Avatar

Lewyx

Lewyx

About

Username
Lewyx
Joined
Visits
50
Last Active

Comments

  • @sk1913 said:

    The DC penalties system has changed nothing. I played 4 game in a row and the first survivor that went down suicided on hook.

    So what is changed? Nothing. Killer get less points. Survivors get a difficult game.

    Pretty good job so far DEVS.

    For my experience most player killing themself on the hook are the first being found and hooked by the killer and that's when it really ruins the game for everyone, if this player didn't have the ability to kill himself right away the overall game would be more enjoyable, i wish everytime i queue up i shouldn't expect a potential 1v3 game.

  • @Orionbash said:

    If there's perhaps one thing survivors and killers can agree on it's that Freddy is seriously overpowered. There's nothing really balanced about him. You've created a killer that can shut down looping making for short chases, can teleport to survivor objectives and immediately shut them down with perks like BBQ/Pop, and the only form of counterplay survivors have against him is to run to the opposite side of the map and remove ourselves from the dream world. Which, most often, by the time Freddy gets to you again you're already back in the Dream World. And if not, he'll just smack you once and put you right back in. So what's the point?

    Now I understand that when Freddy was released a lot of people were excited to play him, but he was OP, and was nerfed into the hole. And I understand that a lot of people ignored him afterwords because he was just incredibly underpowered. Which is why I suspect you've yet to touch him aside from a small percentage nerf. But you need to do something. I, admittedly, used to just D/C upon Freddy games as there's just no point to playing them. The only time I'd D/C mind you aside to give a fellow survivor hatch in a game where the killer stalled by constantly slugging to ensure a 4k. But now I'm forced to play against him and just watch as my teammates, who lately have been newer players with fewer perk choices get stomped on. The only times I win against Freddy is when I'm in a highly co-ordinated SWF group or my teammates happen to be SWF. And I don't think I'm alone in that sentiment as stats show that Freddy has an almost perfect kill streak as per your latest stats release. With the ruin nerf he's been played more too because killers know that he's basically God-tier and has no barriers to usage I like solo queue. It adds another dimension to the game. I shouldn't have to play SWF all the the time for one overused, overperforming killer.

    Anyway, it's time. Please nerf him. I know you guys know that he's insanely OP, even despite that little nerf to his add-ons. I'm just surprised it hasn't been done yet.

    "I shouldn't have to play SWF all the the time for one overused, overperforming killer"

    Killers also shouldn't have to play Freddy all the time to compete against overperforming SWF groups.

  • @DamienDuff said:

    What is the most boring change you think happened in dbd ?

    I've witnessed all the patches and updates since the pig DLC

    I've seen alot of perk changes and add on changes

    but the most funny and ridiculous change I've seen so far in dbd is the new instructions add on change live now in PTB

    ( you don't get skill checks while repairing with a toolbox) which now lasts for seconds LUL

    I just wonder who the f cares about not getting skill checks for few seconds LUL

    I mean unless youre smoking or drinking something and dont want to press space bar, you can still set it to mouse 5 or something LMFAO what is this ?? what an idea for an addon OH MA GAWD LUL

    i guess this addon got changed like this to counter the new Gearhead perk that show you the gen where a survivor just got a good or great skillcheck after you got two hits as killer.

  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099035#Comment_1099035

    Read that wrong I thought you said deny struggling on first hook not first hooked survivor but I don't see what good that would do. Anyone who quits on first hook for legit reasons or not puts the rest of the team at an advantage. Which was also what I was referring to with my second comment. Scenarios where you 4% if the team is all slugged or also hooked are rare but clutch.

    that would surely sucks if you have a kobe build like luck offering and slippery meat and get hooked first but what can we do to prevent someone to kill himself on hook in the first minutes? i don't think we have a perfect fix for this situation.

  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098975#Comment_1098975

    They would have to account for deliverance and also that would screw up those rare games where the team is all in a bad spot and one guy yeets off hook and saves the day.

    For the first guy hooked of the game there is no deliverance because he is the first being hooked so he couldn't get a safe rescue to active it.

    I don't see what kind of situation your are reffering to, unless the killer decide to slug to one hooked everyone but this is extremely rare imo.

  • Devs could remove the ability to attempt escapes for the first hooked survivor, that would atleast prevent actual 3v1 games.

  • i really dont understand people comparing killer and survivor perks, they are two seperate role with different needs.

    The aura reading from BBQ is here to force killers to leave the hook areas and focus on hooking everyone once while WGLF is just a perk to boost your total bloodpoints after each safe hooks/protection hits. (they changed it to any unhooks to safe unhooks a while ago to prevent hook farming).

    i understand the perks have similarities and WGLF need a bit of love from BHVR but that doesnt mean they need to be as strong as the other as i said at the beginning of this post.

  • Object of obsession and insidious

  • i don't see dead hard as the core problem about bear traps, bear traps effect shouldn't even affect the trapper to be honest as every other killer in the game, the hag dont trigger her own traps, neither the clown get intoxicated by his gas, .

