Killbutton
Killbutton
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- Killbutton
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Comments
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@nodforkiss said:
i yet to find a fun killer to face against according to survivor mains.
Hag, Gunslinger, Pyramidhead, Nemesis. Those are the 4 I don't mind.
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@I_CAME said:
People keep whining about the remote hooking but the pallet breaking is definitely way worse. Once the event started I was immediately reminded of how obnoxious it is. Things that have zero counterplay should never be in the game. I've died so many times because there was literally no play for me to make due to being zoned with this ability. If anything shouldn't return it's this. It makes the main resource of survivors completely worthless. I have no idea why they think bringing it back is a good idea.
I hate both. Both are ridiculously overpowered.
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I was so excited that they had a new outfit for Bill. After dealing with all the sweats and a-holes, I don't even want it anymore. I don't bring cobblers in to get tunneled out of the game and get the normal amount of bp. If anything, this even makes me not want to play at all.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2735864#Comment_2735864
Pinhead's "I came" is coming back in the next patch.
This is an acceptable trade. I approve.
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Can we at least get Pinhead's "I Came" line back?
People are saying it's blackface and racism, when it was probably just a bunch of ######### teenagers being ######### teenagers.
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I know OP was being a pretty big jerk, and a lot of what he said about smash and other games trying harder isn't exactly correct, but he did have one solid point: the game relies way too much on other franchises to keep it afloat.
To be fair, there are plenty of original killers, and they're all pretty cool, but the trademarked killers are the ones with the power to draw in new players. I'd taken a break from the game myself, then returned to it when I heard Cheryl and Pyramidhead were introduced. One character made me, a person who said, 'never again' say 'well, maybe just to check it out'. Step back, and ask yourselves one question: if the trademark killers never happened, and original killers took their place...would this game still be around?
Not once in the evolution of the game have we received another game mode, or alternate win conditions for survs/killers. So much potential overlooked for the sake of cosmetics-items that don't even influence the game, swag made of code and nothing more. Maybe...maybe it's time for something new?
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Yeah, I know all about that lack of social interaction...
I'd heard the Trickster wasn't really that bad.
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Hide near her motionless afterimage. All else fails, it's a good laugh.
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@Pulsar said:
I was on the For Honor train a long time ago. Stopped when the Wu Lin came out. Hated Shaolin and how he has 400ms side lights. Painful on Console.
Trickster is pretty bad, pretty much everyone agrees he's bad. OoO is not in this PTB patch, but the DS nerf is and it is pretty good.
Shaolin's lights do piddly damage now, and they recently did the ccu update which balanced combat overall. it's in a decent spot, you should reconsider picking it back up!
@Yords said:
Trickster is sorta fun looking, but incredibly weak and he didn't get very good changes after the PTB. As for OoO, I have not seen any news on its suggested nerf.
Not gonna lie, excited for the OoO change. It looks like a nerf, but with all the aura reading abilities killers have, it's a secret buff.
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Do we really even need flashlights? Just give them a single charge taser or something else they can use to shock a killer into dropping a pal.
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@ZtarShot said:
Post again it would be funny please
I was legit triggered until I realized what number it would make.
Nice.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821771#Comment_1821771
You're supposed to reply to him, not post another comment on your own thing.
My first three words, 'That's pretty sound,' was a response to him, followed by idle conversation.
#########.
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Hot daaaamn, that's a good question! Yeah, what's the 'bar' defined as, and where do they set it?
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That's pretty sound. I'll be running Spine Chill from now on, I have a feeling I'm gonna be seeing more jumpscare Myers...
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Only advice I can give, from the console perspective, is make sure you only press the button once when you're going by, otherwise it'll vacuum you in.
Personally, I love the perk, it's a nice distraction during chases and not have scratch marks ever minute or so is lovely.
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Ranks are there to give the illusion of competitive progression and milestones, much like battle passes give repetitive multiplayer games the illusion of depth of content. It's illusory bragging rights.
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As a survivor, it's rough to play on. hopefully they add some pallets or retile a couple parts. Until then, stay stealthy everyone.
As a Killer, it's free real estate. Benny Hill me now, you little bastards.
