Megatome
Megatome
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- Username
- Megatome
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Comments
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'I'm more inclined to just DC'
Then DC.
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The Yamaoka bloodline is eternally cursed because of Kazan. I wouldn't be surprised if somewhere further down the line we get a third addition to the family.
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@Hunefer said:
Mine is Whispers, I like the mechanic of the entity actually whispering in your ear when there is a survivor nearby and it makes me feel more like a killer who is probably pretty stupid but still has that rudimentary understanding of what the entity says. Of course, if you take the game serious, its better to watch the Icon, but still, the mechanic is well made. Also its description is cool: "It's unclear as to the motivations of The Fog, but it is undeniable that it often takes the beast's side."
Spine Chill and Whispers are both pretty good.
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Oni has pretty intriguing lore.
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@Megatome said:
https://forum.deadbydaylight.com/en/discussion/121309/so-the-entity-is
It's an aggregate sentience that feeds on suffering-- Vigo refers to it as an "Ancient One", clearly a term that is well-known on the planet he comes from but not to us-- but Vigo seems to think that even that's wrong. So it's up in the air.
To clarify, when I say an aggregate sentience, I mean it's more like the Entity's Realm isn't the realm the Entity resides in-- but rather that the Entity is its realm.
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@grayon444 said:
It's some demonic time breaking , dimension travelling plant from hell or?Is it one of it's kind?
Are there any other demonic plants like the entity?
How long was it there doing it's thing?
It has so much power.What is she gonna do with it?Start taking over dimensions? (Which the archive kind of already suggests that it's happening.)
I need more lore, it's freaking spice.
It's an aggregate sentience that feeds on suffering-- Vigo refers to it as an "Ancient One", clearly a term that is well-known on the planet he comes from but not to us-- but Vigo seems to think that even that's wrong. So it's up in the air.
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@TheMonadoBoi said:
I won't change your mind, Legion IS useless.
However your build is pretty damn awful my dude ngl.
NOED is useless and not only hinders you it promotes a bad play style and prevents you from getting better at the game. BBQ is probably the worst aura reading perk and I would change it for Nurse's, but if you're running it for the BP i guess it's okay. And Brutal Strength is terrible on 80% of builds, a good perk combo for Legion (and most killers actually) would be Nemesis + PWYF since the extra speed is very helpful to increase your map pressure. I'm All Ears is another very underrated perk (and a bit situational too) but it can be useful with Legion in certain maps.
In what UNIVERSE is BBQ the worst aura reading perk in the game? It's the best aura reading perk in the game for killers. Do I actually need to explain this?
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Here's a fun thing I just discovered: Once you get a single character, survivor or killer, to prestige 3, the message seemingly stops appearing for all other characters.
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@betelgeuseyes said:
I'm relentless. for example, I hooked someone right next to a gen which was almost done, so I camped there. someone saved them when i was right there and I got the person again and got the kill.
Now this person is messaging me trying to tell me that I'm a bad player but in my eyes I'm a good killer.
so what am i supposed to do now? let them escape? I'm a little annoyed about this to say the least...
Don't force rules that don't exist upon yourself. There's no secret credo for killers.
I can give you some helpful game advice advice pertaining to your situation, however--
Generally speaking, you'll want to comb the immediate area around a hook to check if there's a survivor literally right around a corner waiting to unhook. If there is, great! You can start a chase and forget about the person on the hook. If there isn't, great! Expand your search area and go look for other survivors.
It's generally unfun and, I think, boring to just slap someone who just got unhooked. That person goes back on the hook and goes back to waiting to be unhooked. Meanwhile, there are at most two other survivors working to progress the game by doing generators. As a rule of thumb, if you don't know where people are, assume they're doing generators.
As a side note to the above paragraph, some especially altruistic survivors will run a perk called Borrowed Time, which effectively lets anyone they unhook inside your terror radius take a free hit for a short duration. You never really want to risk slapping someone if they've got borrowed time, so it's better to make a healthy survivor become injured.
If one person comes to unhook another person, you know that half of the survivors in the game aren't progressing the game. The person who was just unhooked is injured-- they either need to waste a variable amount of time healing or risk staying injured to do generators. Meanwhile, if you catch the person who unhooked, now THEY'RE injured and that's half the survivors in the game wasting time or risking going down.
If for any reason you run into a survivor who just got unhooked as they're running from the hook or you comb the area around the unhook (you didn't see the unhook) and find that survivor, there's not much you can do at that point. Survivors have a bad habit of unhooking their teammates and then not creating a diversion for them or even healing them, just running and hiding and leaving their teammate to die. If the survivor who was just on the hook is the first and most immediate person you run into, don't feel bad about downing them again. You're just punishing bad teamwork.
