PaintedDeath
PaintedDeath
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- PaintedDeath
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I also think it is unfair whenever the Trapper forces me into his traps. The traps should be given an aura I can see whenever I get close to them so I can know to avoid them.
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I have a suspicion that whenever you start up DBD core, it does the initial splash screens and what not before the login screen, and one of those Splashs says "Canada Media Fund" which means that DBD is in part funded by the actual Canadian government and because of this, I bet it has pretty strict rules on how it can be monetized, which is why I bet DBD has such an odd system to begin with. So Loot boxes seem unlikely to me.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615183#Comment_3615183
You know what great point, a base game hex perk that has an actual effect makes a lot of sense and then having a perk like thrill in the base game makes sense since it shows there are also perks that help protect perk totems kinda like an introduction to the idea of haunted grounds / undying, adding it to the list
Rework Hex:Ruin into a whole other hex perk, and make current Hex:Ruin basekit. Current Hex: Ruin isn't super strong, and is really THE first hex totem new players should be introduced to, so that they understand the potential strength of hex totems.
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I 100% stand by BHVR, they absolutely should NOT add any kind of reward at all for P100. You want to know why?
Because you do not deserve one.
Cry more about the time you spent getting to P100. It's your own damn fault, you shouldn't have done it. There is absolutely zero reason to grind to P100, and it should stay that way. Just because you wanted to get to P100, that's your own damn problem.
There is, and should remain, absolutely no reason to get to p100.
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I tried to upload a picture and the logs, but it doesn't seem to have attached. Let me know what else I can do to get them to you and I will happily provide.
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Well, I mean it kind of is expressly a nuisance to the Killer, if the Killer is intending to Slug. If you knock down, pick up and hook you basically have no problems. Spend 15-20 secs chasing and injuring a second survivor, and then return to the downed Survivor, you wouldn't really notice it but it MIGHT hurt a Scourge Hook, and would definitely hurt anyone intentionally slugging.
Even if someone does get off, the chance of them running back to a dead zone really does Boil down to a skill issue.
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Sounds like these are all good things.
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Easy fix. Don't get to high MMR. Middle MMR is where the fun is anyways.
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@Wezil said:
Play solo-queue for 2 months straight without playing any killer or SWF and tell me how you feel after. I double-dog dare you.
You don't have to double dog dare me. All I play is soloq and am currently collecting the stats to prove you wrong.
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@LittleBigSunset said:
This isn't serious, right?
Also what do you mean by "(specifically vs killer)"? Is there an alternative survivor experience I am missing out on? Are there games where the survivors have to fight each other instead like a WWE PPV?
The more I read and think about what you've said, the more questions I have.
I meant, if you are complaining about like suiciding on hook or sandbagging, something other survivors are doing, you aren't included.
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I feel your pain. I spent to much time on the PTB during the event and didn't get to finish Haddie's outfit nor the Dredges and that Dredge skin is sweeeeeeet but now I can't get it.
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The idea of using Hex:Plaything is pretty good though, I hadn't considered that and it's probably actually better than Insidious. It gives them something else to do, and is probably more lethal on Freddy than on others. The DMS would also probably work pretty good.
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@lagosta said:
May I suggest something different?
WoKE CULTURE FREDDY:
Dead Man's Switch, GearHead, Oppression, Hex: Plaything + Class Photo, and Unicorn Block. Hook someone and use Oppression to trigger difficult skill checks. You can possibly block all gens by starting a projection during the skill check causing them to release and fail. Or you can wait for the skill check to play out and have a perfect vision of who succeeded (GearHead). Then you have the option of teleporting directly to them or If that person is under the effect Hex: Plaything you can sneak up to them and get a nice head start.
This is kind of a lose-lose situation for survivors. Totems will be challenging to find due to the blindness effect (Unicorn Block) and a lot of the time will be wasted waiting for gens to unblock.
Man do I have bad news for you.
The skill checks from Oppression and Overcharge actually FONT trigger Gearhead. I ran a build trying to Capitalize upon that for awhile before learning that it doesn't work.
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@Neltaxis said:
I play this exact same build with trail of torment instead of insidious.
Quite fun on Freddy.
I was thinking of trying this with Trail of Torment as well, but I was concerned about the interaction with Surveillance turning the Gen yellow. I also considered using Dark Devotion instead of Insidious but that would require and rely upon me hitting the Obsession and I wouldn't be able to do it on command.
