No_Cluie_Louis
No_Cluie_Louis
About
- Username
- No_Cluie_Louis
- Joined
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Comments
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@MarbleThrone said:
same, keep getting stuck on 'Checking Platform Services' and then it says there is no network connection even though there is.
RIP servers
yup exact same for me
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update to anyone that cares i just tried the buffed no one left behind with desperate measures and the unhook is practically instant. legion should have secured one kill but we all got out safely as he had no time to interrupt or double hit me
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3075044#Comment_3075044
Nah nah nah. I think i have it.
Lethal Pursuer, Floods of Rage, BBQ and I'm All Ears.
On nurse btw
i really want to try this but i haven't bought onyro so can't use floods of rage. can't wait for it in the shrine of secrets
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This attitude is everything wrong with the game
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The nurse nerf was needed and if you ask me she's still one of the strongest killers. What you on about?
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I wanted to say bad and good. She's good because she's good at getting kills, she's bad because she's the least fun to play against
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how did WRAITH win this, he's one of the worst killers in the game. Everyone knows billy and nurse are top tier and have better perks than wraith
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why would anyone say nurse or huntress, especially nurse
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@illusion said:
I doubt it. So far the comments from the devs have been so one-sidedly biased towards "survivor fun", while essentially telling killers to "git good". I don't see it changing.
Yeh but to be fair, ruin wasn't fun for both sides because as killer if they found it instantly, you'd wasted a perk slot and had a bad game, and as survivor if you couldn't find it, you were very likely to lose. Making objectives harder now wouldn't really make it less fun for anyone as the problem would stop being luck, and instead skill, which is what the devs should want
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@Saitamfed said:
Well, it's true that ruin was a bandaid but BHVR won't buff a killer if they see a 70% killer rate. Now without ruin they will see that they have 40% killer rate or minus, wich is a good way to buff killers. The same happens with Leatherface. He is not a good killer but as a lot of players uses to camp with him, then probably his killer rate is 65% more or less, BHVR wants a 50% or closer to it. So, looking at the stats. A killer with a 65% killer rate Does need buffs? Buff means making killers stronger or more killer rate wich is the opposite of what they want to do wich is a balanced killer rate (50%).
Let's talk about Nurse, she's unfun to play at, that's why not a lot of players pick her, but as not much players pick her, there are no reliable data if she's underperforming/overperforming or just unfun to play with (because that's another thing, a lot of people think fun = kill rate, and they complain based on how many survivors they can kill).
Basically yeh to everything you've said, lets just hope the devs actually do something about it
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I honestly don't think the ruin change is bad, as long as the devs do something to respond to how it will effect the game. If they notice that killers are doing worse, and change how generators work accordingly, it will be better for everyone that the fate of every round no longer lies on how fast a hex perk is found
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yeh but statistics will show that killers can't cope without so hopefully they'll be a change to gens, so we no longer require ruin, and dont rely on a hex perk
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If you ask me survivor is more frustrating that killer, and i've played 1000 hours of both, but thats more because i feel powerless if my teammates aren't helpful, or the killer chooses to target me.
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you've got, to take into account that some killers have a much larger learning curve, and so the stats will show them as worse than they actually are. This largely applies to nurse, but also slightly to billy and spirit. It even applies slightly at red ranks for killers who are only playing these killers for their daily
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wow you knew my 3 least favourite killers to play against
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This post makes no sense. Your saying why nerf a killer for doing their job at killing well. Thats like brining in a survivor perk that allows survivors to do gens twice as fast and saying why nerf it iT hELps tHeM eScApe.
Then you said that there aren't enough killers in red ranks. Where as i've found that as of recent, killer que times are too long at all ranks, meaning we need more survivors and less killers
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still isnt good?
what do you mean still she was op and now shes just very good
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just played her 3 hours straight, 4k/3k nearly every game at rank 1 except when i was experiencing bugs (alot of them), or i was trying some of her addons. I completely agree i was shocked by how many addons were completely useless or the same as the old ones
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I much like the concept of the killer, however the first power is very similar to the legions and the second sort of encourages tunnelling. There's lots of potential around this kind of killer, he could even be able to phase between werewolf and human, or perhaps he becomes more human (weaker) the less he hits survivors, so he is very based around gaining momentum (becomes stronger as he wins more chases)
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spirit isn't op its just the hardest killer to counter play honestly and far too many people don't realise you have to play completely against how you normally would especially when she's phasing.
