MrGrizzly
MrGrizzly
About
- Username
- MrGrizzly
- Joined
- Visits
- 191
- Last Active
Comments
-
@SammiieK1991 said:
My my we do have some salty players both survivors and killers today 😂 literally rage quitting and reasons for.you guys are cheating and I can't chase you.
Okay.. well don't use the trickster then!anyone else find it frustrating to have rage quit both killers and survivors or just me that's bothered by it?
Survivor mate DCs? I get bothered by it yes, killer DCs are just hilarious to me haha, though as a killer when a survivor DCs, same thing basically, it's hilarious.
-
@Terro said:
I feel like there's some strange placebo effect going on. I haven't really noticed an increase nor a decrease in "tunneling". Whether you use the term loosely or strictly there hasn't been too much of a change imo. Not to mention the fact that there are some people that swear they're hard tunneled nearly every game or a large percentage of games.
The only thing I've really noticed is that the killer is less likely to slug now. Surprisingly, I've actually gotten more active use out of DS now compared to before, although I haven't used it enough in the past for a good frame of reference.
As for trickster, I think the main problem with him is that there's no real interactivity between both sides. If you get downed by him quickly it's generally your own fault. At least he feels pretty fair to play against once the initial shock wears off. He just doesn't have the agency to try to force survivors into a position where he's at his strongest. In this sense, even trapper is more interesting to play against once you get used to playing against trickster. Then again trickster might just be rare enough that it'll be difficult to learn how to play against him.
Well first up it's like the first days, you won't notice much change.
But I'll assure you, when playing killer that eventually "oh no, I tunnelled a healthy survivor after hooking 2 others" will be UNLIKELY to happen now, and that's a very very big change.
Also you only feel more change when playing the changes.
For ex Blight and Wraith, I've been playing them and they are SO MUCH FUN now.
So before judging changes, try and play them :)
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2067083#Comment_2067083
I’m currently running Calm Spirit, Fixated, Iron Will, No Mither. It’s a pretty decent stealth build that counters a wide range of detection and tracking abilities.
Why aren't you running the most OP perk out there:
Distortion
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2067113#Comment_2067113
I think you missed the message there, it has nothing to do with you having the perk or not; or the old DS or the current one.
As for balance I never said anything about that, just that maybe the skill check isn't much needed, which honestly hardly affects balance and is just a thought anyways.
You are jumping the gun a bit.
You mentioned "changes" so I'm assuming DS, literally nothing happened to the tunnelling conversations EXCEPT DS.
You are also assuming that killers tunnel even more after these "changes" (So DS got changed, everything has to do with DS if it's changes about tunneling now), that it creates this "big" problem that could create an "uproar" which all could be fixed with DS if it's that big of an issue for you, so this whole "tunnel" - "no tunnel" balance will be fixed eventually.
I never mentioned the skill check thing, but imo it can stay, it's not that hard to hit.
-
@[Deleted User] said:
Honestly I feel given that now it ONLY works if you are being legit tunneled they should get rid of the skill check or something at least.
Also killers need to stop taking these changes as an excuse to hard tunnel people because if you keep doing that, you're going to create a really loud uproar and cause some other change to come along that you might not be so happy with; so please behave lol.
So just use DS again? It's literally an anti tunnel perk. If there are tunnel problems again, people will bring DS again.
It's a balance that'll come overtime, it's too early to "be balanced" yet.
-
Agreed, but this whole argument is flawed with the upcoming nerf like 20 other people already said. Next one.
-
I think legion is fine, try to abuse the fact you can catch up to survivors after hitting them in frenzy, to block important windows like shack's, or even pallets.
Not seeing auras of gens and totems is really just a temporary thing, and with your power you usually can't afford to travel to a 2nd gen anyways, so you'll know where that first gen is with survivors, more aura reading is not necessary.
