chieften333
chieften333
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- chieften333
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Comments
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@LeleLP said:
https://forum.deadbydaylight.com/en/discussion/comment/1878983#Comment_1878983
Sergeant RL-3 that you?
"Old war-bots never die; we just rust away."
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@NightShroud said:
kate. her midnight rider skin is amazing! i sometimes use cybil tho
Why did you necro a dead post?
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"Kill them all, let god sort them out."
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Make DS an actual anti - tunnel perk
Nerf the distance dead hard gives
Isn't much else I can think of since the killer meta has been nerfed twice now, with pop and undying being the victims.
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Rule# 2345: if you do not say EZ in the postgame chat, you are staining the honor of your teammates. Then, you are therefore obligated to commit seppuku.
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@SocialDistomancy said:
I'd rather they not make people play clown, why not have a spirit rift or a freddy one before they give him the viking funeral. it'll pick up survivor queues briefly. definitely won't be buying that rift myself, though I'd already decided not to buy any more since I don't wanna play the killers any more even for rifts so without afking wraith 24/7 I'd never finish another rift anyways.
They already did make people play him. They had challenges and everything for him in the tome.
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Honestly this would be a neat change,
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1878669#Comment_1878669
Really? Talbot's kinda dumb then, how could he not see that was a mask?
To be fair the man was just in an opium den writing "Death is only the beginning," in his own blood on the wall.
At that point he has absolutely no idea what's going on.
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@Laurie_Struddle said:
https://forum.deadbydaylight.com/en/discussion/comment/1878727#Comment_1878727
I totally understand the "risk" part but at this point if the killer decided you will die in the basement you will and that's more than extremely snowballing, I don't understand
And the killer can decide of you die outside of the basement as well. If the killer wants you dead, you will die. Your point?
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Balance wise it's the best it's ever been, which isn't saying much because the balance still has a long way to go.
I enjoy playing the game, but being in red ranks is not a fun experience. One game you could be demolishing people as clown ad think yourself a god. Then the next game you get [BAD WORD] up the [BAD WORD].
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That's an issue with the player, not the game.
If you get caught near the basement, it's your fault for taking the risk in that area.
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A world war 1 battlefield
50's noir city (like shadows of evil in BO3)
Those are the two I think would be dope.
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Tell that to the survivors who crank out gens like no tomorrow, escape quickly, then complain about how little blood points they earned.
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@QwQw said:
The return of that metal jaw guy from Blights lore would be cool.
That was just trapper, the metal teeth in the mask looked like a metal mouth to Talbot.
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Unrelenting, with the poor optimization on console it is extremely easy to get spun by survivors.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/219981/clowns-window-grunt-isnt-removed-in-the-ptb
I heard from a Clown Main that it's there so he isn't overpowered in a chase. He can slow you down and deny pathing if played correctly, so they added this sound to give him at least some counterplay during a chase.
Silent vault Clown could surprise you, slow you down enough so that you can't even reach the next safe spot anymore.
Let me guess, you heard it from clownisking?
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I've been getting the opposite, my matches have been a sweat fest ever since the event started.
Not sure why but rank reset decided to kick in just now, despite the thirteenth being two days ago.
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@GhostMaceNotCrusty said:
Gotta go fast
Gotta go *slightly faster*
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1877835#Comment_1877835
I see nothing alienating about this video. At all. First of all, it isn't targeting any part of the community.
He is saying if you find Killer stressful, try Survivor. If you still can't handle it, take a break from the game. This is healthy advice for ANY activity you partake in. This video is not the smoking gun you think it is.
He alienated the people who find killer frustrating by essentially saying their complaints didn't matter.
No developer in their right mind would respond to genuine frustrations with "Just go play something else."
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@oh_0k said:
I really can't find a use for the antidote at all, it's not good for chases because it can potentially harm you and the tonic is just 100% more reliable, can't use it for map pressure because the speed it gives isn't really noticeable and any distance gained from it is negated by the fact you have to reload. using it aas you break a pallet actually takes longer since you have to throw it first.
It really should be changed, maybe remove the inactive period so it just instantly goes into effect. How about combining the two so the purple gas slows survivors and makes the clown faster.
Clownisking would like to have a word with you XD
But yeah, I've been hearing that the antidote bottles aren't enough to help clown. Kind of a lazy rework when you think about it, they just recolored the bottles and had it do the opposite effect.
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@JimPickens666 said:
I think Clown is just a Tool fan
Or he's a fan of my chemical romance... I'll just see myself out.
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Honestly i just had a game without any maps in play, within 30 seconds, undying and ruin both gone.
They just needed to adapt, but they were to busy attempting to crank out gens to do bones.
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@The_Bootie_Gorgon said:
I faintly recall the devs commented on color blind setting before, maybe in a dev stream...I don't remember what exactly was the reason why they are not pursuing colorblind options.
Apparently it could provide some kind of advantage. Which I find to be a bullcrap reason to alienate a portion of their own community.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1877709#Comment_1877709
Wonder why with how many safe windows there are
But god do I love playing that map as trapper, and putting traps on the other side of those windows.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1877661#Comment_1877661
New dead hard basically gives you a chance to even avoid a killer waiting out your dead hard...since they don't know what direction you might dead hard turn to.
Apparently it's a bug that allows them to do that. So thank god for that...