    Bear traps have already a fair amount of counters, disarming them or in some situations dodging them, seems like enough to me.

    @BloodMoneyMerc said:

    So everyone knows about the trick to getting past Trapper's traps just by dead harding over them. Not only is this unfair, it literally makes no logical sense. It is unfair because a survivor basically can completely ignore a trap & extend the chase they were just in. Trapper gets screwed because then he either has to take time to pick up his trap or has to find a different route to continue chase. Not only that, it would be physically impossible in real life to do this to a real bear trap. Dead hard is a dash forward, not a jump, so it doesn't make sense how they wouldn't still get trapped.

    I know the ability grants a brief period of immunity to the survivor, but honestly that in itself is so stupid. In general, dead hard shouldn't even negate attacks as it makes zero sense. There are times where you go to hit a survivor & they dead hard either into you or through the area you're hitting at but dead hard trumps the attack registering. I get that is kinda the point of the perk, but in a real situation like this that would never be the case. Dash all you want, if you get hit with a weapon you're gonna get hit lol. Point of this thread is just that dead hard is a far-fetched perk concept.

    P.S. I'm not saying Dead Hard is OP by any means. I kinda think it's crap because I just wait out everyone's dead hard anyways. The perk should be just about either trying to make the killer whiff or to reach a pallet/window faster in order to avoid being hit. There shouldn't be an invincibility factor to it that isn't logically correct.

    I don't thing logic has anything to do in a game controlled by a supernatural creature called "the Entity" it already defy all real life logic.

  • 120px-IconPerks_luckyBreak.png

    Edit: Lucky break, best perk in the game (in my heart).


  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034705#Comment_1034705

    What unbalanced things are survivors "abusing" exactly? Do you mean "looping"? Do you think BHVR intended survivors to drop every pallet they come to and go to the next one?

    wait are you trying to make me say things i didn't? or maybe you want to hear? i'm confused here, do you call using an window with no entity blocker and no bloodlust "looping"?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034681#Comment_1034681

    So what you're saying is only survivors got better and killers just...?

    I'm saying that at his period almost nobody abused those unbalanced part of the game until survivors inevitably learn how to use them at their advantage, that's when killers had to get better and adapt to their opponents.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034459#Comment_1034459

    Not at all, maps definitely need to be made smaller, ebonies/iridescent heads/insta saw billies could use with some toning down.

    But these things hardly make the game unplayable, the game used to have LITERAL infinites and killers still played well, it used to have instant healing mid chase, it used to have instant BNPs, it used to have instant mories and players still did well.

    Players are just too lazy to actually play decently and instead stick their perks on and have an easy time, as soon as their crutch is gone they instantly know they won't be having their hand held.

    but you forgot the fact that years ago when the game was in this state survivors used to be TERRIBLE compared to these days, looping and time efficiency was not even a thing, people played this game without caring about anything and just enjoyed it.

  • @TheMidnightRidr said:

    I, being a Quentin main, enjoy Quentin’s voice acting, but his screams are odd. On one hand, he has kind of a deep, true scream which sounds good, then on the other he has like a squeaky teen voice scream. Every time he screams like that I’m just like.....”dude”.

    https://youtu.be/vzpebu_g2Os?t=186 this one?

  • @aerafield said:

    With the upcoming Ruin changes it's completely overdue that Decisive Strike will no longer be this annoying crutch that it is right now. I know it's supposed to be an "anti tunneling perk" and I dont mind if I get hit by hit because I immediately chased the unhooked person... but what I do mind hard is if I get hit by it because a survivor did some cocky stuff right in front of my face like repairing a generator a minute after he got unhooked already.

    The changes this perk needs to turn it into a true anti tunnel perk are simple:

    • activation timer from 60 seconds to UNLIMITED
    • DS gets disabled immediately if the unhooked survivor 1) got fully healed, 2) touches a generator, 3) sabotages a hook, 4) cleanses a totem or 5) heals another survivor

    This perk is not an anti tunneling perk atm. It's basically a "you are a god for 1 minute now. enjoy." perk

    I really dont like the idea of an unlimited DS only disabled by certain actions, this can lead to sabotaged games by people making sure they dont lose their precious immunity. example: Not going for a save or a doing a gen after getting saved, and wait your teammates to die one by one to finally get in a hatch situation with a "get out of jail free card".

    the idea of disabling DS after someone else get hooked seems to be the better option preventing situations similar to what you said.

  • As the last survivor we really need a button "Concede" that automatically sacrifice you in the game and save your bloodpoints. then we could potentially think about removing the "Quit game button".

  • yes sometimes i almost miss the old DS, how many times you will down a survivor who just unhooked someone, ( notice that you intentionally focus the unhooker) picking him up and guess what? you get DS'd:"#########,i guess i tunneled then". Those situations are quite frequent especially when you chain hook survivors quickly.