Sure the reduction of half your gauge after hitting a survivor seems a bit too much, I agree, but I tried STBFL on him once and it actually worked out well, I just turned into a M1 killer in that match but it was pretty fun, and you always only need to hit the obsession once, because you usually have a frenzy hit on them first. STBFL was really just a clutch for the many times survivors save in front of you, they never expect STBFL. But I did notice how useless it can be to use my power sometimes, though I admit I may have M1'd too much in that round.
Anyhow, hitting a survivor with a power penalty is usually not that bad, you got a hit which usually means they were already hit by frenzy, so then you hook them, but in the few situations that you hit someone with frenzy, target someone else and you couldn't catch up, it's really the fault on you for not knowing you can't reach them or being too greedy.
Legion is an easy killer to learn, but with the few things going for him makes him hard to master, and honestly I'm fine with that. It's not some freddie or spirit disaster, easy to learn AND master, which plagues all the ranks nowadays, but it's good to have some of these killers once in a while. I'd rather them trying to change the twins, it's a new killer that has things going for them that was clearly not intentional, I'd say.. cough slugging, camping cough.
P.S.
For all the people that say his addons are trash and his cooldown sucks, shave off an ENTIRE SECOND (Do not tell me that's nothing) with cold dirt and joey's mixtape, I've tried it and it was surprisingly pretty good.
-
@FFirebrandd said:
When viewed from a particular lens, this chapter is kind of bringing out 3 Killers.
There's the obvious one, Trickster.
Lots of people never played Wraith due to how weak he was without add ons. Having Purple Windstorm be base kit along with his earlier buffs helps that a lot and you'll probably see him a whole lot more.
Blight's ridiculously low PoV caused lots of people to not play him because it was too easy to lose survivors behind short obstacles. Those changes will probably result in seeing him more often than once every 2 weeks.
THIS, I want my wraith buff.. I want to see with blight for once, and honestly new perks: I'll take em.
If this update contains no bugs (I highly doubt it) then I'd be happy with anything at this point. Trickster is like a ranged legion, so when I get another 9k shards I'll probably get the guy for him and his perks.
Also if the DS nerf was added into this, then YES PLEASE, GIMME UPDATE NOW. Thank you.
-
Plunderer's, item hunting has been more fun, you can enjoy your teammates urban evading in the bushes whilst you are rich in items, all worth it! (Don't forget the easy escapes with the occasional purple / pink key :) )
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2038011#Comment_2038011
It's what I want to see, tbh: if there's really be more spirits etc, or if the game would get more relaxed.
LBH: Bubba and Freddy especially have a gameplay that is too easily exploitable, which also lead to their high pickrate. They're iWin buttons. Pig and Ghostface are better balanced, and michael is michael.
Why even target licensed killers? How are the others you mentioned that are fine gonna do something in that weekend? You're calling Bubba and Freddy "iWin buttons" whilst nurse and spirit are arguably the best 2 killers, who aren't licensed too.. nurse is free too. I do disagree with the iWin buttons, for Bubba. That man has way less potential that Billy imo, if you're good at curving and baiting at loops, you can end chases quickly, and with high mobility makes him a VERY good killer, whilst Bubba fails at loops with good windows without bamboozle, but he doesn't have the same high mobility as Billy so he is a pretty easy but basic killer.
Freddy can be horrible if you want him to be, but ehh.. he's probably the only licensed killer I really have a problem with, PH got what he needed, Pig is not OP, GF is annoying to reveal but that's really it, and that's it I think.
-
As someone already said, if you are solo Qing and run (basically mandatory) kindred, see the Bubba Facecamp™, just do gens... if I'm on the hook, I'll wait out those 2 minutes for you guys to do gens, so please do them.
-
I feel like people's most frequent answer is "to win" but is teabagging after DHing and DSing, gen rushing the heck out of the killer, clicking your flashlight in the exit gates really a win? (Sadly for many people)
Seems like a cheap way to win imo, wins for me are when I loop the killer for so long they decide to facecamp me, without any meta perks that feels even more rewarding, sure some (is an understatement, I know) perks don't have that much value in some games, but sometimes when you use DS the "intended" way (anti tunnel), do gens and don't have a camping&tunneling killer, DS technically had no value aswel, prove thyself whilst doing a gen with someone else would technically have more value, or running resilience, or even dumb things like repressed alliance would have more value..
