hardtimefun
hardtimefun
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- hardtimefun
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you aren't sluzzy 🤔
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If I do it, it pretty much means ######### you, either because you were annoying as hell to catch or becasue you tbagged and spammed the flashlight, there is always a reason, and again I do it rarely
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/2086502#Comment_2086502
Good mindgames, good reads, and a nice and quick victory. Very good bravo! The more I see good Blight gameplay the more I feel like learning him myself especially with his POV being fixed. GGWP👍
thanks :) I hope you get better with him and manage to play like I do :)
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@ChurchofPig said:
WHY WOULD YOU EVER SUGGEST NOED IS MY FAULT FOR TRIGGERING! OMG I CAN'T BELIEVE YOU WOULD DO SUCH A THING!
jk jk, but that's honestly what a lot of survivor mains sound like when trying to counter argue. Personally if I'm playing survivor and noed activates I do take a bit of responsibility for it activating since I could have probably spent a little more time finding and cleansing totems. I won't take full responsibility since there are 3 others, but depending on their "role" in the match I might take more responsibility. Like if someone ran the killer around for 5 gens I'm not going to expect them to have done anything but run so I might take a third of the responsibility. Either way it doesn't matter I still take responsibility for the activation of NOED.
unlike the first guy who commented on his post, you react properly to this post and state facts, survivors have tools and perks to remove totems, if you run the killer for 5 gens and they didn't do any of that it's really sad you end up being the one taking noed in the face, but it's their fault they didn't do anything to avoid you taking noed.
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@Dopamean80 said:
https://forum.deadbydaylight.com/en/discussion/comment/2082561#Comment_2082561
They change that so that if your weapon can't ping off of the surface, than you can't bounce off of that surface. Which is ridiculous
ltierally how it should be, I look at a wall/tree/whatever, i am looking at it while running into it, I slam into it, end of it, why is it so hard to make something simple for behaviour?
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@ShamelessPigMain said:
It's not an issue with Blight, really, it's just that these maps are old and their geometry is hella wonky. Try hitting the fences from directly head on and see what happens. It has to be exactly perpendicular or pretty much 45 degrees for me. They'll probably fix it with the realm beyond updates.
the first time was in a 15" angle or so and the second one was totally into it, i should have slammed the fence, I didn't
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@Dopamean80 said:
https://forum.deadbydaylight.com/en/discussion/240380/blight-collision-is-totally-not-fixed
Would you believe that there are streamers out there saying that this is working as intended? That we just have to relearn the blight?
must be 100 hours streamers then
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@Chilli_man2400 said:
Did you look down as you bumped into the fence I slides off some objects but when I looked down I slammed into it. Right now it’s very inconsistent sometimes it slams sometimes it doesn’t
I just look at where I am planning to slam, I didn't looked down
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@Sonzaishinai said:
Each proc on surge is takes about 6.5 seconds for a survivor to fix back up. so that's not all that great.
The real benifit is, simular to ruin, that you don't have to waste time kicking the gen and for every 4 seconds that pass another second get's added to the above. And seeing how you are close it will take a while before survivors will touch it probably so it will scale rather fast.
that it works with regressing gens is just a cherry on top. It's pretty good.
The m1 requirement and the relativly short range does reallly hurt it though
the cooldown is that hurt the perk the most imo
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@Boss said:
I tried it for a good while and...I feel very mediocre when using it.
What i dislike the most is the cooldown, idk why i can't be rewarded for downing 2 in a short amount of time.
Other than that, like i said, i feel mediocre: You remove 8%, which is about 6 seconds at most, and then apply regular regression, which is nothing a nearby Survivor can't resolve with 1 tap.
I prefer removing a good chunk of progression on a critical Generator using Pop.
fair enough, if there wasn't any cooldown tho the perk would be really decent
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@Negi said:
Too many situations where you miss all the gens, especially on giant maps. Even when you do, 8% is barely passable for a perk with a cooldown and a downing requirement.
well even tho I agree this perk shouldn't have a cooldown at all, the fact is once you trigger you you pick up, hook, go for another survivor hit twice, by that time you might have the perk back already so you have it's value
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2080847#Comment_2080847
An excellent, insightful counter argument.
you want a good argument? it's called detective hunch and small game and maps
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@Harold_Shipman said:
you can break 4 totems, miss the last one because its hidden in space somewhere and still fall victim to a terrible killer with noed. Thats not gen rushing, that's terrible luck. If noeds power were based on the remaining number of dull totems at end games, the "it punishes bad survivors" argument would be valid. But it doesn't, so it isn't.
be in denial all you want buddy
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2079580#Comment_2079580
How about No. I stand by what I said. I guess you're one of the people I'm talking about.
you are just entilted
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@dnj510 said:
It doesn't make sense that Iron Will doesn't counter Stridor and if you're playing against a good or scummy Spirit, you can't beat her.
