Restrixc
Restrixc
About
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- Restrixc
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Comments
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@cordonrouge said:
what's is it? I know they reply on here. but they don't actually say anything useful.
why does flashlight not have a cooldown of at least 0.10 seconds to avoid macro? or a similar value that would make no difference to human reaction speed.
better yet, why not make the flashlight break if clicked 3-4 times under a very short amount of time? imagine how healthier the game would be without toxic survivors clicking.
it literally takes one programmer a couple of hours to do this btw.
I'm genuinely curious what your excuse is. I refuse to believe you're this incompetent, at this point I 100% believe that you're just in bad faith because you know toxic survivors give you the most money.
i would be very happy to be proven wrong.
I'm not saying anything, but like... the smallest inconvenience.
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With needing the perks all on one killer, 400 hours minimum. Not gonna sugar coat, getting like 27 or so killers to level 40 then full leveling one of them to level god knows what. Is gonna take a lot of determination. IDK, I'm just oddballing it to be fair.
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@TheMadCat said:
Disconnect, so she can't hit you?
You're supposed to disconnect after they hit you, we don't wanna be toxic or anything.
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Man IKR, I just CAN'T believe they'd add skins to licensed characters. That not only am I not forced to run it, but I also am not held at gun point to buy it either. In fact I don't even need to acknowledge it's existence. Like, how extreme of BHVR to add these skins.
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Eh, dead hard doesn't commonly cause me a problem personally. Occasionally it does let a survivor loop for a lil bit longer (annoying but just occasionaly). Honestly though, I just play as well as I can against it.
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@BadZilla said:
I was trying to test a new killer learning the kit and ended up against a toxic swf with flash lights whenever I managed to down someone they had boil over and the 3 others will crouch under the hook so I can't do anything while I can manage to hit 2 or 3 of them the one I'm carrying will escape they will run away and heal each other and repeat whenever I down someone they will either flashlight save and if you manage to carry one of them they have boil over you will hardly reach a hook then they body block you again it's totally unfair and toxic how there is no feature to ignore survivors and let you hook the one you're carrying even if others are crouching under a hook ? they did it 3 times to me and all of them are good at looping so 4 people communicating against 1 killer and they're good at looping there is no way you can hook 1 of them it's so toxic the game is fair when you play against 4 randoms but this is just too much I ended up disconnecting and the typical answer of injure 1 or 2 is not an answer you can barely move with boil over so you can't hit others easily and then they all escape and they have boons and they heal each other + self care and loops , flashlights and if you slug they use unbreakable or wait under a palette can't carry anyone from flashlight saves and can't hook anyone because of hook blocking , how is this fair at all for killers?
All I can say is either
A: Basement o'clock
or
B: Slug central (Until your confident you can get a good hook)
Just keep messing with em' by doing stuff they can't counteract. They'll slip up eventually. As long as you don't give them a chance to catch you slipping up, you'll probably do fine.
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Addressing the streamers stacks toxicity: We're all in purgatory here, they're just sharing the experience lol.
But don't worry, I know you say you've played for a long time. But instead of looking at these 4 stacks as toxic, and try and remember every play they make that hurts you. Then you can read it before it happens when a new team tries it. Either way, keep your head up and good luck <3
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@Psycho_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2826897#Comment_2826897
what about when 4 people use dh for distance pretty incomplete take. maybe when you play killer people use it poorly but alot of us have 4 survivors using it correctly, for distance, and it becomes an issue. extending chases by a minute or more.
I won't discredit that, like there is a chance I could have the biggest throw survivors of human history. BUT, the distance is not the hardest to close, reminder the ability itself adds a few seconds worth of distance. The only problem after that is loops. They can't use it multiple times in a chase. At that point it's about playing loops better. And if you feel you're spending to long on a chase, you probably are. Just find a better chase if you know you're wasting time.
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@lancehy said:
https://forum.deadbydaylight.com/en/discussion/comment/2826964#Comment_2826964
Can we cancel the reincarnation system? It really needs too many blood points.
You get a choice to prestiege, you aren't forced to. I advocate for it if you have a survivor / killer you love, it gives you better items in the blood web if you do it. But it's not required, I do believe you can carry on going through bloodwebs without prestieging. (I may be wrong on that, please tell me if I am <3)
@lancehy said:
https://forum.deadbydaylight.com/en/discussion/comment/2826886#Comment_2826886
However, in the current matching mechanism, novices only have the skills of one role, which is difficult to compete with old players. After all, not everyone can play with four people, and too fast repair speed is also easy to make newcomer killers lose enthusiasm.