Perks are all for situations you think are hard to deal with, I think? Don't take this as fact, just my take on them.
As a survivor you shouldn't rely on them, but also shouldn't ignore them. They're a helping hand, not a horse that carries you all game, same with items, or they should be at least but things like DS just changes how perks should be working (reminder: MY OPINION).
If DS was used, and could only be used, in a way that just ensures "anti tunnel", that'd be amazing for the game.. glad it's already being worked on huh.
OoO, same thing. And it feels like killers are having their things nerfed but also buffed, which evens it out, with the exceptions of some very outdated kilers, and no No ED is not a crutch perk, just an ensuring one killer perk, and a full team wipe out if the team is stupid enough to try and be altruistic with the hex still being up.
TL;DR
Winning by getting carried by perks and items is just boring to me, and isn't considered a win in my book, and I wish more people shared that opinion with me, since not alot of people seem to he doing that haha (Again, they shouldn't, just for the sake of my fun and non repetitiveness I just wish it was).
-
@Orion said:
Absolutely not. That would make it rewarding to miss blinks.
Agreed, with this stretched res going on you can easily navigate yourself to the survivor, no point in precise blinks anymore lol.
-
@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028103#Comment_2028103
They have a power, which requires you to mess up to playing instadown (bubba can be juked, ghost face looked at, Micheal just don't let him stalk you by LOS blockers) the perks that allow for insta downs ( devour- it's a hex, make your choice- they have to be 32 feet away for it to work which is more than enough time to run, noed is a hex so totems, I can't think of anything else so please tell me if I missed something).
All these have counters, that don't rely on you giving up pressure. Please tell me how Ds doesn't rely on you to slug (remove pressure form the hook) and UB doesn't stop you from slugging forcing you to hook in disadvantageous positions.
Soul guard doesn't have a down side, plus it gives resilience for a bit.
Tell me how DH has a downside (no, it's cooldown isn't what I would class as a downside,most perks that have a cooldown do a lot DH isn't an exception). Deliverance I agree, and that's balanced.
But killer has noed, for second chance perks that's not a lot in comparison. And it can be countered rather easily .
So maybe get the killer some more. Maybe one like- once every 80s if they miss a swing it hits anyway.
Or how about. Once a game, you can kill a survivor who's at least on second hook phase. Only one. And they have to get them downed .
You know, a killer second chance perk that doesn't have counterplay.
The killer needs counterplay though.. sure this is an asym game but the point of it is that it's still "fair". The killer has (atleast) 1-3 chances (So survivors) to use these "second chance perks". Devour: can down a survivor, and mori them whenever, downside is that it's a hex, but undying works with it now. Imagine if there was a perk or addon that acts like these "second chance perks" that doesn't have a downside... cough cough iri head, belt huntress cough cough. See where I'm going?
Also the examples you suggested as "real second chance perks" are just TERRIBLE;
Every 80s you get a free hit if you miss? Removes any skill in this game, even if there was a range it'd still be too overpowered.
Also instantly killing a survivor on death hook and need to get them downed? Seems like a waste of a perk instead of using mori. To make this an "actual second chance perk" as you call it, make this 1st hook and it seems that we're back at the old mori days.. not good.
Every insta down perk or ability NEEDS counterplay, or else this game just creates a worse meta than at this moment, it will not be healthy for the game: Every game will consist of DS/UB and the killers with their insta down no counterplay perks / addons, do you really want that?
DS is gonna get a nerf, OoO is gonna be reviewed soon too, those crutch perks aren't gonna look as appealing soon.
But a good point why survivors need these crutch perks is because a killer is (almost) always gonna win a chase, which leads to "easy" tunneling, DS is the perfect counter to keep the game healthier, the offense part is just not good, hence the nerf! Unbreakable is to punish slugging, aka wasting survivor's time because they made one mistake... It's just not fun, isn't it?