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Dead hard isn't overpowered but it allows survivors to fix their mistakes too easily.
The solvent jug makes clown less infuriating to play because you know survivors don't have that bull[BAD WORD] second chance to fall back on without effort.
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It's only a 10% buff numbers wise, I'm sure BHVR could stand to bump it up to 15% to make it feel more potent.
I haven't even played the PTB ( ps4 player ) and I can see he needs a couple more changes.
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They can just make it one with a rework.
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A B S
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Without a doubt, I have exactly zero shame with dodging lobbies with keys, let alone that many.
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Yep, you gotta make your own fun.
I suggest meming around, and listening to music while you do it.
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If they miss it, yes. Using it in high ranks would be a wasted perk slot unless you're running annoying skill check Doc.
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There was none
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Haddonfield, definitely, probably even a purple mist offering.
You might just want to go in the basement and face a corner.
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Yep
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Dedicated servers, I shouldn't have to say more than that.
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Ma post was mentioned :D
And yeah, sadly it's a pretty accurate summary.
I wish these devs would be open with us, i miss the days when they held dev streams. At least then there was some communication with the community. Now it just seems like they ignore us, guess we'll know for sure if the robotic animations and terrible UI make it into the game.
Edit: might make another list when the mid chapter comes out
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Youtube, lunch, a nice stroll. Get married, have kids, grow old with my wife.
You know, just the usual for the long wait times.
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That is an issue with dedicated servers, not hitboxes.
How many times do people have to say this?
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1876689#Comment_1876689
Still makes hiding harder at least
Not smo much, the lower portion of the map looks even darker than before. The upstairs has it's bright areas, but there are some unlit ones too.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1876646#Comment_1876646
So its same as last time Where is both killer AND survivor sided depending on how fast gens go?
Yep, the rework accomplished nothing but making it look better.
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@Komodo16 said:
Honestly the game kinda needa them. Because of how bad it is. But idk about the new one could you tell me how good the map is now because I don't wanna watch vids I want to be surprised
So far it's looking like the map still relies heavily on pallets instead of putting some more vaults here an there.
Resulting in the gameplay feeling awful for both killers and survivors. Primarily because the killers will have to instantly break safe pallets instead of being able to attempt a mindgame. Then survivors have to deal with the anemic amount of windows on the map.
So the map looks to be survivor sided due to the increase in the amount of safe and god pallet spawns. Not to mention what seems to be more godawful placement of breakable walls in some inconvenient places.
We'll have to wait and see if they balance it more, or if they decide to add vaults and remove some safe pallets.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1876400#Comment_1876400
Certainly RNG factors in. But there are ways a killer can run these optimally as well. Also there are certain spots that should not be chased.
But, I definitely believe that 4 optimal survivors do indeed swing the power role to the survivor side. However, these are not the majority of survivors I face, nor are paired with in Solo Q.
And matchmaking certainly doesn't help to get an accurate picture of this either. MMR will eventually attempt to fix that, but I don't have high hopes for it.
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"But-but mah (insert role here) power fantasy!"
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1876350#Comment_1876350
I can see that point. However, don't you believe in a 1v1 that the killer has the advantage? The real reason survivors are powerful is not the 1v1. It is what the other 3 do while you are engaged in the 1v1. If they are pounding gennys survivors become strong by limiting your time to get hooks. If they are healing and urbaning around, well then killer has very little pressure on them.
Any advantage a killer can gain in a 1v1 is inconsistent. This can be because of pallet and window RNG, which can spawn in a manner that heavily favors survivors, or pallets can spawn in a way that favors killers. Windows that don't favor survivors don't help the killer either. Unless the killers power can make use of it.
Another way the 1 v 1 is inconsistent is the second chance perks that can demolish any advantage gained. Dead hard being one, while it is fair in some ways, it can be used to fix outright dumb mistakes made by survivors that would ordinarily be punished by killers.
One of the other ways the 1v1 is inconsistent is the way killer powers are balanced. Some killers can have an extreme advantage in a 1v1 situation, while others will struggle to maintain the advantage, and can have it slip at any moment because of the aforementioned RNG and second chance perks.
So overall, the 1v1 can fluctuate at a moment's notice due to power balance, poor or favorable RNG, and second chance perks.
( Another factor could be bugs, such as blight's collision making his power unbearable on some maps which can destroy his advantage of mobility, but those within themselves are inconsistent )
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@Dwight_Fairfield said:
I bet the upstairs has most of the unsafe ones.
So far I've seen a decent amount of safe pallets upstairs. With maybe one or two being unsafe in the videos I've watched.
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I don't really main killer, I play a 60/40 split of killer and survivor.
I'm aware of issues and non - issues on both ends.
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@indieeden7 said:
Well theoretically speaking, in an asymmetrical game, there shouldn't be a "power role" the game is supposed to be balanced in a way in which 4 survivors are of equal strength to 1 killer (hence the devs' goal of an average of 2 kills per match, or an escape rate of 50%)
I agree that in the overall 1 v 4, the killer and survivors should be on equal footing. But you are ignoring the fact that there is a 1 v 1 aspect, where the killers one should be more powerful than the survivors one. The survivors should have to work together to be just as powerful as the killer.
Does that make sense?
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Save yourself the trouble, don't