Oh and btw, Spirit players can go eat a [BAD WORD]. Let's be honest, all you guys do is tunnel and use cheap tactics to thin the heard. Requires no skill at all.
you have iron will to counter a massive mechanic for killers to track you and you have spine chill to tell every killers even strealth one they are coming before you can even hear the terror radius of non stealth killers, shut the ######### up about spirit and stridor
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@OniWantsYourMacaroni said:
It's actually insane honestly.
2+ DS was pretty much the standard before.
But now that the perk got nerfed you're lucky enough to even see a single person running it.
Games with no Obsession are much more common now.It also looks like tunneling increased a bit because of that.
well it's normal it did increase since there's no fear or being punished for it, but if survivors play well and the killer play well too, there shouldn't be any tunnel, tbh if i hook a survivor at the same time they unhook the other survivor and see both with BBQ, if they go in different directions I go for the injured obviously, but if the unhooked run away and the healthy come towards me, I obviously go for the healthy, that's how i've always played, you either protect the one you saved and I don't focus them, or you leave them be and so I "tunnel"
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@Crowman said:
Huntress and Deathslinger are also taller than Trickster so they have higher cameras. You likely feel slower than them, because your camera is lower.
that make sense tbh
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@[Deleted User] said:
I think you don't notice it as much with Huntress or DS because you WILL use your power at some point. With Trickster some loops are so bad for him you won't even try to use your power and you'll notice it more.
most likely, in some loops they ran it like 3 times for 1 pallet and I was like, how the F I am not catching up
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I like fast anti loop myers
brutal STBFL bamboozle and monitor
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@BSVben said:
https://forum.deadbydaylight.com/en/discussion/comment/2073346#Comment_2073346
To be fair, spine chill is a multi purpose perk, due to the gen and especially the vault speed bonus. Not necessarily just for urban evading cowards.
I know, but it's still really annoying for any stealth killers
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i've learned to play with my eyes and not ######### up killers stealth with 1 single perk and also have skills, spine chill users are cowards and dead hard users and awful and always do mistakes
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everyone know this perk exist, every one know the killer COULD run it, everyone knows how to couter this perk, everyone knows if you rush you get punished with noed for it, everyone knows they gotta do bones 5 times per game to fully avoid this perk before the end game, this perk can be denied before it even show up, if survivors are too busy doing gen rush well they get punished for it, yes noed can reward killers doing badly but it also punish survivors gen rushing and not focusing on taking out noed in the first place, noed isn't a issue, survivors gen rushing complaining about it is the issue, do bones before rushing gens 🙄
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@sesawyer3127 said:
https://forum.deadbydaylight.com/en/discussion/comment/2070324#Comment_2070324
Awesome thanks for the explanation I will give this game a try since DBD seems too crazy right now.
let me know what you think of the game :)
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@sesawyer3127 said:
https://forum.deadbydaylight.com/en/discussion/comment/2060908#Comment_2060908
I have seen some of the game play and it looks good is it like DBD?
there's similarities, doing 3 rituals out of 4 to either escape or kill the specter/killer, many doors and holes to avoid the killer (pallets and windows) tho the killer can break them when they are close even at the start of the match so you take away their defense as much as you can when it start, survivors are faster than you when they sprint but they ahve stamina, you are slightly faster than them when they run but you get "bloodlust" quickly while chasing them and you lose it on hit and also have reduced movement speed, however the hitbox is really unforgiving and survivors can move quickly to dodge you, so 360/180 in this game is way easier to do, honnestly it's 7$, give it a try, a third killer got added as well.