In my opinion prayer beads should bring a downside such as considerably reduced recharge speed of her ability as then you'd be very strong at sneaking up on people, but wouldn't be able to use your power as much in chases, so your sacrificing chase potential for stealth
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@[Deleted User] said:
I don't think she's "op" but I think she's incredibly frustrating and boring to play against.
Only if you dont know how to counter her
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):
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I'm always getting called a hacker when i find random people in lockers when they believe you have no evidence of them being in there. The thing is when you have as many hours on the game as i have, you get used to when people at all ranks use lockers and it has lead me to make some almost impossible guesses that were right
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I dont understand how they even find it fun to play like this like they just stand still
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I think hes already strong, and this is too much
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The killer is great
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@blue4zion said:
Bamboozle is a good one, and with the upcoming base pallet break it'll make loops much more dangerous for him
What do you mean upcoming base pallet break?
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its absolutely useless lol how on earth is it an ultra rare
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@Speshul_Kitten said:
You can’t nerf camping without forcing the player (Killer) to play a certain way. This action will drive away killers from the game.
To understand this you must understand the psychology of human behavior: It is human nature to hold onto something you think is yours i.e. the person on the hook. The main reason for camping is because the Killer feels they are losing a battle in which the only thing they own is the person on the hook. Therefore, asking the Killer to submit the hooked victim is like asking the Killer to give up something they feel belongs to them. It’s just not going to happen.
The reward must be substantial enough for the Killer to decide they will benefit more overall. Thus BBQ and Chili comes into play. The killer uses this as an opportunity to expand their overall gameplay output. However; this perk will only benefit the person on the hook if the killer feels like they might still have a chance to turn the tides.
The devs will not give greater rewards to a killer for not camping as this would cause imbalance in the rewards system. No reward is REASONABLY good enough to stop a killer from camping.
I hate it when people make this point. I'm sure survivors would like to play in a way that meant they aren't camped, or they can vacuum pallets. Wanting it doesn't make it fair
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The reason it's dumb is the max number of hooks you can get on the none obsession is 9, but that only leaves the obsession alive so its affecting no one. If you want maximum effectiveness, you hook everyone but the obsession twice, and then they're all affected by an 18% speed reduction, but the reason it's so bad is it's only for a tiny proportion of the game. I like the new concept but it's far too weak
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When you get better at mindgames, and therefore end up moon walking and swinging round corners into pallets, enduring is always going to be better than brutal strength. Newer players however always tend to respect pallets so its fairly pointless for them to use enduring so they use enduring instead. Honestly though i have 1300 hours and enduring is one of my favourite perks
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I dont like it as it discourages team play
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/626353#Comment_626353
Because who cares? It's just a thing to keep certain people playing. Ez bait, nothing more or less.
No he said not in THIS game, implying the achievements in this game are worse than other games. I was asking him what makes the ones in dbd undesirable to do
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@Shaped said:
I don't do them in this game.
Why, this is one of the few steam games where they're actually consistent and challenging, instead of just being given for progression
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The only fun dlc is the spirit
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It's stupid how hard it is
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@ClogWench said:
If the killer isn't skilled it should be no problem to loop him until a gate is opened
People always make the point of, its your fault if you';re camped, etc as you should just be better as a survivor. This is nonsense. The killer is faster than the survivor, and is obviously designed to be able to catch them. All survivors can do is waste their time. No matter how unskilled they are, a killed with noed will usually catch you
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@IceGod34 said:
I don’t think it’s stupid I think it’s great hey I love this plan hey in f13 the game the characters have different stats so why can’t they this would be so good
Sarcasm?
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@starkiller1286 said:
Though 2 percent may not seem gamebreaking if Meg would have hope whick boosts speed by 8% for 2 minutes when gates are powered she would be untouchable by 110 killers during endgame. Though the idea isn't that bad.
