Stinky
Stinky
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- Stinky
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Quick Question: Does Weskers Terminus Perk also apply to survivors hit after it's activation? Or is it just anyone Injured at activation?
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It's a superbug
I disabled vsync via console and ran an "optimize" through Gforce Exp'.
The vsync disable helped a little, but game is still unplayable.
I'm running the game at Ultra and that's Optimized. But it makes no difference even on lowest setting. Still laggy.
I'm guessing it's because of a "new gen consoles" optimization or something like that. Eitherway, ######### isn't working atm.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1760808#Comment_1760808
What about my other point
And what other point was that? There's easy ways around dublication of items. And I'm sure far more clever people than me have already though out how aswell.
But what i'm just interested in is having ways to negate Black-Ward as in having White-Ward being non-negatable. Either way works for me.
But I'm pretty certain most Killer Mains don't feel the same way. They tend to get a bit defensive about such things.
So I'm up for suggestions.
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It doesn't really work the other way around, though, does it? You're not "Sacrificing a Slot" if you're running Franklins as an active counter-play.
There's no active counter-play to Black-Ward, Moris or even Killer add-on's as Surv's don't know who they're up against until the match has started.
So the Offerings on Surv's side is mostly useless, aside from extra BP. That was the point.
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@TheWarNung said:
Franklin's is fine as it is. Yes it can counter your White Ward, but the killer needs to sacrifice one of their perk slots to use it.
Frankly killers need a way to counter keys and teams that stack powerful items. If you're bringing pink items into most matches maybe don't get so attached to them
The point is that it doesn't really work the other way around. Surv's have no way of actively countering Killer Offerings. As we don't even know who we're going up against.
And i wouldn't call it "Sacrificing a Slot" if you're equipping it as a direct result of someone bringing a specific item into the match. Then it's an active counter-play.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1760711#Comment_1760711
Then you have a problem with free duplication.
What's to stop me from using a white Ward dropping a pinky to my friend getting myself killed and then getting two pink keys with me and my friend for free.
The requirements that you have to be holding the item is actually really good for white wards.
It stops duplication
Also if you didn't know it also allows you to to transfer limited or event items between each other.
For example if I had spare third year party starters and my friend missed out on the event or prestige their character I could tell them to put on a white Ward and drop one of my spares for them to guarantee that as long as they have the item in their hand whether they escape or die they get to keep it
Like with the Key add-on that sikply removes the key from the game on death. You give up getting new items and your buddies can't claim the item post-match. Simple as that.
Zero duping
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@HellDescent said:
You should, if you still have it in your hand when you escape/die. Franklin's doesn't remove item from the game unless you leave it there for too long. there is always an option of jumping in a locker if you know you're about to die and lose an item. While the mori is there to help the survivor who brought a key to get out of a game quicker
The core concept was that it makes it yet another useless Offering. Offerings are supposed to be these powerful irrevocable factors that changes the game, but most Offerings that are worth anything on survivors side are BP related. While Killers can screw with the few that that aren't.
It's one of those little imbalances where having Killer be able to see even what items Surv's bring, but Surv's can't even see what Killer is coming makes a huge impact.
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@HellDescent said:
Because you gotta have an item in your hand in order to keep it, not on the ground or picked up by another survivors. Do killer's get to use different load out in a middle of a match?
No, but shouldn't I get to keep what i brought into the match regardless of the matches outcome?
And it's not like toolkits are worth anything anymore and most killers know how to turn one degree left or right to evade a flashlight. So most Survs only use White Ward with a Key (= Mori). And as Franklins negates it, we usually just don't use WW.
It kinda ends in Killers most powerful Offerings is still Ebony Mory, followed by Black Ward. Survivors most powerful Offering is Bloody Party Streamer, which benefits all.
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Ahh, the age old "What is abuse/exploits" complaint
Like Camping, Tunneling and Slugging, there's no rules against using Discord to gain an advantage.
It can be annoying as #########,sure, but as you'll hear most DBD players say when it comes to what they Main: "It's a viable strategy."
Plus I think you overestimate how much of an advantage it brings. Most of the time the players are just veterans and know exactly what they are doing. In my experience Discord is mostly used to 'Shoot the Breeze' and joke around. It helps a bit with situational awareness, but it can't make a player better at 'taking you for a ride.'
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@DBD78 said:
Just for fun who in your opinion would you class as the better killer of these two and why?
And which one of them in your opinion is most fun to play?
Fun is very subjective. Some people enjoy a challenge and don't mind when it doesn't work out. Other people prefer "easy-mode", no nonsense abilites and mind games. When survivor is close enough, they're dead, end of list.