not gonna lie tho, when you start as killer, you win every game because survivors have no idea what they are doing, but the more and more you play the more and more they will know what they are doing and so the harder your games will be, you can still win, but there's also chase management and all in this game.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2069589#Comment_2069589
Who made the Twins and The Trickster? Because I know McLean made the blight and designed his power so who created These last 2 killers
designing and balancing is different
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dude as long @Almo will be the balance team leader, we won't get good #########
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even more relevant now
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@johnathonmo11 said:
https://forum.deadbydaylight.com/en/discussion/238811/killer-perk-idea-trade-off
Imagine this on Freddy with coup de grace. Survivors would be malding. Honestly thought this is a sweet idea and would be good on Clown, Freddy, and maybe Myers since they have built in survivor slowdown/ killer speedup in their kit
it would be fun
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@Bradyguy99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2066206#Comment_2066206
Let's be real that's still a waste
absolutely, but at least you don't spend money
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@ill_Boston_lli said:
THE WORST CHAPTER IN DBD HISTORY. I spent money on this garbage and i want it back because i DO NOT 1 but enjoy this killer. He is so UNDERWHELMING it isn't even funny. Now i know your not going to refund me for this joke of a Chapter but omg is this killer terrible.
why didn't you get him with shards?
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@ManWithALemon said:
That would really help Myers for getting out of Tier 1, not gonna lie.
yes but it will hurt the other tiers, tho scratched mirror will be meta with this perk, PWYF is already a must with it so with it it will be extremely good with just that perk alone
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@bjorksnas said:
I think the perk should have only 1 scaling factor so the perk looks like either
speed increased by 3/4/5% and lunge distance decreased by 40% or speed increased by 5% and lunge distance decreased by 60/50/40%
that would make it much less reliant on perk tier
good point, i'll change it
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@boostedsurvivormain said:
This could actually be decent on Hillbilly
could be honnestly, also on leatherface like someone else said
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@papichulo said:
i wouldnt use it. your decreases are too extreme for your increases
it depends on who you would use it
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@gatsby said:
Might be alright on Demo ngl
a few killer would get a advantage out of it
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@NoOneKnowsNova said:
The only killer I think this would see use on is Huntress and maybe Bubba.
Despite the lack of killers I think it would be used on, this is a great idea for a perk that I’d welcome to the game.
glad you think so :)
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@[Deleted User] said:
They didn't feel he needed a buff.
who's "they"?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2061109#Comment_2061109
I've heard that before...
I know, but this game still have over 1K players, usually those type of games are bellow 400, I hope it will rise
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2060931#Comment_2060931
There have been plenty of games in the genre. Problem is, they all failed. Clearly, most people prefer DbD.
home sweet home survive is promising
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@Yords said:
The amount of players with the new cosmetics say otherwise.
could be saved auric cells, i still have 1.3K and even tho his skin was kinda good I didn't buy it
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@Drazen said:
same here didnt spent money since a long time, they now are just trying to milk the game hard as possible from new players since most of the consistent old dbd players left the game
home sweet home survive is taking me away from this game REALLY hard, people should move to this game instead
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did 2 games as killer and gotta say it's quite fun, worth the try and it's only 7$, my game crash everytime i finish a game but other than this no bugs whatsoever and the optimisation is fine as far as I can tell
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i've reached 1M twice in a week and used them all since i really don't want this killer at all, i'll just the perks and never play it like the twins, 2 horrible killers in a row, oof
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@WiiFitTrainer said:
This also happens with chainsaws which makes even less sense.
yes I know, it's so infuriating, every killer ability that can break the pallet breaks the pallet instead of hitting the survivor or like how it should have been before, downing and breaking the pallet
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/2053270#Comment_2053270
That's 2 sides to an argument right here. We would have to see it in action to know it to be honest. Sadly devs aren't very keen on testing things before releasing them.
By the way, you should put this in Feedback if you haven't already.
I did already, it was the first post I made with this account
@hardtimefun said:
The way Coup de grâce work is not giving any worth benifit to the killer, having 5 times per match an extended lunge which more often not that helpful and also stops you from using a lunge you would normally need to get a hit but would consume a token makes this perk hurt the killer in more ways then it benifits them.
So my idea of the change is to make this perk in a similar way fire up works, at first you have 0 tokens and so 0% bonus but the more gens are done the more tokens you have so the faster you are.
