extonjonas
extonjonas
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One of the ways people have fun in this game is playing with their friends. You may be ok with waiting longer but if I want to play with my friends and have to wait 2 or 3 times as long because people don't want to play with us then people are more likely to not play.
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@AsherFrost said:
You really need to watch Candyman.
He's a slasher with the ability to direct wasps. That would be unique and fun. He's got an iconic weapon, look and power all sorted.
The only issue with Chucky is his size, but there are creative ways around that limitation, such as hooks that move for him, the ability to stake people to the floor for a sacrificial ritual to the entity (could work very similar to PH cages.) Also his voodoo practicioner background makes adding him to the lore a snap (the entity was the voodoo god he was worshipping the whole time)
Fnaf are animatronics, not terminators, I broke one at chucky cheese on accident when I was 10, no reason they can't be in. Also they eat souls, or have children's souls or something which could tie into the lore easily (entity makes a deal with the souls for revenge)
The RE villains... Any of the old school BOWs would be a harder sell, it's tough to see the tyrant that took a rocket to the chest in RE stopped by a pallet, but the vampire clan from the new game is unknown. There also may be werewolves in the new RE, maybe one of those would fit better?
I dont think those vampire ladies are iconic enough for DBD to want them, not yet anyway. If they were going to do it, some other tyrant type enemy would have to be it
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@Im_Tired said:
I agree. Honestly, the best killers in the game (imo) are the original ones made by dbd. Not licensed......except Pyramid Head, what a guy
People keep saying candyman and chucky, but who'd wanna play as them?? Even now with rumors that the next killer could be the girl from the Ring, it's just not very exciting
I would love to play as ring girl except spirit already exist and kinda has that ring girl vibe. I think candyman could totally work as a killer. There is no reason he would work any less than some of the other killers. I like the orginal killers more too but I dont dislike the licensed ones. Chucky would be pretty stupid, i dont think they would ever do him especially because viktor us in the game and I feel like they could not help but rehash material
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Idk. I don't know if this does not mess up the perk too much. As the survivor you have to be completely sure they will not tunnel before doing any actions. I think the time should have just been lowered to like 45 seconds and the perk should deactivate after all the gens are done. DS should not guarantee escapes like it does but I don't think killers should be able to make sure one person does not even get to play the game
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@beatddb said:
If the survivors can't easily avoid the killer's power there would be a lot of people crying on the forums
Well you can't dodge the clown at all really. The only reason it is fine is because his ability is not offensive. If you cannot dodge the killer power then where is the counterplay? You have to be able to attempt a dodge or it is no fun.
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@NoObzBoiYT said:
Wait until people find out how to abuse the perk. Literally no counter play.
I can only assume you are not serious. The only way to guarantee this perk works is to go down in front of a pallet with a healthy teammate near by who is close enough to threaten with the pallet. This scenario does not happen that often, most killers pickup even at pallets and this is under the assumption that you went down at a pallet and had not dropped it which genuinely seems unlikely.
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I think looping the killer and avoiding them is a the fun part of the game. Stealth can definitely be fun but we are talking about playing against real people and not AI. If they spot you it is not really that you got outsmarted so much as you only can hide so many places and a killer cam check all of them faster than you can effectively switch hiding spots. Looping a killer technically take skill and mastery of the game even if it is unfair a lot of the time. Guessing which hiding spot the killer will check does not take skill
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@Crowman said:
Huntress has a wind up and her hatchets do immediate damage.
Deathslinger has no wind up, but he has to reel in survivors and survivors are given the opportunity to try to break the chain during the reel.
Their range attacks simply have different ways to counter it. Complaining that Deathslinger has no wind up is missing the actual counterplay his gun is meant to have.
This makes no sense. Huntess misses out on hits all the time because of her wind up time as people can take advantage of it. How many times do you see the chain honestly break in a game? Maybe once? This does not even include how many shots a huntress will not even bother winding up for because she knows that it takes to long. This two things are not even close to equivalent
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@MeltingPenguins said:
This isn't bait, I'm genuinely curious.
I know the onslaught of reasonings why Deathslinger is no fun to face (to the point of people calling for his removal from the game), and I'm sitting here
'But huntress is WORSE in thise regard'.
Hear me out.
- Yes, Huntress has her humming, but here actual TR is the same as Caleb's, meaning she can benefit from M&A the same and it boils down to survivors looking around. The humming doesn't actually tell you that much about how close she is.