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Oh I forgot to mention, you can actually start your projection WHILE stealthed from Insidious, so even if they are using comms, they can be like, "He's projecting" making them think you are breaking your insidious, but you aren't.
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If you are not in lullaby range, Freddy's hand reachs through the snares and holds your ankle and you have to struggle out. Should Freddy approach, and you enter into his lullaby range, the hand let's go and the snares work as they do now. Even if his snare grabs you, you still take no damage
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I have a Dark Devotion Huntress build that is really fun to play. I have been meaning to make a video detailing how it works because someone always inevitably loves to bring up the lullaby, but the lullaby is explicitly what I'm using.
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I has about the same thing happen to me while trying out the PTB with Twins. The issue IMO is I couldn't even test it because I ran into so many bully squads. I did manage one single game against a regular group and got 2 kills, but other than that, it was a bunch of nonsense that made me want to stop playing completely. It was like pre 6.1 patch frustration.
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So the issue with Freddy not being able to effect Survivors outside of the dream world, by having to "pull" them into it first, means he cannot defend ANYTHING against awake Survivors. Things as basic as gens and totems. You have to literally sit and watch as they cleanse your totem because you can't stop it for 7 seconds.
I honestly used to agree with you a lot about Freddy, and I do still believe he is kinda badly designed and could use some work, but as he stands right now with his power I actually feel like it's okay, and I came to this opinion by deciding to really dig into him and give him a real go. Freddy's true power is in his dream state. He becomes a stealth Killer, and honestly quite a big threat. Learning how to use the lullaby into giving the survivors a false sense of safety since they believe they have been "tipped off" by it is a huge Boon, and honestly it's the same with Huntress. Survivors who assume any kind of safety from the lullaby are IMO, bad Survivors. The lack of a red light, and the ability to be literally anywhere within the lullaby is fairly dangerous.
His snares aren't the strongest thing ever, but I don't really think they are used as an anti-loop power as much as an information ability. It's like when Trapper traps someone across the map, they are probably fine and out of the trap by the time you arrive, only Freddy can actually teleport across the map rather than walk there. His dream pallets should be basekit IMO, and his add-ons should be redone to remove the focus of punishing Survivors who fail skill checks, since most Survivors aren't planning on failing skill checks just to get out of the dream world, ESPECIALLY considering that they will most likely be punished by his add-ons for it.
While his current iteration, the TR while their awake, and lullaby when they are asleep aren't exactly optimal or what I would like to see, I agree with them on why it's like that after playing him a bit. He can't really take advantages of certain perks like normal Killer's, which is sad and puts him into the same boat as The Twins but its just a sad reality of how his kit works.
I suggest giving Freddy an honest to God go. I recommend aura reading perks, such as I'm All Ears and Floods of Rage to try and utilize the advantages the lack of a directional TR gives him, so you can better understand it.
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Flirting Glance
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Off the Record is 100%, without question THE best soloq perk. After that I recommend an aura reading perk of some sort, Bond etc, then since OtR shuts off when gens are powered, Adrenaline is a good end game perk, and then basically whatever you feel like. Prove Thy Self, Sprint Burst, whatever makes your day.
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I will trade you giving comms to soloq for giving Killer constant aura reading to all Survivors at all times.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3211029#Comment_3211029
So if killers don’t beat a SWF it’s a skill issue, but if solo q doesn’t beat a killer it’s a balance issue?
Yup
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3210760#Comment_3210760
"obviously a game exploit, but im sure you are one of those SWF players enjoying it right"
Yes, I play SWF with a friend of mine who I know for over 20 years. Am I allowed to do so?
And no, SWF is no exploit.
As I said, stop blaming your losses on SWFs. I know that some popular Streamers are good rolemodels for that, but this does not mean that every mediocre Killer player has to do it as well.
Right it's not the SWF that's the exploit, it's the third party communication you are using to bypass the games systems that are the exploit.
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I also vote for something to happen to SWFs. 4 man SWF bully squads quite literally break the game, and it shouldn't be allowed to exist. As far as I'm concerned, 4 man SWF is sanctioned cheating.
I would be okay with allowing duos, so the worst you'd get is 2 duos.
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Yea Soloq isn't as bad as everyone makes it out to be. Maybe it's because I'm somewhere in middle MMR so I'm not dying to ######### team mates.