Bubba is easy-mode. Run up survivors ass and turn on chainsaw.
Clown is a challenge. Aiming, hitting and using subsequent effects of the cloud to your advantage.
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Posted in the wrong category, but ok.
Killers are supposed to be faster than the survivors. Many of them still have trouble keeping up if you know how to use the enviroment.
That said, there is a couple of them that are a bit rediculous when it comes to basic speed. Can't remember exactly which ones, but I believe The Plague is one(?). For a ranged killer with AOE, she might be a tiny bit too fast, but I don't think she's the worst offender.
And just to be clear, I'm mostly talking about balancing Basic Speed contra Abilities. Like when it's almost more advantages to not utilize what makes the killer special but just run around slapping Survivors with M1 attacks.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/1193937#Comment_1193937
He's a bounty hunter that was wronged and his killing ability was so good the Entity snatched him up for the game he's thrown all of us in.
Spirit's is worse; she was a victim that was killed, and is now trying to kill everyone in her afterlife?
Yeah, but at least she's got the classic 'Vengeful Spirit' thing going on.
And the way I understood Deathslinger's story he wasn't a Bounty Hunter. He just wanted to get back at the "Mean Man." The whole "keeping the jail full" was just a shady deal with the warden to do that.
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Personally I'd have them replace "Deathslinger". I can't take that dude seriously. :p
His ability is fine and all, but jesus... Its's a Cowboy with a Harpoon...
It's pretty rediculous at this point already. But then you read his story and it basicly amounts to "Other people are mean! Boohoo!"
And then you add on top that he's yet another "Killer" with the 'terminal giggles'.
He's has got to be the funniest attempt at a scaryboi since 'Flamy Screamy' aka Oni :D
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The narrator talks to fast for me to even take the story seriously. I mostly just listen for the awkward "suspence pauses."
I'm easily entertained.. I know. :P
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Or better yet: Apply a locater Perk to "We're gonna live forever." Just to even things out
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/594008#Comment_594008
Ghostface is not a better Myers. In terms of stealth Ghostface has that on him as he has true stealth at will. Myers stealth requires staying at T1. Ghostface has worse exposure. It's single target and contingent on him being in stealth unlike Myers who just gets to expose an entire team for getting to T3 and if you run iri tuft of hair and j. myers memorial they stay exposed. Outside of having true stealth everything else is a more conditional less efficient version of myers. Ghostface has the better mori kill though.
Well, add-ons help. But Myers seldomly get all (or even most) survivors on a single Tier 3 EW without them. And as far as i can tell, GF can charge up exposed on indidvidual survivors. It just takes a little bit of prep-work and patience, but you should be able to do something akin to Tier 3 EW, and without the Terror Radius.
But that's beside the point.
I was more interested in having a few changes to some of the more worthless Survivor Gear and Perks, to reflect all these extra abilities they seem to be giving Killers.
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I don't know if i think he's OP as such.
But I feel like it would be nice if there were more Survivor Changes to reflect the Killers Evolution, as it seems they are getting more abilities to play around with.
Like being able to use the Flashlight for more than just Blinds and Hag Marks. If they work of Freddy's marks and pallets to, that'd be cool.
It's like Ghost Face just being a better version of Myers, as he can continuously stealth after Exposing someone and he sneaks faster that Survivors can sprint.
Seems OP, but mostly because there isn't a real counter to it other than looping. I mean looking at GF just gives him back his Terror Radius, it doesn't stop you from being exposed or anything like that.
It's same, same.
My personal stance is still that as Killers keep getting more advantages in abilities, the Killer Mains will just keep getting worse because they are relying too much on the abilities (and perks) and not getting better at the basic gameplay.
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@AIG1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/549708#Comment_549708
What is this too much love you speak of? Nerfs? Yea, that's real love right there.
I'm guessing you're a Killer Main.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/549708#Comment_549708
Lmao no they have 4 perks and a power because that how 4v1 works one is inherently stronger
Yes, and combined with the other 4 perks some are stronger than others. It's just a "set" perk. Call it whatever you want.
It's also completely besides the point
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I don't know if Buffing or Nerfing Killers or their Perks will help. I feel far too many Killer Mains are too dependent on their Builds/Killer. The more of an edge Killers get to make the game easier for them the less skilled you get as a Player.
Survivor Mains are usually more skilled at using the enviroment to their advantage than many Killer Mains for this reason.
The best players I've encountered usually play both Survivor and Killer near equally.
Killers get too much love from the Devs as it is. And that's on top of Killers basicly having 5 Perks.