- Yes, Huntress has to charge up her hatches, but in the end it comes down to how good the player can aim. Just like with Deathslinger. She can fake her attacks just the same. Insta-shoots require training, so the 'shoot from the hip' people claim is so common with Deathslinger isn't that common at all (it's likely that a lot of red ranks also play FPS on a regular basis, which, however, will affect their Huntress gameplay as well)
- Iri addons: Deathslinger has to hit within a very narrow margin for the iri coin to allow insta-down, which again comes down to the players abilities, not the design. The iri heads reduce the number of hatchets to 1 (3 with belt) but again, it comes down to the players abilities. you see the head played much more often than the coin. The different hitboxes between the hatchets and the speargun also play into this.
- Huntress has more addons that mess with survivor's healing than Deathslinger, slowing them down quite a bit.
- Huntress' main perks are more powerful than Deathslinger's. Even if just in theory. BoP is great for people good at chases, TI is good when that's your plan, and Lullaby... speaks for itself. DMS only works with the obsession (It wouldn't be broken if it'd work with every survivors) Retri is only worthwhile with another Hex, and Gearhead requires two hits before it progs once before you have to get hits in. Huntress (also due to the lullaby and the hatchet range (though, again, requires an experience player) has more map pressure through lullaby alone, while Caleb has a lot of perks that require him to continuously move around the map without a guaranteed payoff. If we just compare their own perks.
In conclusion:
At bottom line every argument brought up against Deathslinger can be brought up against Huntress too, yet the only beef people seem to have with her is the Iri Head, while Deathslinger can't do anything right.
Why?
That humming is everything. It honestly makes a huge difference I think it is fair to say most people dont even notice that huntress has a smaller terror radius but this is obvious when it comes to slinger. Arguing about things like perks and even addons does not make much sense and only weaken your argument. Nobody uses either killer because of perks and or add ons. It is all about base kit when discussing how annoying a killer really is unless talking about a specific build.
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@Kaitsja said:
If killer is face-camping in any stage of the game outside of endgame, rush gens and leave the unfortunate victim to die.
Do you not think it is weird for a game to have a way for one player to be denied the opprotunity to even attempt to have fun. What if that unfortunate victim is you twice??? I think the game should not allow something like that
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@[Deleted User] said:
While the complaints around PH's ability to zone with his power and most PH players reluctance to actually use the power were valid, I feel like the devs completely missed the point as to why PH players mostly fake it.
I'm not faking the power because it's too punishing to miss. That's certainly part of it, but the bigger issue is that there's way too much of a telegraph on it and there's not enough flick on it. You can't hit anybody good with it unless they're animation locked or in a choke point. It's a very low percentage power. The survivor only needs to move perpendicular for one or two steps to avoid the attack and PH can't rotate fast enough to compensate.
You can reduce the cooldown on misses all you want, but that's not what is causing me to avoid using the ranged attack. It will always be less efficient to use the attack repeatedly and miss. All the survivor has to do is look at you and stay on your shoulder. They missed the point.
I feel like if it were any easier to hit, it would be too easy. Maybe it is just me but i feel like there is no sweet spot. It is just on the edge, gamers are just gamers so they have adapted to evading it but if it were any easier how would you even avoid it?
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1637334#Comment_1637334
Just because you are making a judgement on an action doesn't mean you are correct. Until he actually ######### up and makes that accusation true, stop slandering his name
i did not slander anyone so i assume that part is for someone else but the point I was making was if you care about something you show it. Just saying it is effectively the same as not showing it. If you say you care about your grades but dont study it does not matter if you care about your grades. They are going to look a lot like the the guy who does not care about his grades. I know that intention matters but it does not excuse your actions completely
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@Babyyy_Boyy said:
Aside from playing Hag and Trapper, Why is this perk so annoying to killers? A lot of killers say that it’s broken in a SWF because the user can make call outs but in a SWF even without the perk the whole team will make call outs, that’s the point of comms. I personally don’t mind it when playing Killer because I like to see how the survivor performs in chase with it and I’ll feel good knowing that I outplayed them at some point of the chase. I actually use Object Of Obsession in solo que more than anything because if the killer decides to go for you, you can improve on your chases. I also use it because 80% of the time my teammates don’t do well in chases so it can buy time if the killer goes for you.