I would like to point out, though, each ma is supposed to be its associated killer's preferred hunting ground, and Wraith...well, you can see him coming for miles on New Autohaven.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1783216#Comment_1783216
"You mean, players doing game objectives to win games is unbalanced" u can technically dilute all balancing issues in pretty much every game to this.
Well, the issue of balance comes in when one side does a base game objective better than the other side. But, players doing tasks necessary to win the game, in itself, isn't unbalanced.
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I just wish it did more.
Played a kyf recently and tried out plague on Hawkins- nice enclosed map for a practice run. Got a couple sick, but they never cleansed. So, they just ran around, puking and looping and rushing gens. I felt like a Doctor with less map control. Even the add-on that lets you see puking survivors for 5 seconds didn't really help. I think if it at least exhausted them or slowed them it would be nice, give them a reason to cleanse.
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Why was this thread closed?
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@FrustratedKillerMain said:
How can you say the game is fairly balanced? All survivors need to do is split up and do gens. They'll win over 90% of their games utilizing this strategy
You mean, players doing game objectives to win games is unbalanced?
Snark aside, there's plenty of perks to slow down gens. Plus, if you get rid of a survivor, it slows down progress as a whole.
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THAT's what keys could be used for, to unlock doors from the other side to trick killers!
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If that's Doc's only problem, I think he's in good shape. It doesn't matter that the survivors sees the hallucinations; what matters is I see the hallucinations.
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It's not about winning- it's about not losing.
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The kill zone could even have it's own aesthetic, like a sacrificial altar or ritual circle. Yeah...this could work.
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I want to buy Plague so I can puke on teabaggers- the noblest of goals.
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I'm just curious if it's actually helped at all.
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@Zeromadcoil said:
https://forum.deadbydaylight.com/en/discussion/comment/1735644#Comment_1735644
People like this are the real problem. Giving toxic players the go ahead on their behavior just beeeds more toxicity. Eventually the toxic players will cause the mass exodus of non-toxic and casual players causing the games, ANY online games, untimely death. Throw blame at the people who disapprove of this behavior if you want, it doesn't change facts that having fun is one thing. Being toxic is something completely different and its unacceptable.
Yeah, for me he lost credibility the moment he used the term 'snowflake' in real conversation.
Also, yes, people shrugging and saying, 'that's just how things are' fixes nothing. So what if the effort doesn't fix anything- at least try!
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@Milo said:
If the passive are too strong then they create metas.
If they're too weak why even bother adding them to the game?
You have a good point, my only real counterpoint would be to point out we already have metas, and even then I concede we shouldn't add fuel to the fire. At least, if they're too weak, they can always be buffed later on, better to start weak and get better over time.
@Deadeye said:
I think it is great that survivors are all equal. They are a bit different in size and how loud they are. Bringing in game mechanics will most likely create another level of imbalance they would need to address. Unless you make it a strong passive perk and remove one of the 4 perk slots, which again would kill several builds.
You have a good point too, although I don't think it would be necessary to remove a perk slot if the bonus was balanced enough. I'd rather the passive been a handy bonus, rather than a must-have to play the game, i. e. making Dead Hard David King's passive- that would definitely be a detriment to game health.
In truth, I just want playing a Dwight running a stealth build to feel a little different than running a Nea with a stealth build. Right now, it just feels like buying a skin on a battle royale- cool for a little while, but eventually the allure fades.
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@Todgeweiht said:
Hey, not a bad idea! What if they made PHs terror radius 24 meters, but made it so that his knife could be heard from 32ish meters?
Yeeeah, I love that!
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I'd rather they address the more agravating aspects of the game, rather than bring out another killer.
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Man, they can take ALL the perks out if they want, as long as I don't have to run in a ######### circle anymore.
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Hehe, he...you said boobie.
I do agree though, I'd rather have some auric cells or something.
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@MrLimonka said:
Because every single game has to have an option to leave the match. There are literally no games that don't have this sort of option.
Maybe we should strap players to electric chairs and force them to play every single match until the end? That's a good idea, right?
I mean, it works for mobas...kinda...not really...
