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The_Sharp_Ninja

The_Sharp_Ninja

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The_Sharp_Ninja
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  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006996#Comment_2006996

    Good eye on facecamping.

    If a killer is tunneling its because the team isn't bothering to protect a weakened survivor. Bodyblock, be a juicier target, deliberately mislead the scratchmarks. A big problem with survivors crying tunneling is they will rescue the hook and then immediately hide and unless the person they saved has iron will they CAN'T hide, so the killer checks the hook and hears a dude crying and its over. This is why part of good solo play is trying to ensure your not the first victim: In SWF you can know all your buds know how to properly do hook rescues and not accidently farm you. In Solo you only know your own skills so you naturally need to play a little more immersed so if someone goes down you can do a rescue that ACTUALLY takes heat off them.

    If you refuse to take heat off the injured survivor... what is the killer gunna do? Close their eyes and pretend they didn't see or hear them despite them being trivial to down again?

    Slugging occurs when the killer is worried about tempo. It is a normal and healthy part of the game that allows the killer to trade kill progress for tempo, and it only happens 'too much' when the killer doesn't feel like hooks are worth it unless they already won the game defacto. The killer has no obligation to drop all pressure on the map to hook you, its a VITAL part of the game they can just leave you there and thus make it take longer for your team to get you back on gens at the expense of not extending hook state. You.... kinda have to slug as a killer at the higher end, its just such a basic part of their toolkit because doing the wrong thing with a downed survivor is throwing the game.

    You will not win DBD as a killer, even vs a bad team, winning a chase vs a healthy survivor, hooking right away, letting the rescue happen, letting them heal, and hooking a different survivor over and over so that everyone gets all 3 hooks and no one dies until everyone is on second hook. That just isn't going to happen, and while being slugged isn't fun, its completely fair. Fairness matters WAY MORE than fun, because not every gamestate CAN be fun for every player: some need to be inherently negative, and losing a chase is meant to be inherently negative and result in the survivor taking a breather for a minute. Its a key part of the emotional experience and, ironically, is a big part of why survivor is more chill in general (You get these 'low points' that happen to serve double duty as breathers... save for second hook stage, which sucks and really needs to lose the spacebar mashing).

    You say that hooking everyone without tunnelling and slugging is impossible, yet myself and people I have seen in survivor games and on youtube have been able to do it without too much of a hassle. Yeah, there is usually only 1-2 gens left when it's done and over, but a longer game means more points anyway.

    I'm not trying to say that tunnelling and slugging is wrong (though camping just sucks), but to say that winning a game without tunnelling and slugging isn't going to happen is downright wrong. It could just mean that you aren't playing the killer correctly, the killer you're playing isn't good enough, or the survivors know what they're doing and have items/offerings that happen to counter your perks or killer choice.

    It is somewhat difficult, but it can definitely happen.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528138#Comment_1528138

    No, it is cheating. I had a Claudette do that to me just yesterday, D/C herself to stop me from getting a David so the Hatch would open for him as I closed in. :) She used the button. So 1. They were clearly survivor friends and coordinating that outside the game, and 2. they just unethically cheated me of points. Can they do it? Sure. There is a button, but that isn't what the button was intended for really. And defending this behavior is scummy.

    Ok, so you lost some points. If I assume the Claudette was already on the hook and David was hooked at least once, plus the points that you get from them DC'ing, then you lose about 675 of the tons of other points that you get from other things in the game. You were not cheated out of points. SWF is also allowed in the game. A better word to use for describing their actions would be 'underhanded'.

    If you need more, here is a link to a wiki that someone very dedicated to the game has made listing every single score event for survivor and killer that is possible.

    https://deadbydaylight.gamepedia.com/Score_Events

  • @ArtCrusade said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526889#Comment_1526889

    The question is HOW you reply to my posts. My initial post was me venting my frustration with how poorly this game is being managed and you make fun of that by playing it down to me just being angry. That's disrespectful as ######### and you have earned every comment after that. If you were interested in an actual conversation you would not have made your initial "statement" which served little more than to ridicule me. The final straw is you calling me arrogant over my 2nd reply and now pretending like I'm just an aggravated individual and you pretend to not even know why I'm pissed off at you. That's pretty arrogant of you to be honest.

    But hey, you are a perfect reflection of how this community is viewed outwards and inwards. So good job on that I guess

    He is teasing you for it because you keep making a giant deal about it. Maybe if you would relax instead of blowing up on someone for making a joke, you wouldn't be sitting here arguing about it. The guy already apologized, but you kept snapping back.