You literally just saif you ude it as a survivor because your strong in chases which means you know why killer don't like it because its strong. What you said might be true in a 4 man but what about a two or three man? Even in a four man it provides unbelievable amounts of info on the killer. There is no way to justify in any game that involves strategy to constantly be aware of the enemy position at least not in PvP. It should be deleted from the game. How they have not gotten rid of it yet is beyond me
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1632023#Comment_1632023
thats your opinion though, not facts. And i don't think someone should have their name slandered off opinions
Action speaks louder than words and he is just judging him on his actions
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1635279#Comment_1635279
Right. But BHVR wants to defend their functionality by saying they aren't hooks; yet it alerts the killer just the same when a survivor is rescued from one - clearly allowing and encouraging tunneling without DS being usable.
Wow people will complain about anything these days. The cages have advantages and disadvantages. You can tell this because survivors and killers are both complaining about it in this thread. Its not a hook, it does not work like one. Who cares if it gives a notification. Stop crying about literally everything. There are killers in the game that actually have counterplay and he is not one if them
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/discussion/comment/1627595#Comment_1627595
Maybe it's because being a content creator is hell, especially when you have expectations to meet, and popularity to maintain. Maybe it's because being a content creator is actually something that sucks the life out of you, trying to rush out videos consistently enough to satisfy a growing fanbase, but also with enough quality so you actually retain that fanbase. Maybe he's not a robot and gets a little burnt out.
Just a thought.
Everyone who works an honest living works hard. I don't have anything against Noob or anyone who makes their money streaming but i can't let you act like streaming is even close to one if the hardest jobs out there because it's not
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@BigBrainMegMain said:
lol the kid plays once a month before his rent is due.
1 stream makes him enough for rent, food, gas, and a ton of other stuff, the reason why he's also forced to stream because Twitch threatens to end your partnership if you don't stream a certain amount in a month.
Watch good, consistent streamers like OhTofu, Monto, Puppers, ones that give a ######### about their community and fanbase.
Is that true though? I always wondered how streamers and content creators can just not upload for months at a time. Like is it not their living. I just did not imagine that doing twitch streams were that lucrative esespecially if you do them so rarely and o ly have a following as large as noob3. I mean i get that he is popular but he is no household name
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@TheClownIsKing said:
Distortion, Sole Survivor, Off The Record (to an extent).
In particular Sole Survivor. If just one other survivor is dead, then compound 21 is completely useless against you
Distortion would be used up instantly
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@Shivadeathkiss said:
https://forum.deadbydaylight.com/en/discussion/comment/1524071#Comment_1524071
Survivor perks are supposed to be survivor sided. Just like killer perks are killer sided.
I know that, I said as much. My point is that the downside to the perk that is supposed to balance it is not actually a downside as a survivor can avoid looki g at a killer pretty much whenever they want. I think this perk should be straight up deleted from the game out of any perk
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Noed does not even need to activate. If you destroy the totems they will not have it and even if you miss one and they do, it can be destroyed immediately. Its an amazing perk but its just not that broken
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@Shivadeathkiss said:
I dont use the perk myself, but think its fine. The killer and survivor both see each others auras when looking at each other.
Seems fair to me. But I don't use it and don't run into it too often when I play killer.
It is definitely sutvivor sided which is not that bad considering its a survivor perk. But its much worse than that because the survivor controls its activation which means that they only get info when the survivor wants to give it to them and they wont be able to make use of that information but the survivor will always be able to do it whenever they want. Maybe its not the strongest but its definitely the most obnoxious. Should be deleted
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1508262#Comment_1508262
This raises a question:
Would the community widely mind if some perks would become unteachable as they are deeply tied into the characters backstory?
Like, Lullaby is something Anna could teach the other killers (assuming they do interact), but Caleb couldn't really teach anyone but maybe Amanda and Max Gearhead.
Same with the Survivors. Claudette could of course teach the others self-care, but laurie couldn't teach others OoO.
That would be interesting from a survivor perspective because it would make each of them a little different if one of there teachables was actually not. Like claud could teach self care and botany but she could not teach empathy.
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@yobuddd said:
Fully agree on everything here except MindBreaker. It may only have a 3 second exhaustion, but when you chase them off the gen, they typically RUN away, so the exhaustion doesn’t reduce as long as they’re running. This can be enough for them to miss their critical sprint burst, dead hard, or lithe when they need it most. Once they realize what’s going on, they still have to stop running mid-chase to cancel the effect.
Stopping for a few seconds during a chase is not even close to hard my guy. This perk is awful. It should make it so survivors cant lose exhaustion while working in gens. That would make it incredible. They would have to wait for exhaustion to come back which would signifcantly slow down the game and since they are not likely to do it they will not have their perk which is likely to make chasing them much easier. Either way the killer wins
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@ZephanUnbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1503570#Comment_1503570
Either this, or exit gates should slowly lose progress over time if survivors leave them, maybe 1% progress per second.
i could get behind the exit gates slowly losing power. But maybe 1% every 5 seconds. Illers do still have the option to trigger the end game so they can always do that.