That's entirely fair, but the MMR is there to hopefully keep new killers and new survivors in their respective brackets. But I highly advocate to learn Survivor before dropping Killer. It does really help with killer gameplay. But novice players in general are going to have a hard time as killer, it's a role where you rely on no one but yourself. But is extremely rewarding once you learn it, cause you don't need teammates to actually do their job (Frickin Megs and their flashlight save attempts lol)
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@xEmoGirlxAlexisx said:
This Perk is Busted as Hell it give Survivors a 3rd Heal State or they can get to Windows or Pallets they shouldnt be able to get
1 Perfect Timed Dead Hard can Waste the Killer so much Time that he is going to lose the Game
Dead Hard also can make so many Killers unplayable because the Perk is so Busted M1 Killers dont have a Chance to win a chase when the Survivor use this Perk
If all 4 Survivors habe this Perk u most likely going to lose because u need to Deal whit 3 Heal State for any Survivor also the worst Thing Survivors get this Perk Everytime back if they got healed or unhooked
Alot Killer Mains has Stop playing Killer or DbD because they cant Deal whit broken Mess of a Perk anymore ans i also stopped playing this Game because my favourite Killers getting nerfed vor no reason ( Pinhead and Twins Never needed a Nerf they are already weak ) and because DH ruined the Game for me
Rework Dead Hard so its only usable 1 Time in a Match or remove the boost so Survivors cant get Paletts or Windows they shouldnt get and kill Switch it from the Game until it is fixed
I cant believe that Survivors still Think this Busted Mess is Balanced but than they complain about NOED a Endgame Perk that can be easy Destroyed 🤷♀️
I don't think that Dead Hard is remotely powerful. Possibly one of the easiest to punish perks, just play patient. They're not gonna just cross the 900 yard dash during it. DH extends the chase by like 1 - 3 seconds. And don't even call NOED easy to destroy, yes it's bones. BUT you have to worry about a super fast 1 tap killer while you rush around the map INCASE there is a totem. God forbid they have No Way Out stacked with it. I feel NOED should spawn before gates being powered, it's not op. Just would be a good adjustment imo.
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Dead hard... is not that good at the end of the day against a killer with patience. Like as far as I see it, as killer; I know what play you want to happen, if you're running a field in a chase with me. You have DH, I'll just wait to get a wee bit closer to scare it out of you; even if I could've knocked you hours ago with the end buffer of my attack. DH can be strong in some loops, but it's a one time use thing. Wait for them to pop it before you commit to a loop you won't win. Vise versa: as survivor, DH is really fun to use. Especially to spin a killer to get to a pallet. Is it stupid I can just do that, yes. Does the killer really need to go after me, nah. They can drop it or commit. Just having self control makes DH a lot weaker. It's kind of like boil over, really "strong" but just a slight inconvenience for the killer in practice.
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@lancehy said:
https://forum.deadbydaylight.com/en/discussion/comment/2826039#Comment_2826039
Yes, unlimited purchase of blood points will reduce enthusiasm. Maybe we can set a weekly purchase limit, or use cells to get more blood points after a game.
As far as a weekly cap, it'd just get raised over and over since you know more money for devs. And also as far as more bloodpoints after a game, at that rate just run bloodpoint boosting perks / offerings.
Survivor: No one left behind (Universal) / Prove Thyself (Dwight Fairfield) / We're gonna live forever (David Kind)
Killer: Barbeque And Chilli (Cannibal / Leatherface) / Beast Of Prey (Huntress) / Distressing (Universal) / HEX: Thrill of the hun (Universal)
And almost every offering is used to give you upwards of 2x bloodpoints in a match. As long as new players go through the tutorial (150k bloodpoints I think, either that or 60k). And play a few matches afterwards, then they will have plenty to get started on working up their first killer / survivor. Will they have meta perks, no. But that's where the grind is. I don't think you should be able to easy buy your way to that.
@Alionis said:
No, no, and even more no.
It's bad enough that we have micro-transactions for cosmetics that cost more than DLCs, there's no need to also add that #########.