If you can actually suggest a(n) (existing) perk that has no counterplay, can be considered as a second chance perk but is "fair" to use by the majority, I'll gladly discuss it.
-
Oh man.. wish this was a thing, it's probably because of a connection issue or something.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2028129#Comment_2028129
Yeah I heard all killers want to disable survivors ability to move. Pretty sure every killer is saying that, which just proves killers are toxic.
There's a huge god damn difference between toxicity and entitlement, many killers AND survivors are entitled, not toxic.
It's not to correct your wrong use of words, it's to point out to the majority of people that think having an entitled opinion is toxic, thank you for listening :).
(Edit: Of course they can be toxic, but 99% of the "toxic" situations are just simply entitled)
-
@Lil_Liaaaa said:
It's so infuriating that matchmaking is still dogshit. My last 10 games, More often than not i had green/grey allies and the killer is purple or red rank. HOW. how. And before people r like "rank doesnt equal skill" it doesnt, sure. but grey rank megs who stand by a boulder all game until crows form against red rank nurse doesnt feel fair.
Hits still sometimes dont make sense, several times ive both hit someone through a pallet and have gotten hit through a pallet. I also dont understand how someone can still hit things through windows, it makes very little sense .
The client is STILL horrible. Like what is the plan for dead by daylight because i literally only see "######### we dont need to change but we're changing it anyways" and "a new meg cosmetic"
First off, the "rank doesn't mean skill" doesn't mean that statement is correct all the time. For ex a red rank legion can easily be bad because how easy his emblems are, same with other killers (But for real, do a grind and with most killers you hit at least purple rank).
So yes matchmaking is ######### atm, and no one says red ranks vs brown ranks are fair, we ALL want this to change to some MMR system, but even then that seems scary because of how bad it was before.
The dedicated server hits seem very fair, another common issue that doesn't seem to be ever fixed.. heck it seemed to worsen.
Also the cosmetics team and coding team are as you read two very different teams, enjoy your time in the fog, the pain only lessens with time!
-
As people pointed out, the W gamer strategy is really only "unacceptable" (/s) on midwich + OoO. Like seriously, if you have no high mobility, they are basically invincible, ranged killers like plague and huntress can just not line up a good shot unless they're very close, because huntress is even slower than an average killer and plague just does not have the range and still needs her actual power to down you.
I'd say killers like blight, billy, twins and perhaps deathslinger can only really effectively get the OoO, and that's not counting the other OoO's that are maybe in the game! (Also OoO sees indetectable killers when they are on your screen, the perk lights up, for some dumb reason)
But in the end, what are your flipping chances to get this matchup? Once in a purple moon, it's that rare! So W gaming is not a problem, just a serious distraction :).
-
I usually have kindred on in solo Qs, so I base my judgment on the situation on that perk, wish it was basekit.
-
@Science_Guy said:
Tell us more about how much time you save running to the Basement for Pharmacy, or running around half the map to find the last totem for Inner Strength.
Bring a medkit or yellow medkit with the extra brown charges addon is most of the time enough for a game.. saves you in total of 32 seconds compared to 2 selfcares (Without any slow down perks/addons/statuses).
Also OP didn't mention any of those arguments you just said, you just mentioned them to make self care look better.
Inner strength is also highly underestimated by you, if you find a totem, then do it and save it for later, it's an EIGHT second heal, x4 faster than self care, and can be done at many situations, sure this perk is useless if you don't find a totem, but 70% of the time doing gens is a better time investment than: Get hit, self care, use empathy or bond to tank a hit and self care again.. you just wasted like ATLEAST 100 seconds of time doing that, just do a gen and you control the game way more than simply saving a hook state. (Also logically if you just happen to find a totem and don't waste your time looking for one, and heal, that saves 8 seconds compared to self care that can take up way more time with sloppy, etc..)
I'm not saying self care is useless, heck it's a fine perk in SOME situations, but overdone is never good.