    Also, venting through a post on a thread isn't exactly respectful either. The discussion is about the MMR system and instead of just complaining about it, actually put a helpful and organized response next time. For clarification: Complaining about the game isn't useful to anyone. A post stating what the problem they had with the game was, and how they think it should be changed for the betterment of the community (not just themselves). If you need more help seeing what is a good post and what is a bad one, look at any post made by a killer who is complaining about swf and survivors complaining about killer. These are both examples of "bad posts".

    At least the MMR system eventually puts you up against equally skilled players instead of the old system throwing you at ranks 1-4 when you are a rank 15. Just my 2 cents.

  • @28_stabs said:

    I like what Payday2 devs do about cheaters. They put red "CHEATER" label above player names who use too strong cheats (money spam / disable police alert / infinite health ). It allow to other players instantly identify cheaters and judge them.

    Since quitters in dbd ruin other players experience I believe that devs must add red "QUITTER" lavel over quitters names. Let our players judge quitters, too. Or theycan play killer untill their quitter label turn off. It should be 10 days label for every quit and it would be nice, if other players could see the timer, too, then it would be easier to judge quitters. 10 days - ok, maybe thats only 1 quit or dc. 35 days, lol, nope, he can play killer or try another lobby. :^)

    EDIT: It would also help killer to identify cheating swf's, who like to pull the cable to allow friend escape. If everyone in team has quitter label or almost everyone, its swf who abuse dc.

    But how is it cheating to let your friend escape? Yeah sure, dc'ing to do it is a little annoying but it isn't really cheating. If it was cheating, then there wouldn't be a disconnect button in the menu.

  • @ABannedCat said:

    For public matches this would be impossible to balance. But the developers should make it possible for custom match. There is no reason to restrict a "custom" match to just the original gamemode.

    I agree, since you don't get bloodpoints for it anyway so it would be a fun time.

  • @JC316 said:

    Two killers would be completely OP. However, if you had 8 survivors and 2 killers, but rather than have the killers work together, have them work with their own team of survivors, that could be interesting. So killer A is trying to get killer B's survivors, but killer B can attack/stop killer A, and vice versa.

    Interesting concept. It does kinda sound like a cool concept, but the killers' power would work differently and cause issues I'd imagine. For example: Micheal vs Huntress. Huntress would have an advantage with her ranged capabilities.

  • @28_stabs said:

    A ######### scenario.

    Two killers can end any chase in a few seconds. Combine the Huntress/Freddy/Clown/Doc/Plague with any other killer and survivors cant move around.

    Or 1 killer chase survivors, get downs and apply a pressure. 2nd killer is camping Bubba who ensure the 1st hook is the last hook.

    I like the most Doc or Huntress + any other killer combo. Doc can follow a survivors and deny all vaults and pallet throws, lol. The 2nd killer just need to m1. Doc + Huntress. :D

    Yeah, it would be a pain, but that's why there would be more survivors in this hypothetical scenario because if there are 2 killers chasing one survivor, that is still another 5 survivors at least doing gens.

  • @Talmeer said:

    Back in the day, there was a bug, that lead to 2 killers in a match. Guess, the survivors in those matches were not so happy, after they discovered that 2 killers are hunting them :).

    The bug resurfaced in the PTB for Oni, but they patched it out.

  • @MegaWaffle said:

    This issue is that BHVR has shown in the past they want to "balance" around average players and not organized/top players meaning a change to gen speed would hurt weaker players in contrast to where they want the game.

    Do I agree the game should be balanced for the average player? No.

    You balance for the top players because people can always get better and the better players should be getting into the higher ranks meaning the average players don't have to worry about them. Problem here is ranking and balance are both off from this equilibrium right now.

    This may be true, but if they balance for the top players the lower players will eventually quit thinking the game is too difficult. That loses BHVR money to use to update the game and make it better.

  • Screenshot_20191129-234612~2.png

    Also watching the devs do a pretty good job with the game...





    So far.

  • @dbizzle said:

    so i play 50/50 survivor killer. and i have to say being a killer is soo hard now. too many nerfed kilers? also MOST survivors ranked 13 to 20 are useless now. so unless you get good macth making all the time you will be carrying someone.

    Or instead of quitting because Spirit is getting balanced, play killer more often and practice. God forbid I actually use my skill to get a 4k as killer.