With Coup de grâce, how it will work is that once a gen is done you get a token and your lunge is permenantly increased by 10%, and each extra tokens increase it by 3-4-5% for a maximum of 22/26/30% lunge increase at all time, the more the gens are being completed the more your lunge is increased and so making the perk actually worth using because you have an actual benifit at all time instead of having to save your tokens and stopping you from doing even a short lunge because it consume your token anyway.
This is my idea, let me know what you think about it, see you in the fog
glad I had this argument with you
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/2053227#Comment_2053227
Don't get me wrong, I don't think the perk would be overpowered on its own with this change. We would have to test it to see it. But an effect like this needs many restrictions because of how easy they are to synergize. If this perk was meta on its own, it would be game breaking with other perks like MYC, Dragon's Grip, NOED etc. Or combining it with the lunge of Spirit/Nurse/Wraith/Myers etc. Think of Save The Best for Last, it has a nearly as strong of a mid-late game effect with the drawback of not being able to hit a survivor the whole game to keep it.
Also this would do a similar thing with Dead Hard where the killer can get easy hits in places he made a mistake and should not, I don't think that's good design. Lastly, with a change like this we would not get any other perk to increase lunge distance or combining these could get broken very easily, but we still probably won't, I just thought I should mention this.
https://forum.deadbydaylight.com/en/discussion/comment/2053228#Comment_2053228
I also don't think nerfing Dead Hard will suddenly make the game balanced, but I still don't find it very fair. This needs its own post though, here isn't the place to discuss it.
I know combinations could be problematic but let's think about it for a second, MYC is not really popular and you still have to manage to M1 a survivor to have the effect of it so even if you have my version of CDG if you faill to loop properly well you won't get the effect, and also you need to be around the chase the survivor who's exposed, no one use's dragon's grip, no one, even when you don't get the effect you have the 80 seconds cooldown, if it wasn't the case it would be better, but since you have to wait 110 seconds to use it again, it won't be a good combo, noed like so many other people said, you can deny this perk before it even trigger, noed always been a dangerous perkl but everyone know this perk exist and everyone should do the totems when they see one to avoid this perk, everyone knows it, yes CDG with noed would be extremely deadly, but again, if survivors weren't rushing this badly and would spend 16 seconds 5 times to do the bones, it would never be a issue.
Yes on those killers this perk would absolutely be meta, no doubt about it, I know i'd use it on myers 100%,most likely on wraith as well, every killer benifits from my version of CDG but some really more than others, but is it really bad to have a new meta after 2-3 years it being the same? also wouldn't it make the survivors try to play more efficently by knowing the more they do gens the more at risk they are so they must make sure to avoid doing mistakes.
I know my version of CDG could be really strong, but new strong perks would be nice to have instead of constantly having meme/bad perks all the time
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2053235#Comment_2053235
You probably won't at first. Since it's a new killer for the survivors the would probably die trying to figure out ways to handle and counter him.
i'll help them right away, play like you were playing against huntress and stay close to long walls
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I pretty much will force myself to play 1 game with him when he'll release, I hate to lose my rank 1 on purpose :(
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/2053210#Comment_2053210
To be clear, I'm on the side of Dead Hard getting nerfed. A killer can do the mindgame of the century and you can erase all of that with the click of a button, it's not a fair perk. But this thread isn't about it.
Also it is pretty scummy that you are defending this Coup De Grace change with the existence of Dead Hard. From this comment you obviously also find it an unfair perk and your solution is to add an unfair perk to the killers too? Why not instead try to make the game better for both sides and everyone will be happy.
fair enough
but dead hard is good from the start while my idea of coup de grace is like fire up where it gets better the more you lose the game, giving the killer more strength the closer he is to lose, most survivors have all of their perks active right at the start of the game while killer perks need some build up most of the time or sort of, I just want this perk to actually be good, hell it could be increased to a maximum of 20%, just a reason for it to actually exist, dead hard have a reason to exist, it is unfair and rewards mistakes, but it's a good perk still, coup de grâce simply sucks, making it different like how I proposed could make it viable.
Yes movement speed and lunge distance is a big deal, but it's a a small ammount considering how 60% is right now, a maximum 30% max in the end game won't be a big big deal by itself, also the 10% on the first gen you'd barely notice it, most of the time it won't help you, it will mostly be around 3 gens that you will have more value out of it.