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@SweetTerror said:
BHVR agreed that it wasn't fair to do that for generators, and it wasn't fair to do it for hooks either, so then why the exit gate?
Being able to take as much time as you want to go back and get a survivor (or whatever else you may deem necessary), seems to defeat the purpose of the endgame challenge if survivors can 99 the gate doesn't it? At the very least I think the exit gate should start regressing if you choose not to open it.
99 A hook was not fair because it had no counter. 99 a gen is unfair because there is almost never a reason to do it(maybe for an adrenaline play) which means if you are you are just holding the game hostage in a sense but there is a reason to 99 a gate. Its so you can get a teammate out. That part of a survivors objective. And unlike gens, killers can power up an exit gate and start the collapse whenever they want. If it is truly annoying you. You dont have to deal with it, you can fire up the endgame and put the pressure on
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@Maelstrom10 said:
honestly the 4s stun is why i don't play legion much if at all. sure he wasn't the best initially but the 4s stun is like being hit with a ds or head on constantly, only you can move at like 20% your speed, except your also being blinded like a nurse,
least nurses stun (her lookdown etc) balances out the fact that she is lethal in her attacks
i will say this, and say it again until the day i die. legion shouldn't be built around deep wounds, but rather be the counterpart to nurse, as ghostface is to myers.
legion should be able to do normal damage in his frenzy as if it was an m1 attack. at the same time though, successful hits should diminish his power gauge much like with oni. His rechage should be 20s for a 10s use period where he can just go ape, really fast, and shorter cooldowns/faster vaults and vaulting pallets. missing attacks should pull him out and be punished. his reach should be shortened to compensate for his increased speed requiring him to be precise. stuns in frenzy should double stun and remove his power. exiting and entering frenzy should be able to be done at any stage of his power gauge, but he can lower his power below that of which is 0 left by successfully downing a survivor or being stunned, forcing him into a longer cooldown.
take away deepwounds and his tracking. he doesn't need those. he needs lethality, and would've done so much better as a pseudo nurse/oni style rampager with long cooldowns, who has no tracking or extra abilities other then to just ignore pallets and vaults temporarily at the expense of losing all tracking on survivors (blood and scratch marks) and requiring precision hits. you could even make it that successful hits lengthen his power time, but have attack cooldowns, but successful downs take him out of his power.
I dont know that this sounds fun, i guess nurse is not fun to play against for a lot of people either but it sounds lime to me that you will just get downed by a legion when their power is active if they are good, no real chase interactions
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Well its your own fault for maining legion, he is a bad killer. If you ask me i think they should revert him back to his old self with all the new changes. Bring him back down to his slower base movement, give him back the ability to down people with frenzy but keep the nerf where he has a four second cooldown and if he misses an attack he still leaves frenzy. Since they changed the way deep wound works and you can no longer cheese the down it is not so cheap. I just think that it makes no sense to have a killer whose power stops being useful once survivors are injured.
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@Cheers said:
Ok, this sounds VERY bad for the game.
- We do not need that big of an increase. Maybe 20 seconds, but a full minute? No
- Lobby dodging is bad as it is, don’t add another reason for it to happen.
- Im up for a debuff or bonus for the emblems, but an extra gen per swf sounds too strong. Maybe a decrease in action speed by 15% if you’re in a swf group.
- Altruism for me should count as objective. Your increasing your (and your teams) chance of survival. Chases, sure, more bop decreases the grind.
- No. Just no. Face camping is punishing to killers already. Yes you lose a lot as a survivor but your team gains valuable time. Is it annoying to be camped. Yes. But that’s how some people enjoy the game. Same way some people enjoy constant looping or gen rushing. And tunnelling is fine, unless you literally mean hard focusing a single survivor for no reason.
On you last point i disagree. I think survivors should gain bloodpoints if they are being hard camped. You make a good point that this might be how some killers enjoy the game and it may not kill the teams chance of winning but a survivor that is being hard camped literally has no way to play the game. You could argue that even as a killer who is being destroyed by swf that you could still be having fun because you are playing a game you like. A survivor who gets camped and dies their first hook gains nothing. They get to have no fun and even though the team may not suffer they suffer.