Like i said, my examples are bad, it was more the concept that i was suggesting
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@NoShinyPony said:
That would lead to less survivor variety in lobbies. And it would make balancing unnecessarily harder.
It would only lead to less survivor variety if unbalanced. Im imagining a scenario where the devs actually make something balanced, in which case it would encourage diversity
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Il add a suggestion. If the killer is in chase and in in proximity of the hook, the negative affects are cancelled, as the camping is justified
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Once i suggested a passive perk slot, that cant be picked and is fixed for that survivor
edit: less a perk and more like a trait. Eg healing faster for claudette, etc. The problem is there probably arent enough you could think of, so i guess survivors would have to have the same ones sometimes?
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@Chickenchaser said:
https://forum.deadbydaylight.com/en/discussion/comment/594945#Comment_594945
Sick of the cheating.
it would seem that you need to look up the definition of cheating
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salty
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@GraveHunter said:
I personally think that Trapper should start with ALL his traps in his hand/bag. I mean, if I go hunting, I also don't have all my traps scattered around the map... I need to place them first. I think that will already be a great buff to Trapper without much effort.
I get that but then it would be unrealistic to carry all of them. I think there should be code stopping the traps from spawning within a certain radius of the outer edge of the map, so they dont just spawn in the corner
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/592481#Comment_592481
We often make changes during or following a PTB based on feedback. Ghost Face received a bunch of changes during the PTB based on feedback and is now in a much better spot. The same goes for the Spirit. Following some minor changes, she went from being a little underwhelming during the initial PTB to arguably one of the most powerful killers in the game.
There are also some minor changes coming to Freddy based on feedback from the PTB. You can read up on them here: https://forum.deadbydaylight.com/en/discussion/77032/
(Towards the bottom, changes from the PTB to live and mentioned.)
Things like having a teleport indicator so generator aura perks don't get confusing while trying to teleport and the dream world being made darker come from community feedback. There may not always be time to do everything we'd like to do, but we do our best to get the changes in as soon as possible.
fair enough. The teleport changes were very needed, and i agree that the spirit changes were a blessing. I can see where you're coming from and maybe i was wrong, i just wish some changes would come before others
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@Peanits said:
It's not a matter of being ignored, the Trapper is on our to do list. We only have so much time to make changes with each update and we need to prioritize what we do. To use this coming mid-chapter as an example, we completely reworked a killer from the ground up. This takes a significant amount of time and doesn't leave much room for other changes.
We're constantly weighing our options, but we can't squeeze everything into one update; there's just not enough time. It doesn't mean we aren't listening, there are just more pressing issues that need to come first.
I guess that's fair enough, but take your ptbs for example: often you will get alot of feedback, but nothing ever changes from the ptb onto the live server other than bugs. During the trappers buff ptb, everyone said that holding two traps should be default but nothing happened with that. Also (though this one is a worse example), im pretty sure the majority said dream snares don't slow survivors enough, but as far as i can tell, nothing is being changed from the freddy ptb (correct me if im wrong)
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I wish they would just listen to trapper buff suggestions, there's been so many
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/592013#Comment_592013
It's slightly the playerbase in my opinion because one person made another person upset - They didn't consider the other player's fun just a little bit. This cause an avalanche of unfun games since players don't take each other in consideration.
Example
Nea got camped and got upset because the killer didn't give them a fair chance to escape.
Next game: Insta-heal with Tryhard perks.
The killer gets upset with her OP items because they didn't have a fair chance to win.
Next game: Iridescent Hatchets with some NOED.
The survivors get upset with her Iridescent hatchets because they got completely dominated.
Next game: They all use Insta-heals with Object of Obsession.
Etc... You get the point.
If the playerbase would come together, this game would be a lot better. However, I'm not saying it's solely the playerbase's fault, but we are partly to blame.
i totally agree with this. Two many idiots roam these forums with their one sided and misinformed suggestions, and most people are quite bad at the game too (due to the large learning curve. I feel like we need to listen more to those with lots of hours on both sides
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Its already a strong perk