-
Adept killer achievements are just a tedious amount of work with lots of luck bound to it (Accidental proximity hook camping, DCs, toolbox teams, etc).
Idk why survivors get to have such an easier time, it's not that there are that many more survivors than killers, atm there are 25 survivors and 23 killers (Including the latest PTB).
I hope they change those achievements, but hey it's not like it's a game changing thing so they probably don't give two poops.
-
Agreed, wiggle is everything BUT an advantage to survivors, ;)
-
Uh.. first of all, the gates do NOT open, only all the gens get completed, which is a whole other story.. opening the exit gates is not easy sometimes with how easy to camp some gates can be.
Second of all, if the last survivor couldn't even get the hatch and has to do the remaining gens to THEN open the gates, that'd be literally impossible, and it'd punish solo Q survivors that get bad teammates with no DS that get tunnelled early game.
So, no, this idea is just objectively bad, plus a hatch as "last chance" is still luck based, you can't count on it except if you had it early located.
-
Yup, happens to me alot too. The times it happened I didn't seem to be able to unhook them, aka we lost the game. Dbd in a nutshell ey?
-
@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2019212#Comment_2019212
The issue isn't the over heat I haven't over heated yet but its finding a practical time to use it to down every time I've down someone I've seen 5 situations where bubba can do the same but easier
The point of bubba is that it IS easier, the difference is that billy has so much more map pressure with his high mobility.
I'm not a regular billy main so other things I can't really say things about but that's the gist of him, I see other streamers / friends play him fine so I guess just "git gud"? No offense, but with most these "pls buff"/rant posts I just see a lack of skill, not that I'm any better though haha.
-
How... tier 70?? My man how much have you slept haha, I'm only at like 33. Damn.
-
@Zeus said:
I face this issue as well. All the devs need to do is remove requirement for mashing space until they come up with an alternative. Get rid of it please.
The mechanic of the cage of PH is way better imo, or that you'd have to hold a certain button, instead of smashing it. And if you released the button for say 10 seconds (To give time for lag) you insta die, since it's an actual strat to ######### on hook to get the other surv hatch, as many people do. (DCing is also a, faster, way haha)
But yeah this struggle thing is super annoying if you don't pay attention for like a few seconds, scrolling with the mousewheel is the only reason my fingers still work.
-
Yea for some reason when a survivor loops you well around a hooked survivor, it's called camping.. it's the survivor's dumb decision to loop me that close to someone hooked, but no apparently I should just walk away and give them easy hooks = Survivor Logic.
-
The chase is fun and all, but recently I got my enjoyment out of plunderer's instinct, cuz I'm sick of seeing survivors run around in random circles with my kindred, so might aswel gamble those few seconds on a potential cool item (:
-
Why isn't there some afk timer for the killer? Survivors literally get crows when standing too still for too long, a same mechanic should be applied to killers (Like say a 5 min timer), the killer gets 0 BP, deranks, the survivors get the bps they earned but have a guarantee safety pip.
-
I will bully ANYONE that selfcares 10 meters of me while I'm on hook, claudettes are just most of the time that kind of person, but I appreciate any claudette that actually does gens!
-
@odra said:
https://forum.deadbydaylight.com/en/discussion/comment/1878379#Comment_1878379
in this game mode there should no hatch or gens. your mean to escape is getting the vehicle works, that mean you need to distract killer from guarding the vehicle
Perhaps say this is a suggestion for a gamemode.
-
Keys aren't impossible, but they sure aren't making the game easier.
What I usually do is TRY and tunnel the key holder, tunneling is usually a good but scummy trick, but key teams deserve it (Esp with hatch/map offerings).
The key holder usually is the best looper, but that doesn't mean the other guys are good at looping too. Tunneling anyone fast out of the game keeps ALOT of pressure, so be a scumbag at 5 gens, tunnel the ######### out of them, they'll try and take hits but that's 1 person less on gens.
Though tunneling is a good strat, scummy sure, it also can make you waste time on people that don't do gens, so you might come into a situation where you tunnel to 2 gens, and now they only need 1 gen to open hatch, so try and keep patrolling gens, give out some hits and then tunnel, the game isn't that easy haha.