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@LordGlint said:
The perk works best in situations where you can break LOS. The killer is mostly making use of sound to determine if youve vauted a window or not in situations where they are mindgaming a loop and are moonwalking around. I think the perk is in a good spot with its current cooldown. 20 seconds means it cant be spammed, but still allows you to use it several times in a chase.
This is basically correct. If you disapear the killer is going to likely check a locker even if they did not see or hear you go in because there wont be any scratch marks to follow. Using it to vault a window when the killer cant see will allow you to continue a loop or get to another pallet basically extending the chase. If the killer is bad it might even allow you to lose them completely
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@johnmwarner said:
Obviously Ruin has a huge impact right from the start of the game, risk vs reward may not be the best because of how random but it can’t be a permanent effect especially at low ranks.
NOED is strong once active too so definitely warrants a totem
Which if the rest really warrant being a totem though?
Devour hope is huge, but it takes at least 3 hooks to get one shots and 5 to get Mori so you work for it.
Same with Third seal although you don’t work too hard it’s just a hit, and the effect is strong but is it THAT STRONG?
Lullaby is kind of fun but I think it is the one that really shouldn’t be a hex just a game long effect
I think they are all strong enough. Devour hope can be devastating. It cant get any stronger eithout being to strong. Third seals effect is probably not worth it considering the risk of it being destroyed vs the effect you get but obviously its effect is too powerful to be a regular perk so it has to be a totem. Same for lullaby.
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@FregglesFred said:
Honestly, it's a bad excuse of it.
If it wasn't intended, then it shouldn't of been out of the PTB version to the live version. It needs to come back, because Oni is horrible at loops, now.
What? That is what the PTB is for.
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@DBDfan12 said:
the 4 seconds it takes you to do that you could have finished the gen more than often . you're. not clever you're toxic. if someone missed a skill check just KEEP GENNING . if not YOU'RE THE PROBLEM
You need to have some fun my guy
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They should just delete the whole killer smh
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I dont get it honestly. Who cares if its boring. You are already being looped to death by some other survivors. Do you really need another survivor to do that to you? Atleast if you spot a stealthy player chances are you down them. Why would that annoy you? If you really are a killer i dont understand your logic
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/928960#Comment_928960
I also thought it meant camping, do generators!
I feel like this was the original meaning back in the day but has since come to mean...nothing. I honestly dont think anything of it. Some times people do it because they are being camped sometimes they do it to signal that they are ready to be saved and other times they are doing it because they have been playing this game for three years and they are just bored of sitting on hooks.
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People complain about everything in this game. I dont know if finding a key is really fair but neither is a mori. I still would not want to change any part of either. I can understand hating perks or killers that make the game basically unplayable because they are so unbalanced but i dont really care if every little thing is balanced to perfection
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Why does it need a tell? You should be trying to avoid getting hit by hatchets anyway. How much differently would you really play if you knew sooner. Its really really strong but its not impossible to play against. Chances are that if the huntress is nailing all of her throws she might have wrecked you anyway so you dodge the hatchets and because she has less she will need to reload more often. I think ultr rares are supposed to be this steong so i dont see a problem
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@anarchy753 said:
I'm not a firm believer that Ultra Rares should be necessarily strong, I would prefer to see more things that make the power work significantly differently.
Iridescent Heads make the game boring as hell and basically guarantee a loss for survivors, Iridescent King is basically "give every survivor player a migraine with an overload of effects," they're massive buffs to the strength of the powers but the powers still work identically to the base power, hatchet tossing and zap for debuffs.
However, something like Tombstone, Oni's aura revealing, or Plague's Corruption on gen completion completely shift how the power works and makes the game completely different for survivors.
But they still makes the killrr incredably more powerful. The plague getting corrupt after a gen means she gets her power way more than she would in most games especially considering many survivors dont cleanse. Micheal can literally eliminate a survivor from the game. Just because they change thins up does not mean they are really strong
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@Accullla said:
Ruin is a crutch that people have become too reliant on. It's a bad perk. There are much better ones that help you get early game pressure like whispers or discordance, for example. The added bonus is you can actually enjoy them all game and not worry about losing a perk in the beginning of the match.
Also, pressure>gen slowdown/regression
Stop flexing. The truth is that sometimes if survivors are good enough there is nothing you can do. Pressure is completely based o. Thing going right for you. Whispers is not going to help if you do not down that survivor instantly. I will say i dont understand why this person would say ruin should be permanent. That would just make the game unbearable. The only reason people dont run ruin is because it is a totem perk. If it were permanent they would just have to build it into every killer because no one would ever take it off.