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@projecteulogy said:
https://forum.deadbydaylight.com/en/discussion/comment/946627#Comment_946627
Imma flag this for trolling because you failed to even be on topic.
You are literally the problem with the current killer meta. Enjoy those increasing wait times because people get tired of getting camped and/or tunneled. You get way more points for hooking everyone over and over. Don't like it, don't play. You tunnel or camp? I'll DC/suicide and move on to the next game. Don't care if i get banned either, because BHVR lacks any and all principles when it comes to coding the game in any way shape or form of having fun. Their spewing out DLC and Cosmetics with a broken game with more bugs than a dirty bed.
The topic is irrelevant in this specific instance-- if you're being tunneled, it's because whoever unhooked you didn't peel for you. Even the nicest killer will tunnel if you're the only person they can find. If you're being camped, congratulations-- the duration of one survivor's hook is enough for three survivors to finish practically every gen on the map. The killer doesn't win by camping the same way survivors don't win by running in circles.
So again, I say, Next!
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@DomnulCioco said:
Straight up tunneling and camping, ruining the game fun. At low level games, you either run like a pro or get caught and stay facecamped to death. It honestly ruined my last 2 weeks of play.
If tunneling and camping is ruining your time you're playing the game incorrectly.
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This thread is ridiculous, so...
Proximity voice chat. That is all.
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@NullEXE said:
I'm a Killer main. There is a massive hole in balancing, and it's all because BHVR refuses to add the same tools for everyone to the game. I don't care if you think "but I don't want to listen to some 12 year old get mad at me all game over voice chat", or "Nobody will use it anyways". Thats the only point of tough luck that should be included when playing as a solo player in a game where you are expected to be a TEAM with 3 other people. I'm tired of getting steamrolled by a 4 man SWF because BHVR only balances the game for solo survivors who play like potatos because they don't have even a morsel of the information that gets tossed around in a 4 man swf game.
Once you give the same tools to all the survivors, then you can balance your game so that Killer is actually a power role, and not have this ridiculous game ruining divide between the solo survivors and the SWF's.
a correction: add proximity-based voice chat already because that would be way, way, way cooler.
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@LOA said:
I dig it. Prestiging is a joke for most characters. Some of them look really cool all bloody, not so cool that it is worth it though.
I just don't like the bloodpoint grind, honestly. I'd rather keep my killers and survs with all of their nice rank 3 perks forever after finishing leveling them, but my adhd compels me to make the Bad Message Go Away.
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@Megatome said:
In the words of one Mr. Scott Jund: The biggest problem with Dead by Daylight is map design-- maps like fractured cowshed's massive links of jungle gyms and those really long safe pallets, disturbed ward's entire central building (the main offender), wretched shop's... shop, the god window on suffocation pit... yeah.
but also, hey, maybe make a handful more viable killer perks, yeah? I'm so tired of the same stale killer meta.
I made this sound like map design is only bad in the FAVOR of survivors, but it can generate in MASSIVE detriment to survivors as well. it's just ######### in general.
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@Headlock said:
I've been thinking about this for a good bit
Now as it goes for my understanding the current game is a lot better than the past version of the game. But how can we make it better?
Maps.
I do believe that maps right now are the biggest issue. Loops that spawn right next to each other and some maps that have no loops at all or dead zones. along with spawns for totems but this is mainly older maps. God windows are also a need of fix IMO, just a doorway would be nice. The loop can be strong but some counterplay would be fun.
Perks.
A lot of underused perks along with very very strong perks on both sides. I'm sure that both sides hate having to see the same thing over and over. I understand there is a meta but I think we should have different builds or perks that combo really well It would be bit fresh air in this game, instead getting a new skin. We could see what perks that don't get used and buff them a bit.
Killer powers.
I do believe that over time we have gotten better killers. so many amazing ideas and killer powers have come from the devs but looking back on a lot of killers like wraith, clown, trapper or pig and watching them get outshined by better killers like hillbilly, oni, nurse and so on. I'm not saying buff them out there skull but its been a good bit now. some of these killers have been cut and dry. Let's shake things up a bit.
Survivor objectives
It would something new or amazing to bring into dbd with something still pushing to there end goal of escaping the game.
Like gens that need parts/gas that is on the map or different type of exit gate.
PTB's
there should changes and we could test them on the ptb with the servers and the feedback we can see what's fair and unfair. or try buffed killers or perks or different ob
Or have community ideas or input with the game.
In the words of one Mr. Scott Jund: The biggest problem with Dead by Daylight is map design-- maps like fractured cowshed's massive links of jungle gyms and those really long safe pallets, disturbed ward's entire central building (the main offender), wretched shop's... shop, the god window on suffocation pit... yeah.
but also, hey, maybe make a handful more viable killer perks, yeah? I'm so tired of the same stale killer meta.