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I just try not to be a jerk about it. I dont tunnel, or camp. Slugging if it's part of my game plan, Ala Oni or something, but that should just be expected.
I always try to come up with insidious and creative builds to give them a run for their money
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3206494#Comment_3206494
That ship has sailed so long ago that it's probably been decommissioned entirely by now.
"Should" is irrelevant. The fact of the matter is that people have access to SWF, and that is causing balance problems. The basekit information needs to be brought up higher, so that survivor can be a cohesive whole that can be balanced at the same time, not two entirely separate groups.
Besides, that argument's weak. You could've made the same argument about Borrowed Time, it wouldn't have changed that the basekit anti-tunnel was non-existent at the time.
Hmmm, I still disagree with you, but I also believe that soloq could be given some information to help it out vs SWF. Kindred shouldn't disappear or become basekit entirely. Give them the ability to see just the killer within range, and icons to know what the rest of the team is doing. If I know a dude is repairing a Gen while someone is on hook, that could help me make the decision on whether I should head over there or not. Would also get Killer's away from the hook since they are 100% being lit up while near hook.
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@jesterkind said:
I think you're missing the point about why SoloQ needs buffing, though. It's because it's a nightmare to balance effectively when any changes made will be received dramatically differently between the players who have information and the players who do not.
Also, your conclusion misses all the solo players who do win a majority of their games, but who still feel it needs to be changed because they don't like having parts of their builds hijacked by the requirement to run perks like Kindred- and considering that basekit BT and possibly even basekit Unbreakable have been used to cover for required-pick perks in other areas, it's not that unreasonable at all to suggest something equivalent be done for solo players. It's not all about escape rates, there are other reasons things might need to be changed.
Soloq's are not having part of their kit "hijacked" by information perks. Survivors are not supposed to have the information SWFs have, you are supposed to utilize your perks to gain advantages.
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I remember when the 6.1 update came out and it was a madhouse. Blood bath and slaughter every match, Survivors crying that the game was dead and completely ruined. Everyone was running Left Behind and trying their damnedest to figure out how to even survive a match. I remember trash talking a Pig who started the match with traps on our heads and we still managed to complete 2 gens. Good times.
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Sadako is pretty good with hit and run
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Gotta find something to complain about right?
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I try to work from inside out. IMO, it's generally a good idea to just start moving into the center of the map as soon as the match starts, slowly and carefully making your way. I prefer to know what Killer I'm going against before I do anything at the very least. Sometimes the Killer will walk right passed you, and in THAT case maybe go for the Gen nearest to where he spawned, because that will be the last one he patrols again, considering he didn't already catch someone before he needs to return.
Also, just keep your peepers peeled. If you can literally see 3 gens from where you are at, go for the one in the center, always and forever. That is a potential 3 Gen you are literally sitting on, get rid of it immediately.
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I really like the idea of a plant monster, a Killer who is kind of stationary, and maybe controls roots or something that spawn from the ground and chase Survivors. The power itself is what you use to chase, and maybe has like a 30 second timer, after which the power dies and control transfers back to the main Killer.
I guess that's kind of The Twins, and I kind of consider The Nurse to be a sort of dictionary killer herself, he main means of movement being her blinks.
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@Chocolate_Cosmos said:
Unbreakeble? OP.
Rancor? Trash, worse NOED.
Hex: DH? More boring, less fun to use and still bit nerfed.
No Mither? No comment...
Etc.
Why changing things nobody asked for? You don't have to change every mory or stand up perk ability just because some fancy finisher. Please revert these changes.
They can't revert changes they haven't implemented.
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Because it does what Bitter Murmur does without being blocked by anti-aura reading.
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@Rulebreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/3201576#Comment_3201576
That would be awesome
Aside from that I'd say have victor drag downed survivors to Charlotte. No recovery and needs to be helped by others. The main problem I see is a repeat of zombie brains...
This isn't a bad idea either, they have the technology (as braindead as it sometimes is) to implement some AI in the game and this could be one application for it.
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Victor needs to be able to mount Survivors and claw at them, Ala Pyramid Heads cage or something, at least to shut down recovering while down.
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This is shocking news. I've been managing to soloq for weeks now? How has this been possible?
