OriginalName
OriginalName
About
- Username
- OriginalName
- Joined
- Visits
- 360
- Last Active
Comments
-
Legion is the textbook example of an M1 killer, so if you enjoy killers like that, you're almost guaranteed enjoy Legion. If you know how to manage your power (i.e. cancelling when you know you can't make it to survs across the map, body-blocking vaults or pallets while in cooldown), it's not super bad. Granted it's not the best power either but I'm assuming you know that before you play them.
Also haha killer go fast stabby stabby
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2259583#Comment_2259583
To be fair, you dont really hear his snarling and footsteps if you dont have any line of sight on him. His footsteps are one of the most silent ones in the game.
Besides, if you uncloak and lunge, you would make the same distance as if you were still cloaked and walked there. You regain your distance with a lunge. Considering you want counterplay against killers, survivors would need some indication that the killer is about to land a hit. Ghostface's cloth is louder than Wraith's snarls for survivors.
Really? I guess I don't go against enough Wraiths as survivor. I'm always conscious about my footsteps when playing Wraith cause they sound like stomps.
That's why I said bone clapper and not coxcomb clapper, the bell still makes a noise, it just doesn't have direction. It usually causes survivors to be more careful if they're smart and let's you get grabs if they think you're somewhere else. Considering that Wraith is still kind of weak in general, I don't think it would be crazy to make his yellow clapper basekit. With Ghostface, if you can hear his cloth, it's almost always too late for you to get away from a hit/down unless there's a pallet or window right next to you, since he can attack from his stealth. Wraith doesn't have that advantage, so without a clapper addon the possibility of grabs and deception of other survivors isn't possible, which just feels like it should be part of his normal gameplay.
-
@WexlerWendigo said:
Spirits are always the sweats, if anything funny happens, they won’t do the classic ‘survivor and killer stare at each other’ moment, they’ll just go for the kill. They have no emotions!
In weeb culture we call that there a "kuudere" my friend.
-
New Adam is def better in practically every way, but I kind of liked how angular his head looked in the old game footage.
-
Honestly, I'd want Wraith's bone clapper add-on to be basekit. It's kind of counter-intuitive to his power to announce his presence before he can get a hit on survivors. That's what his snarl, loud footsteps and being visible within 20 meters are for.
-
@VexTheHex said:
Not sure this is really a Pig issue though. It's more of why is Deathslinger part stealth issue.
Pig is better compared to Wraith or Spirit. Two stealth killers that require little effort and have huge rewards for their simple game play. Myers, Ghostface, and Pig are really outshined by these two.
Spirit I understand but how does Wraith require little effort when he has next to no chasing power? If you mean little effort to stealth that kinda makes sense? But you still have to approach from odd angles and use cover just like pig, the only thing is he's faster than Pig when she stealths.
-
Am I the only one who just wants the bottom piece of Yui's beach outfit?
-
Anytime I see a Feng with cosmetics I brace myself for the most sweaty players. Always love to mori them if I get the chance but won't go out of my way if they're just looping me around the entire map.
Nancys are either babby or gods but I generally have good and fun experiences with them either way.
Neas are like gnats that buzz around your head a whole lot to get your attention. Tend to be cocky and either go down immediately or harass me as much as possible.
Jakes are usually pretty damn crafty or good at stealth when it's needed, kind of the dark horse compared to Dwight.
Being a Yui main myself, I oddly don't have much of an opinion on them as killer, some are good, some are bad.
Other than those not much in particular about the rest of the cast.
-
This is why I almost always run Deliverance now, it doesn't always get used in every match, but it helps limit situations like that from happening and guarantees you can play longer as long as you unhook someone else first. In my experience, most people either save a terrible times and don't protect me for their mistake, or they wait around the hook to get the save while the killer is watching the hook from afar instead of doing something else. In solo queue, I focus on autonomy with my perks (Deliverance, Inner Strength, any exhaustion perk, most info perks) to a great degree rather than altruistic things unless I have a challenge or want a different playing experience.
-
Like others have said that's a problem with the player doing it, not the map. You come off as being entitled when you ask for the map to be changed when your friend who made a mistake had a bad time once because of it.
It's highly unlikely you'll run into a killer like that on that map and that your friend will go there again. If he's really that thick then be a good friend and remember for him and remind him if you go to that map again.
-
I managed to just walk onto it without lunging my first time. You just have to walk off at the right height and angle but it's much harder.
-
My "secret" is just judging each game on a case by case basis. Depending on how the survivors play, that's how I'll play. Sometimes I'll be unforgiving and punish any mistakes with precision but those times are few. There are always gonna be some games that are incredibly difficult and you either have to endure it or try your damnedest to take some down with you.