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One time, in a kyf, my buddy used urban evasion and hid behind me the majority of the game, like a pebble between my buttcheeks.
I believe this answers your question.
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@WestX said:
https://forum.deadbydaylight.com/en/discussion/comment/1724217#Comment_1724217
Its not quite that, there's a certain radius around the hook that trails can't be placed, they'll vanish instantly, but you can still get around it, most hooks are in areas you can still completely encompass with a trail if you're smart about it.
Ohhh, good to know!
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/1724211#Comment_1724211
LOL it is not our responsibility. 1) ignore players if they do toxic stuff. 2) its on the devs to work out mechanics that are not toxic, not us.
It's everyone's responsibility. We all lift together.
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If I remember correctly, the traps used to be in lockers. I wouldn't mind seeing a revised version of that return.
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@TheClownIsKing said:
Trying to lay Rites of Judgement Trails around a hooked Survivor.
Why are you doing this?
Why are you wasting your time?
What are you doing?
Are you suffering from a head injury?
They, like me, probably didn't realize until now that they disappear faster around the hook.
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All you people saying "i don't care" better start caring, because any player lost is a blow to the health of the game. This game's hit the five year mark, and unless younger players are being introduced to the game through older friends (or have Game Pass like me and happen upon it), DBD's not getting many new players to keep things fresh. Get enough players aggravated to the point of leaving, and the game dies, and I don't know about the rest of you but I'd like the game to stick around.
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I like it. I hope the survs can hear it too.
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@Theninjajesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1722754#Comment_1722754
I keep trying to dig my emotions out with a salad fork but my pre-frontal cortex keeps getting in the way. 😄
In all seriousness, appreciate your backup. And counter-playing toxicity with more toxicity doesn't make me feel great. I think it's the fact that I can't retroactively gear up a Mori for a team that was already sh-tty to play against. At that point I'm just taking it out on the subsequent team. I don't feel good about that.
I don't know. Behavior seems to be of the "gear the game to survivors" mindset, which makes sense from a raw numbers perspective. You need four times as many survivors as any one killer. But that makes killers service providers in some ways, and if we're dispensing murder-based customer service, then Behavior needs to up their game to cut down on survivor toxicity.
That's not to say that killers aren't toxic, of course, but (going by Dwight's earlier comment) it seems much more endemic in survivors.
If killers are murder-providers...toxic survs are Karens. That explains everything.
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Just pretend it's Call of Duty.
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@DetailedDetriment said:
Killer might be more frustrating, but at least it's not boring af.
Truth, it's why we start playing killer in the first place. I agree, though, the toxicity is rampant.
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Just turn your emotions off- say, "brain, end emotions.exe", and POOF, you'll be a killer robot.
...what do you mean you can't turn your emotions off? Oh, right...because you're human, and that's okay.
Hang in there, man. I made a frustration rant the other day covering pretty much these same issues. Also, don't be afraid to play a little dirty to get a point across- things like an early-game mori tend to let survs know you're not messing around, and puts them on edge.
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I think all these issues, both from the survivor and killer standpoint, would be fixed with a reimagining of the game.
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@GoshJosh said:
Counter arguments: I am using Urban Evasion to hide in the exit gate area to bide my teammates more time/further assist them if needed. My teammates have Empathy/Bond/other aura reading perks, and don't know where the exit gates are.
Or more directly: push the survivors out of the trial, and it's all over in a matter of seconds.
I'd rather just give the survivors the same exit gate indicator the killer gets.
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@kazoie1 said:
Best I would say is for picking up people get used to turning your model to look at walls so that they cant blind you. If they blind at a vault/pallet use your ears to find where there going as you can usually hear them running away or if there injured their moans of pain
my main flashlight beef is blinding me when I'm trying to pick a survivor up, so I immediately drop him without a chance to fight back.
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You know what, I am affected by it, probably too much. That said, if you allow people the chance to take a toxic action to establish some sort of superiority over someone else- even if it's imaginary or virtual- odds are they're going to take it. So, don't give them the opportunity. Also, if it doesn't affect the game, but alleviates emotional duress, why not do it?
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Spies from the Shadows- so, so underrated.