    Also, this might be duplicated because I was trying to post a comment earlier but it didn't show up.

  • @dbizzle said:

    so i play 50/50 survivor killer. and i have to say being a killer is soo hard now. too many nerfed kilers? also MOST survivors ranked 13 to 20 are useless now. so unless you get good macth making all the time you will be carrying someone.

    Or, instead of quitting the game completely because Spirit is going to get balanced, actually try to get good at killer. God forbid I actually have a difficult time getting a 4k.

  • @last_juggernaut

    Myers is more balanced than he was before, plus bringing spine chill is a waste of a perk slot that they could use to increase progress in a game. I main him, and I still get consistent 3k's and 4k's. All you really need to do is get better at him, because you apparently haven't given him enough time to get good perks and strategies for you to win. God forbid I actually have to try to get something good out of Myers.

  • @hocrux said:

    You're a #########, only nerf needed that i would agree are add ons, for instance iridescent and infinite tier 3 mike

    First, calling someone mentally challenged isn’t how you get your point across. Second, as a Micheal main with an unbiased opinion, the iridescent addons and the fragrant tuft are ultra-rare for a reason. Third, the tuft of hair has a stat that requires more time to activate infinite tier 3, and usually by that point 3 gens have popped.

  • I originally thought that the idea of a battle pass was going to turn Dead by Daylight into another game in existence that I shouldn't even have to name, but with the idea that you could earn the battle pass by just playing the game, that's pretty good. I don't see a problem with it.

  • Not like it would happen since Micheal Myers is a licensed character, and I don't think John Carpenter would ruin the image of him. Though what I would want to see is a Micheal cosmetic from each movie, or at least Halloween 2018.

  • @Chaddad2169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/620850#Comment_620850

    Sure there may be MUCH more uses for SB than DH, but you have to WALK everywhere so you don't use it.

    That's why I dislike SB, because it wastes a lot of time getting to objectives

    @Yamaoka

    He has a point. It would take forever to get around the map. It is true that Dead Hard is situational though, so that is usually why you will see people running Balanced Landing since you can run all you want, and if you can get to a high place and hit the ground in time, you can run far. Plus, it's effect of eliminating the fall stun where it would normally stop you for a second without BL works all the time, and not just when you get the speed boost.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/621687#Comment_621687

    I'm not sure anyone uses Wake Up anyway, but that's beside the point as you make a valid argument.

    What if Left Behind only affected hatch noises and nothing else. As @slipttees said, you hear it at an increased range of 5/10/15 meters, but you also reduce the range from which the killer can hear it. The downside to this perk is that it takes up a slot for the whole match and provides no benefit unless you're the last one left.

    Oh, the killer should see the a red debuff icon at the bottom of the screen (like you do with Boil Over) when the perk is active. This allows for mind-game potential. Seeing the icon, most killers will assume that you're hunting the hatch instead of camping a gate switch. Most of the time they'll be right, but if you go for a switch you may be safer. Might be a good idea to pair this up with Wake Up.

    I agree with this, but if they kept the current perk effects, but added the increased hatch noise, then it could be viable, especially when paired with Wake Up.

  • Scratched Mirror Myers with Boyfriend's Memo, or Vanity Mirror Myers with Dead Rabbit. Monitor and Abuse with either set make Micheal almost invisible. Plus you can see survivors through walls with the mirrors.

  • @michaelkhj said:

    https://forum.deadbydaylight.com/en/discussion/comment/621648#Comment_621648

    Sir can I ask something? Do Myers have the same lunge and the same speed in all 3 stages? I mean Tier 1, Tier 2 and Tier 3. and can he go back to Tier 1 when he already stalked enough and got Tier 3? I mean I am asking if he can change his Tier Status at his will. Maybe that's the real reason of why he gets that advantage when he is at Tier 1.

    Tier 1 Myers has a small lunge unless you use the add-on Boyfriend's Memo. Tier 2 has the same lunge as most killers, and Tier 3 has a longer lunge than all the killers except maybe Freddy. He only goes back to Tier 2 when Tier 3 runs out, and he can't go back to Tier 1 after he has gone to Tier 2 at all, because it would allow the Myers to just grab people off of generators all the time. As for speed, Tier 1 is slower than most killers. Tier 2 lets him move as fast as Trapper, and Tier 3 makes him faster than basically every killer except for a couple, but I can't remember which one's they were.