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Mm... I don't think so. At the very least, not for the amount of time you're proposing. The most such a power should go up to is maybe, MAYBE 20 to 30 seconds. And even then such a thing is iffy.
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A lot of people have given out a lot of feedback surrounding this system. And I'm here to tell you my personal answer.
Don't implement this system.
Hi, I'm a killer main. And I'm here to tell you that Dead by Daylight is a video game where when you get hooked, you can just #########. Nothing would change if you implemented a DC penalty. In fact, the game would just get worse-- because you'd be punishing all players for the game being buggy as hell, as I'm doubtful your system can differentiate a ragequit and your character clipping into a generator and being rendered immobile.
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@Avilgus said:
Did you know that the benefits of SWF come from voice chat ? An external tool ? There is no reason to generalize these advantages, already BS, to everyone...
I used to think this. But let's be real here-- Dead by Daylight is not a game that benefits from the extra immersion granted by not having voice chat. The developers used to think this way, but it's evolved beyond that and they've accounted for it in the past. it's not bullshit, it's just people accounting for a feature that I personally think should have been in the game for survivors to begin with(proximity voice chat would be very cool).
That being said...
@SkeletalElite said:
The gap between solo and SWF can easily be solved with an update to the HUD. New HUD will have the following information
- Totem Counter
- Action a survivor is currently doing (gen,healing, totem, in locker, ect.) + progress bar (can just be a rough estimate rather than exact)
- Chase indicator (already exists for the obsession, should be one for all survivors though)
- Terror Radius Indicator (activates on any survivors in the killer's terror radius)
This would make SWF more comparable to solos in the most important ways in that it enables solos to make a decision based on what their team is currently up to. Your teammate just got hooked and both other survivors are on gens that are almost done? Guess I'll get the save. This is one aspect that makes an SWF much stronger than solos. SWFs don't fail to get saves because they assume someone else will do it and SWFs never send too many people to unhook unless they plan on double healing.
An SWF also always knows when the killer is chasing one of the others in their party and therefore know that they are safe to get things done without worry of being interrupted. Additionally a terror radius indicator can be used to roughly estimate the killer's location, but not anymore than SWFs are capable of doing already. To some extent it will also help to tell the rest of the team who the killer is (someone being chased but not in the radius? Must be a stealth killer I need to lookout.)
The totem counter is something SWFs know, if one of them cleanses a totem, they'll tell the others and so everyone knows how many totems are left.
All of this is information that is available to all SWF teams for free. By adding this information to the HUD of all survivors, the game can be more balanced. It is very difficult to balance the game when you have 2 types of players with radically different power levels to balance around. By putting everyone on an even playing field the killer's can be buffed and designed in ways that are fun and fair for all players, survivors and killers.
giving survivors this much information by default would create a miles-wide gap between killer and survivor. if you're doing SWF, you have to communicate this information verbally or no one would know it. a totem counter is practically worthless, we call chase indicators 'whether or not a survivor just got wounded or not', and, hey, a terror radius indicator already exists in the game. it's called using your ears and listening for the heartbeat. not to mention that you wouldn't want to overload new players with a ton of information they have no idea how to process. the game's HUD is minimalistic, and I think it should stay that way.
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@rickyray101 said:
I've played way too many matches where the killer would camp their hexed totem because the survivors could cleanse them. It's annoying enough if it's hex ruin or devour hope but to make more salt in the would they won't leave the totem if they see where it is. If survivors can't see exit gates or the hatch without a perk it should be the same for killers running their hexes.
I'm not sure if you're being serious or not. If a killer is camping a totem, just ignore the totem. The killer is wasting time being in the proximity of the totem that could be spent hunting down survivors-- this isn't problematic, it's just bad gameplay. You're playing incorrectly.
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I used to argue that swf was cancerous to the game because it broke immersion, but seeing as the game has evolved beyond just being hide and seek and the devs have adjusted for that, there wouldn't really be a difference if they just removed swf-- if you ask me, at least. you'd just get less meme lobbies where people constantly run circles around the killer and die because they were too focused on saving their friends and dunking on the killer than doing generators.
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@Megatome said:
Some perks have percentages and numbers associated with them. Others don't. Please provide numerical values for all items and perks to make your game make more sense and to bring them in form with the perks and items that actually give numerical values. That is all.
To clarify, I meant to type that perks have hard numbers while items and add-ons do not.
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@LOA said:
Which perks, for instance? Just looking for you to expand.
Botany Knowledge clearly states that you receive 11/22/33% additional healing speed. Self Care clearly states that your healing speed and efficiency are reduced/increased by 50% / 10/15/20%. Meanwhile, while dealing with items and add-ons you have to deal with terms like 'slightly', 'moderately', 'considerably', and 'tremendously', leaving players to have to rely on dataminers to receive actual numerical values. It's counter-intuitive and frustrating.