If you can't play without at least two Locater Perks (BBQ, NC etc.) you're simply bad at the game.
Solution: Git Gud.
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She's an Oni. She looks like a classic Oni and she has a classic Oni background. This is fairly standard stuff in Japan.
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Personally i don't get why people think Freddy needs a buff. He's 100% Invisible, quite fast and pulling Survivors into the Dreamworld gives the effect simillar to Thanatophobia and BBQ. Then you get to put Perks on top of that... That's pretty brutal right there.
I've only played him once through an add-on and even without perks i easily wiped the floor with the survivors. -
@Bongbingbing said:
Could be many reasons why a killer slugs.It can be using the survivor as bait, which will work well for killers like Nurse.
It helps slow the game down, with how fast gens are being completed I honestly expect to see it more.
With the new hook system wiggle DS and wiggling free are more likely, if there's no hook nearby.
Or you could simply be using DS and the killer doesn't want to deal with it.It's an feature of the game, Just because you don't enjoy it doesn't mean it's trolling or exploiting.
I don't know about "feature", as i don't know if it's an intended concept from the devs. But yes, players have the freedom to play as they see fit. And it totally made sense in the event, an easy way of farming moonrise coins. I guess I'd just hoped it would go back to normal again quicker. I find matches with more varying builds infinitely more fun. You know, when you get the little surprise that the Killer doesn't use BBQ, NC, Whispers and Ruin, but you have to figure out what they are using and then adapt to it.
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It's their answer to killers who DC whenever they see a flashlight or a SWF team.
I'm absolutely awful with the flashlight and mostly forget to use it, but when I put one on my Char suddenly i get a lot more Host Disconnects. It gets tiresome. -
@MysticL said:
do not see any problem in this post
everyone is playing this game like he want's to play, unless he/she breaking game rules for deserved ban (i'm not talking about survivor/killer sided "rules" (ex. "genrush, camper, tunneler", that's another coolstory)
someone playing for a kills, someone for BP's and sometimes no matter how he can reach that goal
you must understand and admit that you are not the only one living human who playing this game, and sometimes it's not for you to deside how the game will go.
It's just a tendency, is all. I personally find it a bit cheap and exploitive, but if that's how people want to play, then by all means let them.
I just feel it makes for a boring game when everyone is playing the same builds on the same charaters and employ the same tactics. -
For once I'm going to say that calling it a "legit strategy" is a bit bullsh*t.
It's trolling at it's baseline. Exploiting game design for the singular purpose of giving people a crappy game experience. Hell, I even had a Freddy player not even hooking a single survivor. Just downed everyone and let them bleed out. Took forever.
Mind you, I'm not getting worked up about it. I've been on the internet (and pvp games) long enough to know it's just the way it goes.
Survivor players will adapt to it eventually and just stop going for the bait, and we'll probably see a rise in use of the Unbreakable Perk as well as No Mither builds, is all. -
I've never played The Clown, but judging from the clowns I've played against I'd say you get more versatility out of The Hag.
Clown players tend to only go with one build. The Hag, i know for a fact that you can screw around with quite a bit, perk wise. Which I personally find a lot more fun.
Imo the game shouldn't be about just flattening the Survivors as fast as possible. There's a ton of fun builds that are strongest late game, and The Hag is viable with most of these builds as well as the speedy kill builds. -
That's the reason? There's still hooks every 2 meters even if they took out some of them.
Jesus... -
I play SWF and we out-right suck when playing together.
We're far too reckless and stupid. Plus we talk a lot, and don't really coordinate perks. Killers usually have a field day when playing againt us. We lose 8/10 matches -
Was that an intentional Doctor pun?
I assure you it wasn't intentional.
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I'm not arguing that Locaters on The Doctor isn't superfluous, they are.
And I can see that having more than one Locater can feel a bit necessary on certain Killers like Legion, as he doesn't have any "instant downers" and such.
But a bit of restraint would be in order. Like on the smaller maps, an All-Seeing Nurse is a bit much.
Maybe restrict locaters and buff some of the other Perks, like Thanatophobia. Extend the playtime a bit.
I feel a bit of balancing in this regard would make for a more enjoyable experience for everyone. -
Thanks for the input. 10 seconds was a exaggeration. The timespan would be "the time it takes to harvest one Putrid spore plant from start to end". He didn't use Judith's Tombstone, i checked and I know I didn't get hit.
Edit: I sadly don't have video of it, i'm not in the habit of rercording my sessions. I'm not that PO'd about it, just thought it was weird and felt out of place. -
Exactly. It seemed pretty out of place that early in the game.
Could it be a bug?