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They might add the ability for Victor to maybe sit on and claw at the survivor until Vharlotte arrives or something. In my experience slugging wasn't that important to The Twins, the problem is the amount of time it can take for Charlotte to get there.
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Well, Unbreakable works on yourself, Exponential works on others, so maybe that's the angle they are going for.
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Had to find something to complain about right?
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Pop is still a good perk, and you can combine it with other Gen kicking perks. I like to couple it with Oppression. Chase someone off a Gen, kick it and then know who is working on other gens, while causing potentially 3 other gens to regress. Pretty good value
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Could also help alleviate the effect Lightweight has
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These are good suggestions. I like the idea of it working sort of like Monitor and Abuse, where outside of chase the scratch marks last longer and are more easily identifiable from a distance, but during chase they close up and become easier to follow.
Could work as a sort of budget aura reading perk that isn't effected by anti-aura reading. Just let's you know someone passed through here in a rush recently, and then follow them to its source once found.
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@DEMONANCE said:
i am not seeing the active role by the entity
just some prompts to encourage or discourage certain actions.
What suggestions would you like to see implemented?
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@SuzuKR said:
Lore and Bloodpoints should not literally ever take precedence over gameplay. This would punish strategic play and literally expect the killer to make stupid decisions.
Yes
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Look, I respect Otz and he helped make me a better Killer and deserves commendation for that, but ever since the 6.1 update I've started to disagree with him more and more.
I honestly feel like he failed to adapt to the new game. I watch his newest streams, and especially his newest build recommendations and I have a hard time agreeing with him. I feel like he approaches DBD as a competitive game, and it honestly isn't. DBD is a game where sweating is actually detrimental to the game, where shooting for "the win" makes the game bad.
A Killer who "wants to win" is going to bring 4 Gen slowdown perks. They are going to be as oppressive as possible. They are going to hook camp, tunnel, all of the things that make the Durvivor experience undesirable.
Same with Survivor though. Survivors who want to win will rely on SWF team mechanics, which IMO is tantamount to cheating, while doing their best to Harrang and irritate the Killer, destroying the Killer gameplay experience.
IMO, this is actually why they went for the 6.1 update, to try and alleviate some of these symptoms. While yes, any Killer who wants to bring 4 slowdown perks still can, and I'm not on board with saying they shouldn't be able to, they shouldn't NEED to. When I run Killer, I try to bring 1 or 2 slowdowns, while building up what I feel will be a fun and challenging experience for the Survivors.
A good example will be this video here OTZ made about a year ago.
https://youtu.be/Esh94DQIwOsLiterally no slowdown in the build, it's a build made to try and arrive just as the Gen pops and create mayhem. Honestly, should Otz win or lose this match, at least everyone was able to actually interact with the trial and play around with the situation the "power role" presented them.
Think about the concept they are bringing with Make Your Maker, where one player creates a difficult situation and it's the other players job to deal with the situation. That's what playing Killer in DBD today is. It's here's what you have got to deal with, deal with it. Should the Survivors overcome your most dastardly design, well good for them, and if the Killer's implementation successfully stopped you, well then good for them. It's an appreciation for the other players actions that is missing from the DBD community. When I play Killer, and others escape, I am happy for them, especially when it was because they overcame rather than I failed. It means that I need to go back to the drawing board, analyze what went wrong, what worked well, and how I can do better. When I play as Survivor, I have to try to find the gaps, the holes. You've got to find the salvation, even if that salvation is being the last alive and finding the hatch. It's eking out that gate escape because I patiently waited for the Killer to patrol this gate and he got impatient and decided to spend just a little to long checking the other gate.
I can't speak on the other issues Otz is having because they don't affect me. I dont have to worry about stream snipers. I rarely run into cheaters and hackers. When I do go against SWFs, even though I do consider their coordination essentially hacking, it is what it is. That doesn't mean I wasn't able to chase them down, it doesn't mean I wasn't able to implement my plan. It just means they were being fed information they weren't supposed to have, but at the same time who am I to say people shouldn't be able to play with their friends? It's just a dirty little reality we as Killer's have to accept.
Maybe a little break from DBD is a good thing for Otz, it will give him the ability to hopefully change his view of the game and let go of these notions he's failed to let go of of the game that were potentially destroyed during the 6.1 update, and for good reason.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3194469#Comment_3194469
I haven't heard of that movie before so I looked it up. Was that the movie from 2021?
Yes.