    To put it simply, no he can't switch his Tier at will.

  • @slipttees said:

    I think

    1. Increases hatch noise in 5/10/15 meters 

    2. Open gates 20/25/30% more fast and you are exposed

    3. Increases time switches light of gates 50% first light 65% secound 80% third.

    @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/619919#Comment_619919

    This is perfect! The most useful part is the increased hatch noise range. I hadn't even thought of the gate and light effects, but I like those ideas to.

    One other thought might be to REDUCE the hatch noise range for the killer (in addition to your increased range). Greatly increase your chance of hatch escape before EGC becomes a thing.

    Something like this would need a major downside for the survivor besides being exposed because I don't think being insta-downed would be that big of a downside for being able to open the gate 30% faster. Also, Quentin's perk Wake Up already allows you to open the gates 5%/10%/15% faster, so using a reworked Left Behind with these effects would make it so that no one would use Wake Up, so you would have to come up with something else. Also, just letting them stack would be overpowered.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/621648#Comment_621648

    I honestly think the only reason T1 Michael is immune to detection is because if he wasn't, people with Object would have been able to bully him very hard on release day on Haddonfield. (Someone with object could run around 1 single building for several minutes before Michael could catch up to them).

    Yeah, that makes sense, but I don't know why Ghostface should have immunity using stealth since that is usually what he is in during the majority of the match, and earlier in the discussion someone brought up the point that most survivors don't run Object anyway, so I don't see why the Devs would change how it works on Ghostface unless everyone suddenly just starts using it all the time.

  • Ok, Tier 1 Myers isn't affected by Premonition since it isn't an ability, but rather a "state" if that makes sense.

  • @michaelkhj said:

    https://forum.deadbydaylight.com/en/discussion/comment/621385#Comment_621385

    so asking to remove the function of OoO against stealth based killers is not ridiculous? the survivor is taking a RISK using it, he/she is wasting a perk just to take that GOD LIKE PERK as you all think it is, that I am explaining why it is not, but has to be punished because he is abusing that perk or maybe because he knows how to play, but of course killer can use Whispers and should not get punished right? because they are really bad finding people and they also have feelings, so what part of the argument is ridiculous? if you look on my previous comments I told that asking for OoO make no visible for killers is like asking for making a Claudette user invisible at all too. Or you are new and do not get the joke of that Claudette users uses almost every time Urban Evasion and darker clothes and hides when they hear a heartbeat?

    Meant to be functionally identical, in what kind of function? to do gens? to escape? they all have different body sizes that helps to hide, different tones of voices to have a little advantage when hiding, killers too, they have different heights different speed, lunge ranges, and I know what you are trying to say about killers powers, but there will be always something that changes the routine, or when you play Ghost Face 100% of survivors uses OoO? and when you play as Doctor 100% of survivors uses Calm Spirit? I do not get why you all are making survivors god like, if you cannot win a chase against a survivor practice a little more then. ah and then the function of each killer is the same, they have to kill every survivor or that's not for every killer?...

    now talking about your example, AH SO NOW.. if a OoO user goes against a Ghost Face, the killer cannot use his power in that match? even stalking another NON OoO user? that is what you meant to say? DID NOT KNOW THAT IF THERE IS A OoO USER IN THE GAME WHEN I USE GHOST FACE I WOULD NEVER BE ABLE TO USE MY SKILL IN THE WHOLE MATCH...

    In conclusion, bad killers will be bad, as bad Claudette will be caught even using Urban Evasion, that's not of OoO that makes a survivor untouchable like you all think.

    The reason that Myers is immune to object of obsession is because his Tier 1 is supposed to be undetectable (except for Premonition, I think). As for Object of Obsession being a risk, the reason why it's a risk is BECAUSE you could see the killer if you look in his direction. If Ghostface was made so that he was immune, then anyone could just enter stealth mode for the majority of the match, especially since a survivor has to face his/her character towards you to put you out of stealth mode. And why do you even have this problem with Object of Obsession in the first place? The only time I really saw people using it was when they were just trying to run me through the entire map, which usually ended with them dead.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621570#Comment_621570

    That would be pretty strong at loops though.. potentially too strong considering how often it procs

    They could lengthen the time it takes for it to be usable as a slight Nerf to counteract the upside.

  • A 10% faster action speed for every fast action that quick and quiet affects sounds cool, but I wouldn't mind if they left it alone.