-
To be honest, some of my better games as killer are against SWF teams because they don't throw the game as often by DCing or letting go on hook.
Super altruistic survs are a slaughterfest most times but when they can expertly save their teammate, my hat's off to them. When we're each making good plays the game is more fun.
Thank you for bringing more attention to this misconception.
-
I agree, it's good to see some people actually defending the good changes instead of multiple threads of why things are bad.
-
The devs have survivors' safety in mind?! It's almost like they're supposed to account for both sides of their playerbase or something.
-
@Bamallamadingdong said:
If you're running it with DS then I suppose there could be an argument for calling it toxic, but outside of that I would say no. Unbreakable is definitely one of if not the strongest survivor perks in the game but imo it isn't toxic all by itself as it is only there to counter slugging which in itself isn't a fun strat on the survivor's part.
Scott Jund had an Oni game he posted to YouTube a couple days ago where he complained about Unbreakable because it stops survivors from being punished for their mistakes. This sort of argument has never really clicked with me, mostly because I've never been as puritan on non skill based gameplay the same way a lot of big streamers are. Sure it's cool when you outplay your opponent but I've never felt like DbD is the sort of game where perks like dead hard or DS or NOED just don't belong. This game isn't an esport, it's never going to be.
I think Jund's point was more that there's no way for a killer to know a survivor has the perk until they use it. DS can be inferred from heir behavior such as going in lockers, Dead Hard can be baited or waited for with minimal losses, but Unbreakable is completely undetectable until used. It's not about needing to be perfectly competitive or an escort, it's just not fun to have happen to you when you know there's really nothing you can do about it.
Now that's not to say it shouldn't exist or do the function it does, I'm just clarifying his point of view as I understand it.
-
All I'm seeing in this thread is you venting about your frustrations and others perpetuating the negative circle-jerk without actually giving any constructive criticism so the devs can fix the problems you have.
Yes, extremely efficient survivors can overpower an extremely good killer. No, this doesn't happen every match. This thread isn't contributing to balancing game issues, it's just your personal vent thread.
-
@ADP123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1023924#Comment_1023924
Maybe ruining the game was an exaggeration. But with maps like macmillan and autohaven, god loops, etc., I don’t see how you can’t use top tier killers. 44 seconds to do a gen. All a survivor has to do is last 30ish seconds. That’s enough time to get picked up and hooked to get 3 gens done. They need to increase the time it takes to do gens at the very least. And I’ve always agreed solo queues aren’t a problem. It’s the SWF i go against that are overpowered.
Are there really that many more SWF groups on PC? Only like super efficient people do stuff like that and I don't run into those very often at all. I get red ranks a lot because matchmaking, but very rarely is it a group who are extremely coordinated.
-
How long have you been playing dbd as well? You might be making decisions that aren't the most efficient without realizing it.
My build with the perks I have right now is: PGTW for awesome gen slowdown, can't tell you how much longer 3 gens last me with this baby; Distressing for more Static Pulse range, great for seeing if anyone's hiding near a recently hooked survivor, or when you have literally no idea where anyone is; Overcharged/BBQ for detection, depends on your rank I'd say, but Overcharged works and can be fun to use; lastly is Brutal Strength for well, breaking and kicking faster so I can catch up after misplays or when using Pop.
-
While I agree that now was a bad time to change ruin, seeing as there are still killers without much mobility/unbalanced maps, I do not agree that the devs have ruined their game at all.
I'm a rank 7 killer on PS4, and I played about 20 games today as Doctor, most of them ended with 3ks or 4ks, a couple 2ks and one or two 0ks. I didn't need ruin at all, I used PGTW, Distressing, Overcharged/BBQ and Brutal Strength.
People always make a big stink about how unbalanced the game is, when it's really improving at a faster rate than ever before, the devs have been pouring so much flavor and atmosphere into the game with the rift lore, Lery's redesign and killer themes. Anyone who says the game is ruined is overreacting.
-
Everything about the Clown thematically. His background, his outfits, his ability (especially when I throw a bottle through a window to hit a survivor), his mori, and the best part, his laugh after every hit.
-
For me, if I fairly outplay survivors and get a 3K, I feel like that's a really solid win. If I'm against really good survivors who I struggle against, I'd consider a 2K as a win.
-
@sluc16 said:
Ruin is used waaay too much, killers have no other option, if no ruin is used, gens gets fixed too quickly if you are not using a killer that can apply good map pressure. So is ruin or loose, and is not even a sure thing since it can get broken quickly.