-
Yea I'm sorry, no.
Wrong game for this to be a thing, honestly the game mechanic ideas are fine, it's just how some are executed, is the problem. DS is a "fight back" perk and people don't like it, how do you think people will take bats, clubs? They'll scream and complain. And we, and them, don't want that.
-
@Roobnus said:
https://forum.deadbydaylight.com/en/discussion/comment/1874138#Comment_1874138
Again, a bad matchmaking doesn't really make the game itself unbalanced. If you apply that logic to Apex Legend, that game is also unbalanced because you could play against Apex Predators (top 1000 players) while you're a noob.
The skill difference of the players in a match does not represent the balance of the game, that should be kinda obvious?! The lack of skill lead to an unbalanced match, you just said it yourself. So what exactly is your point?
Oh yes, just put words in my mouth. Never said bad matchmaking makes the game unbalanced, ######### quote me if I did, because I sure did not.
If you don't know how to read, I was making fun of your point, that bad matchmaking usually leads to an outcome of a match that's inevitable, and that's you losing, even IF you're oh so skilled in the dead by daylight gaming, you can't do 5 gens alone when all your teammates get downed in 3 seconds, and your team might not even do gens when you loop a killer for supposedly 5 gens, but none popped. So these ARE situations where skill doesn't matter on YOUR side, but it's the "fault" of your teammates, you've been dissing soloQrs for whining that they get unfair matches, because they're entirely right, because they could not have done anything to prevent getting "bad" teammates in a match.
Also killers that supposedly whine because they're o so unskilled, but they are a new player that goes against a red rank SWF, like how can you say to them "should've been more skilled bro lmfaooo", that's just rude and unfair to say. Now if they compete against similar experienced players, lose and whine about it, using the "git gud" argument is completely fair. Because in this situation no one in the match has an advantage (ignoring all items, maps, perks, etc) so if you lose, that's on you.
So if you're just gonna say and basically be an insane person and not read what the hell I'm saying, I'm gonna make an anology for you because you seem to have issues with that:
You study for a test, and your friend has it too, you compete for the best points, in two examples.
The teacher gives you both 1 week to study. You get less points than your friend, and now you whine about it, the teacher says "Don't get all whiney now, you had the same amount of time as your friend, it's your fault!"
But now, the teacher gives you only 1 week, and your friend 2, you get less points than your friend and you whine about it, someone (So what you're arguing with me, Roobnus) says "LMAOO just get good idiot, it's your own fault", the teacher says "I'm sorry! It was not fair, your friend got more time than you, so the test was unfair done, you couldn't have done anything!"
Anyhow, respond all you want, I'm not responding, if I can't even change your opinion then you're just another entitled person that's so good at this game that they can diss anyone that lost even if they couldn't do anything about it.
-
#########, my lack of skill got me a red rank killer with brown rank teammates. Guess I gotta git gud.
Nvm I can just get hatch.
Oh wait that's also RnG.
-
How is BBQ a crutch perk? There was even a whole thread about BBQ being a "crutch" perk and like 95% disagreed. BBQ has so many counters that most survivors got conditioned to regurarly counter it by going behind gens, go in lockers.
It's really only meta because well aura reading is still very good, but the double BP is just awesome. It's not a crutch perk, it's an aura reading but also reduce your grind perk.
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1872276#Comment_1872276
idk what if you run my version of iri head on rotten fields and you miss you have to abandon the chase to get your 1 hatchet back and by the time you get it back you lost 3 gens
Why abandon the chase, just get a hit in with your M1 and pressure gens or maybe even reload, you will eventually miss, it's almost inevitable.
Also rotten fields is just a horrible map in general for any killer, especially the corn. It's also just the fact when you DO hit iri head, you just ended a chase so fast, it's insane. In reality you only need 1 hatchet, it's just not everyone is THAT good at being huntress, but a few dozen hours on her, put the iri head and you're pretty much set, you do the iri head hit and half the lobby DCs.
