straight, it will take you 20 seconds just to catch back up to them before they play a pallet. That's almost half of the time you just gave. This is a problem. A big one in fact. It's why gens feel like they're to fast because chases take so long. Keep in mind, in order to 4k a killer needs 24 stabs at base before any healing takes place and assuming unhooks occur. This is literally impossible against good survivors. Now maybe what I suggested is to much (between the gens and the other things in chase) but we won't know until it's tested at a high level. The issue I have with your suggestion is good survivors don't care about skill checks, they'll hit them all day every day. Doesn't matter how fast they come.

    Speed also effects both sides, the suggestion isn't JUST about slowing down gens, it's about keeping them from being to slow and freeing up the meta for different perks to be run leading to a more interesting game. There's no point in Freddy (as an example) in running a forever Freddy build since the gens can only get so slow to begin with. Might as well run something else.

    Chases shouldn’t be touched, if you’re slowing down generator completion and adding in a new secondary objective, short chases will just amount to easy wins by killers more often than not.

    I disagree, and for all the reasons I mentioned in my original post and above. Cutting those things in half may be to much, I honestly just threw numbers out, it would need to be tested and refined of course. But as the game is now, today, any survivors that aren't escaping with AT LEAST 2 people are simply bad survivors. It's on them that they lost, not anything to do with the killer. It's not even about skill, you just need to know how to hold m1 and hold w at the appropriate times. If all 4 members of the survivors know how to do those 2 things (again at the appropriate times) it's going to be very rare that they lose, and that's just decent survivors. GOOD survivors depip the killer every time, hence depip squad. And this is for all of the reasons mentioned. Gens are to fast (and honestly kind of boring), chases are to long, there's no middle game at all. And before anyone even goes there I'm consistently at rank 1 on both sides and have over 2k hours in the game. And I run solo on survivor. I know what good players and bad players look like.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678359#Comment_1678359

    lol, disagreeing is fine.

    When I look at your paragraph on totems, I see: the killer still has no say which perks use which totems, and survivors now have an easier time finding totems (the latter of which I think is part of your goal) once survivors know the game. But the biggest issue remains that "difficult" is extremely subjective and the difficulty of any singular spot on the map is also based off of rotation of map tiles, location of generators, and spawn points of survivors, all of which change from trial to trial.

    i.e. a 90 degree turn in a tile might result in no LOS unless the survivor is pressed up against the outside wall or LOS from across the entire map. One totem is harder to detect than the other. Furthermore, while I support the general idea of totem regions (you bring up regions in different paragraphs) because giving more advanced survivors more ways of being better is almost always a super cool idea, but I don't support static spawns because of how easy it is for a survivor to beeline for a potential hex totem at the beginning of the match without any thought whatsoever. On maps like Disturbed Ward (my favorite map for all roles except when the exit gates are powered), totems could start being reliably broken within the first 40 seconds of every match if a killer decides to just bring a hex totem and no hex-support perks. Additionally, your solution still requires the devs to hand place all totem spawns, and even if a killer thought, "It would be so much better if my totem was X place instead", the killer can do nothing about it. My solution aims to remove the need for developer fabricated gameplay and instead give more agency to players much like The Trapper's traps.

    Having a totem break because the killer placed it in a bad spot or around a hiding survivor is a much better feeling than the sort of helplessness that comes from seeing a randomly placed totem from across the map break just because a survivor spawned near the tile and thought to check it. This last point about how it feels to have totems break is the driving force behind why I decided to even consider reworking totems in the first place. Your argument seems to be much more about having the devs balance totems themselves while mine focuses on making players feel like they have more impact on their matches. A conversation about, "wow, we couldn't find it even though we were trying to watch and see if you stopped to place a totem somewhere. Nice job hiding it!" sounds so much more interesting than "We couldn't find it anywhere and there was no input we could have gleaned at all from where you went. What totem spawn spot don't I know? I'm asking because that was really annoying."

    Hex Perks are always in the hard to find locations. This eliminates the chance of a survivor happening to find it by accident.

    My argument is a time issue. From what it sounds like you want the killer to spawn in with no Hex Perks active and physically go around and place them, that takes time and would be quite annoying honestly. It's a game play issue. On top of that the killer could keep the totems in his pocket until there's only 1 or 2 gens left. Which honestly is pretty op in some cases (disadvantage in others). And I wasn't looking to balance totems, I was looking for a way for the system to work better than it does now (which is a pretty low bar).

  • Interesting, I wonder if I can get him to review this thread and incorporate some of the ideas

  • @Header said:

    This sounds great, but i have some small issues with the perks:

    Brutal Strength: I think 20% is ok

    Thana: a bit much but why not

    Pop: I think it can still last 45 sec

    Noed: I hope this cant spawn in a very easy location

    Enduring: ok

    Dying Light: ok

    Fire Up: ok

    Gear Head: ok

    Undying: ok. idea: Undying doesnt remove the tokens when a hex gets cleansed, but instead that hex does it itself (Devour Hope would lose 3 tokens when cleansed, Lullaby 2 tokens and Noed 1 token, every other Hex perk none)

    Unnerving Presence: ok

    Predator: maybe make them brighter too?