So the fact that they are pretty much forced to use ruin because otherwise they don't have good fighting chance means the game is not correctly desingned. If the game was well designed and balanced there would be no need of so many killers using this perk.
Just my opinion. Don't be saulty
Correlation ≠ causation.
*Sips tea*
-
I usually only use cypress or ivory moris. Cypress ones don't have any effect on the game really and are the most fair to me. Ivory can get me some headway if I think I'm really going to struggle against a group but isn't too sweaty. Ebonies are just a feel-good blow off some steam item.
-
@aazimuth said:
https://forum.deadbydaylight.com/en/discussion/comment/701274#Comment_701274
Pallet looping is cheesing btw! Guess that means a lot of things killers have is cheesing game mechanics too because it can go both ways. Again, hiding isn't fun at all, if people are forced to hide after having so many hours in the game where the game isn't even close to scary anymore then the game won't last another year lol.
I think you underestimate and are under appreciative of hiding in this game. I can't count how many times I've just barely avoided being detected by a killer and how good it felt to achieve that.
I don't play survivor as much as killer so maybe it does lose its charm somewhere down the line. I also think, however, that we each have control over what things we enjoy and get that kind of rush from.
Either way, being stealthy at the right moments is usually very rewarding. If a killer doesn't think you're in the area, he won't come back there for a bit, allowing you to work on a gen and maybe pop it for your team.
-
Did it 👍
-
Steve and Hopper are my favorites but it wouldn't really make sense to have them together since they barely interact, so I'm fine with Steve and Nancy.
-
I think you're all missing the obvious choice here.
Jack Skellington aka The Pumpkin King
-
Clown. Even though he's very mid-tier, his laughs and recovery animation and especially his Mori are all awesome and add lots of flair. He feels the most like a serial killer to me and I revel in that atmosphere.
I also like playing Wraith, I just seem to do exceptionally better with him naturally than every other killer I have.
Trapper is also really fun as you watch survivors run straight into your traps. I love playing him when I feel at the top of my game.
-
We need more of this in the community to be honest. I don't play survivor as often as I do killer (that might change with my boi comin in the new DLC), but seeing survivors that are good at something and bad at something helps the killer too in a way and makes it more fun in my opinion.
As a killer I can tell who's getting gens done faster sometimes, who's good with a flashlight and I should avoid or chase away first, and who's an insane looper who I should avoid chasing till later. On the contrary, if I see a bad looper, I know I can easily put pressure on them and/or scare them away so I can do something else, as they naturally will want to avoid conflict with the killer more than the others, because they're less skilled and thus less confident in that aspect.
Variable skill sets makes the game more fun for all five players imo. I find it a little sad there isn't more to really put differing skillsets in the spotlight for survivors. Killers are all varied in their abilities and thus require different skills, but survivors just become different skins at a certain point which deters me from playing them as oftem.
Overall, keep up the positivity and have fun above all else!
-
You forgot the infamous, Dem-E-gore-gon
-
@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/670374#Comment_670374
No.... a proper buff to the teleport would be if a survivor is injured near a portal the demogorgon travels faster to that portal....
And if I'm being honest I don't really think the killer needs a nerf or buff atm.... I believe more playtime is needed because players haven't really learned the ins an out of the character..... I feel the playerbase is treating the portals like hags traps which is something go off from but from what I can tell getting the most out of the portals is more strategic...
I hope the devs leave the demogorgon as is on release
I said IF they do nerf it, not that I want to nerf it, and I never said anything about buffs? I agree that we should wait and see more before making any real judgements on it.
-
@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/671010#Comment_671010
That or she'll fall in love with DBD's own version of Jon...
Still, Steve can do better than Nancy.
EDIT: Even better, Quentin was into Nancy Holbrook from his world.
I keep waiting for my boi Steve to get a happy ending smh. Got cucked by the "I'm gay" card in season 3 which was the second biggest injustice done that season. Unfortunately I don't think the Entity gives out happy endings.
-
@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/670933#Comment_670933
I really hope in Season 4 at the very start, Nancy and Steve fall out of an eldritch portal and crash through the Byers house, shrug it off, and then carry on with their lives as if they hadn't just been killed 10,000 times.
Maybe after the 10,000 deaths they develop feelings for each other again just to screw over Jon lmao
-
Who? Steve.
Why? Steve.
How? Steve.
When? Steve.
I like Steve.
-
I think if they do nerf it, a cool idea for a nerf would be that it can only see auras of survivors that are injured near the portals. This lines up with the show's lore too, since the Demogorgon smells blood to find prey. Unless it already does that and I'm being dumb since I haven't seen much gameplay of it yet.