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1872243#Comment_1872243
If I were to change Iri head I would make it so it trumps all addons so you can only run the iri head and nothing else so you get only 1 hatchet
Nah a little experience and 1 hatchet is enough, with iron maiden the addon is even more broken.
-
Well remember that DBD isn't a game, it wants you to feel what it's really like to survive, because soon you too will get sucked into that fog and start running for your life, with infinite stamina and exactly 4m/s.
-
Kindred is almost a must perk for soloQ, tbh.
Perhaps DS too, an obsession is always nice so no one gets tunneled into the ground, but not necessary.
Things like bond I like to switch with kindred too.
But for an actual build, I call this "SoloQ Gen Rush":
Prove Thyself: Not bad of a perk, encourages teaming on gens which is usually not good, but if you ever get 3 genned this can potentially push that last gen very fast.
-Better Together: Let people know
"HEY I'm here, don't ######### chase that killer into me" or "Yo I got some prove thyself, c'mere"Or instead of Better T: Kindred, so you know where you need to go, Bond also is a very good perk, but I don't like using both kindred and bond, because the power of bond is useless when kindred is up, so I'd rather have one of the two up.
-Deja Vu: A very decent perk, let's you know for potential tri gens, it helps you and teammates (because Better T) avoid tri gens, and just in general gens too, really good on maps like the game or lery's.
-Borrowed Time/Dead Hard/Iron Will: All good perks to help you or your team for general situations, Borrowed has good synergy with kindred, and dead hard/iron will is if they have discordance or any gen tracking perk, you can loop them easier.
-
@bgbomb said:
imagine complaining about vs a killer who act like red rank player when killer have to actually vs red rank survivor most of time.
Doesn't mean a rank 20 survivor deserves a rank 20 killer who deranked to bully brown ranks.
No person does.
-
@stvnhthr said:
This would be great if you could control Dead Hard. Right now if a killer hits you and the game turns you to compensate for lag when you Dead Hard you fly off in odd directions. With the wonky hit boxes I will dead hard and the killer will swing and hit the air where I just was the game will turn me and Dead Hard will run me right into a wall or some other odd direction.
This would not be great... this would just encourage this awful meta even more. I don't trash someone for using meta perks, it gets boring after a while to just know "Oh yep I'm not gonna hit them here and end the chase 20 seconds quicker, fun fun"
-
Hey guys don't worry MMR system is coming soon. Very reliable system don't worry.
-
PSA to all bubba's: please run devour, it's a better no ed I swear please switch them out, thank you.
-
@smart212 said:
Hey BHVR with all Generator defense perk now on nerfed. Why you dont give killer their rights to set their own location of totem (Custom). Since your random location very very predictable. My 2 hex totem destroy only 30 seconds almost on the first of the match when im facing a red rank survivor/purple. not okay
I've already made a post on this recently:
@MrGrizzly said:
**SO BEFORE YOU READ THIS ENTIRE WASTED POST:**
So before posting this, I found out how many possibilities it can be in.. and looking at the fact how uh, "resourceful" the devs can be on some things, I doubt this'll have even a chance of happening . But you know I didn't want to make this post to go to waste, so I want people to suggest other ideas instead that can take this idea on something else or make it easier in a way, anyways if you still wanna read it go ahead.
All killers basically hate having a hex and getting it cleansed like 20 seconds into the game.. literally some are at your spawn. If you don't, well atleast I do :).
So no you can't actually choose your spawn, all locations will be the same as they are now. But instead you choose which totems will spawn where, and your hex totem will still be a random chance between them.
How will you select the totem spawns? Make them for new killers always random and let them choose the spot somewhere in the menus, like when choosing killers you can go to tab "Totem Spawns" or something, and you can do so per map. Perhaps have 3-5 presets per map, since I'll explain why there are other reasons than to just choose the hard spots. Also it should have a minimum distance between them of course, having like all five at one part of the map can be abusable as you can just have a tri gen there and protect your totems or just make all the adjacent totems be non selectable. I also imagined how it'd look like: it's just the map of the trial from an above perspective, having all spots marked where gens, chests and totems can be. And click the 5 totems you want them to spawn at.