    Overcharge: ok

    Stbfl: this sounds awful. should be more like "every time you hit a survivor that is not your obsession, gain a token (up to 6 or so) and lose 3/2/1 when you hit your obsession. every token increases your movement speed by 1% up to 6%. If the last survivor is the obsession, you see the aura of that survivor." or something like that

    OoO: i like otz's idea more

    Adrenaline: ok

    Ds: ok, maybe after repairing/healing for 1 sec and not instantly

    BT: i think it should still be connected to the Tr

    DH: ok

    Small Game: ok

    Lightweight: ok

    BK: ok

    SS: ok

    No Mither: sounds like a ######### legion perk but ok

    Wake Up: ok

    Vigil: ok

    Dance with Me: 5 sec should be enough

    Diversion: maps got smaller so it shouldnt go below 30 sec

    Breakdown: seems a bit much. maybe make it 5 minutes and the hook gets revealed in white to the killer during that time

    Distortion: 5 should be enough

    Solidarity: ok

    Flip Flop: 75% seems a bit much. maybe show the killer that the survivor has it (like Boil Over) and/or decrease recovery speed by 20%

    Fixated: 75%? thats way too much. maybe 20/30/40%

    Camaraderie: just make it go slower while the killer is close. also remove the aura

    AMN: 3 sec should be enough

    (has nothing to do with the post but why not)

    new killer perk idea: after you hooked all but one survivors, the remaining survivor becomes the obsession and gets revealed until hooked (or dead). if you hook that survivor, the survivor that hasnt been hooked for the longest time becomes the obsession (and repeat). the perk deactivates, when only 3/2/1 survivor is alife

    Yeah I just came up with something random for stbfl. I just think it would be op af in its current form given the other changes I made. Your idea works too but i worry it might be op when stacked with pwyf. Maybe if theres a cap to how fast the killer can move too (like gen speed and healing speed caps) it could work.

    What was ohtzs idea for OoO? Dont remember and if its better it should be in here

    Thank you for the feedback :)

  • @Kind_Lemon said:

    in reply to your YT post, easier has always seemed to be the motto the devs live by when balancing, and that's gotten us where we are now. Place-able totems is by far not the easiest solution, but as far as I'm concerned, it's the right solution for the long-term future.

    I just disagree. But thats my opinion, youre welcome to yours. I like the rng aspect, but it needs serious refinement compared to what they have now, thats why i gave the solution i did

  • @UMCorian said:

    Yes, I get it... all the gens popped in under 5 minutes and all I got to do was hook Dwight because he mixed up his teabag button with his pallot dropping button. I'm a terrible person.

    "Entity Displeased" - thanks. I thought the match sucked too. Take the damn pip and STFU.

    Can we get another message here? It's not like when a Survivor gets Moried three minutes in because someone without Borrowed Time says: "Hey, let's unhook in front of Insideous Bubba"... the game then says: "Match Result: Bad And You Should Feel Bad."

    /salt

    After 1k hours you realize how broken the game is and you stop caring what the entity thinks

  • Scott Junds recent video agrees with one aspect of this post. Ohtz agreed with other aspects. Hopefully people see this and up vote it to get the devs attention


    https://www.youtube.com/watch?v=jGFY2GeetfM&t=28s

  • @ClickyClicky said:

    First of all this is not 4%. It's far too common for that. It's basically every other game now, in some games multiple survivors are doing it - no luck offerings or perks btw.

    Secondly it's probably the worst of all second chances. Why? because it's free. Doesn't even take a perk slot, it's just the game slapping you in the face.

    It's getting to the point where I'm having to face camp survivors just to make sure they don't jump off. If they can find hatch it's basically a free escape.

    Yeah i had 2 kobe within seconds of eachother once. I gave one of them hatch just cause i was impressed

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674299#Comment_1674299

    Common misconception. Ruin will seriously end the game if the Survivors try to power through it and let it survive.

    All the Killer has to do is create one messy situation that draws everyone off gens to completely reset all the progress. Get one Survivor hooked and another slugged. And the last two won't be able to afford to finish their gens and essentially forfeit all their progress

    True. Obviously its better to get rid of it.

  • @gatsby said:

    I roll up to every game with Detective’s Hunch and Inner Strength. And you’d better believe I end up cleansing every single totem by the end of the game.

    I almost feel bad for Killers that run hexes against me because they’re just giving me more points and my build more value. Most people think Ruin/Undying is crazy overpowered... I just think it’s extra bloodpoints lol

    The point is hopefully youve done enough damage (getting hooks/pallets) before its gone. Nobody expects it to stay up the whole game and nobody cares how many points you get. The truth is if survivors split up to work gens these perks do nothing.

  • @kornrad_711 said:

    Anyone else have this problem? You go against a really good survivor team and they do gens quickly and efficiently. They finish all the gens and you know your not gonna win the game at all so you head straight to gates and open so the survivors can leave and you can finish the match quickly. But instead they sit their and t-bag until you get close to them or the EGC timer starts to run out.

    Why do they do that I've completely given up but you still want to waste my time by t-baging I don't get it. (I didn't even tunnel, camp, or slug all game.)

    Next time tunnel camp and slug. If youre going to get tbagged anyway might as well do what you can to win

‹ 1 2 3 … 69