Cosmetics costing 10$ isn't bad imo, tbf they could charge 20$ per dlc and get away with it. But we got lucky that BHVR made the game and not EA lol. (Still working up my sims dlc collection qwq)
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@lancehy said:
Newcomers have no blood points and skills, so playing is very difficult. If they can buy blood points, they can integrate into the game faster, which is only good for the development of the game.
Being able to buy bloodpoints would be really cool the only problem I would have with it is that it takes all the reward out of playing the game. while in the short term, players who just bought through 12 characters learnables off the rip. And are now running the most meta combo day 1 into the game, don't have any real reason to grind. Maybe just a me thing, but grind is very important to keeping a players interest. Why play 30 or so matches when you could just buy the bloodpoints for whatever you wanted and only play a few matches. Just seems like it would be a bad play for keeping the community interested, but also would be pretty profitable in the short run.
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I am very against bots only for the reason where, it would be much much more preferable for people to play against a predictable bot. It's good to have fun in dbd, don't get me wrong, but it's very important to keep queue times quick. Not to say, it reinforces bad habits on both sides. Bots will not learn to counter act you (if AI was added it'll only learn what you teach it); And would be very counterproductive to the whole training thing.
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No way out is just really oppressive when you've got a good mid game rolling (Say like a decent amount of injures + a few 2nd hooks). And survivors can't just drop the fight like they can once they see NOED. God save us if we see people running both NOED and No way out lol.
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DBD is far from survivor sided if you take these measures:
Perfect your killer. You're playing against 4 other living breathing intelligent human beings, you'll need to know the ins and outs of your character.
Find out a great synergy of perks for your killer (or go meta lolmao)
Learn how survivors typically run loops
Make great use of intel gathering perks (Surveillance is pretty decent I think)
Make sure to apply pressure and fast, make sure to get in a chase at the start. And you'll be chilling. A lot of killer is just snowballing from how I play. (I play with like starstuck, make your choice, aggitation, and just some wild card perk lol)
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@AnchorTea said:
I am a diehard Pig main, but lately I've been broadening my horizons and trying other killers. I thought I was a good killer player until I stopped playing Pig. There was a new challenge not being stealthy and I've been working with it, but still my matches seem to crumble apart.
Most of the time I don't get my first hook until the second gen is done. I try to keep the momentum of pressure but I cant usually find survivors after hooking one even when I try to patrol gens after. I get disoriented so easily when they loop around me also. The final gen gets complete with around 5-6 hooks in.
Unless if Im facing against newer survivors or get lucky all of my matches are like this and I dont know why. Sometimes I feel like I have to proxy camp or tunnel just to even stand a chance.
So what do I do? I know I need to git gud but how?
ay, a fellow pig main
Anyways, some advice from me is to run stuff like Eyes from the shadows (Crows that are alerted nearby give an alert). It is kind of a crutch, but helps you identify where survivors normally hang out; You'll eventually be able to call which generator the survivors are most likely to get. From what I've seen, if you spawn super close to a few gens. They'll probably be working on one across the map, but idk maybe just coincidence for me lol. I'm also predisposed to suggest learning trapper, who benefits from calling where the survivors will be ahead of time (Personally he's how I learned all the loops that I know how to do). Jolt is also a life saver, not the most necessary. But it's a main stay in my perk deck. But above all else, experience with whichever killer you want to learn is the best thing to improve.
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I personally wouldn't like to see DS or BT get nerfed end game persay, I do think the killer should get a lot more end game perks though. Other than like NOED and like some obscure perk I've never heard of. The killer lacks ways to punish survivors for not escaping fast enough. Maybe even give like a perk that prevents injured survivors (or freshly unhooked maybe) from escaping the trials while giving the survivors a boost in healing speed (to balance it out a lot better [Kinda like how Dying Light (Myers perk) balances itself])
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It would 100% have to be Grim Embrace, it's just a really out of place perk. (I get 40s off of gens is a lot to rob from survivors and all but they can just use that time to go hide or do bones and stuff.)
I'd double down on one of its two effects.
A: Generators are blocked for (2/7/12) + (3 * Charges) seconds upon hooking if Grim Embrace is not on cooldown, 60s cooldown. (Upwards of gens being blocked for 24s)
or
B: For each charge of Grim Embrace, increase the time to unhook a survivor by 0.1/0.2/0.3 seconds (Upwards of an extra 1.2 seconds)
I think it'd be a really viable recreation or refocus of the perk. (Of course some rebalances here or there). I just find the perk as of now kinda weak.