Hex: Haunted Grounds, it's a good perk, but can be ignored completely because 1. the totem was never seen 2. the survivor was smart and saw it was like a trapper or something, so they wouldn't do it.
But what if you could choose 5 obvious totem spawns, and make it visible to all survivors.. "But that makes it so obvious, they still wouldn't do it."
My friend! Use this in your favour to bring in devour as well! Now they HAVE to do bones :). It's still a 1/3 chance that they can ignore your haunted, but it's still better than the chance they might've never found it!
But yes, it will mostly be used for killers to set the 5 totems to be in hard places, and some survivors will of course "memorise"/intuitively find these locations, like now, but still better than having a totem on a god damn hill..
So it does require alot of work at first, 35 maps, 15 realms, you'll need to like atleast make 70 presets for all if you want to do the 2 strats that I explained, but this doesn't like give you more of a disadvantage than now, you have the power to push the RNG more in your favour! And be honest, it's not fair to have one of your only 4 perks be eliminated like the first minute of the round, and if you actually disagree.. welp that's still your opinion. (Like it's somewhat fair I guess for devour, but really for things like third seal or lullaby? Those things don't deserve to be removed so early, or should become normal perks in a way)
What do you think? Is there an other way that's easier to fix this horrible RnG? Sure change the spawns, but like I said it's sometimes in your favor to have open hexes like haunted or retribution. So it wouldn't be fair towards them if they'd implement very hard totems (though I've see some busted totems before... like almost unseeable if you don't know the spot).
Or do you think this is "Too OP"? I think it's fair, new killers probably wouldn't bother doing this so new survivors usually wouldn't have a bad time in their ranks, since most of them don't know where most totems spawn. But even then hex is a "higher rank perk" since if you don't buy DLCs, you won't have any of them besides No Ed/ToTH.
You can go look at it and see my ideas. But I also knew how this can be so "difficult" for bhvr to do, it probably wouldn't ever be implemented, but we all hope for something in the end.
-
@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1866457#Comment_1866457
Well they are reworking alo5 of the maps the only map that may not have breakable walls are lyeres for a good reason
Well ormond got reworked, didn't get a breakable wall.
Also I'm sorry I made a mistake, autohaven does have a breakable wall. Still this perk would be very useless.
-
You know perks like balanced landing are map situational, but can still be used.
When will you use this perk on a map like azarovs? Or coldwind?
Even IF you could use it, when is there a time survivors are actually infront of that door. You'll just lose more time breaking a wall for no reason 99% of the time.
I'd like a breakable wall perk, but it'd be only useful if every map has an amount of breakable walls.
-
@TicTac said:
I know im speak only for myself and you have more data, but i just wanted to say it. I have 2300 hours since Aug. 2018 in DbD, so i play a good amount.
I dont know what changed, but i was level 63 after finishing the challenges, normally im atleast 69.
This makes a huge difference for me bc i dont like to grind the last levels. I know from experience that when i play a game only to grind for something with a timelimit, i see the game as a burden and stop playing it.
So when this stays, i will stop with the rift. When i stop with the rift, i will play less. When your intention is to keep players playing with the rift, its contraproductive for me.
I feel like the only reason I could've completed the rift was because I was pretty "new" to game. Other than that the next rift I'll probably barely get to 50 if it gets THIS grindy.. Even then this one I barely did it with the extra week and 20 free fragments. But hey I got my main legion a sicko skin so :) I'm happi.
-
@Jarol said:
The current HUD represents the essence of the old DBD, it does not deserve to be changed, then the lobby, the store, the title and i die.
Every HUD becomes a warm color like white and blue, with lootbox ads and every DLC even non licensed ones becomes auric cells only. Ooo oo they should make items in the bloodweb x2 as expensive! And then make the game free to- o wait...