lassfroobynoo
lassfroobynoo
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- lassfroobynoo
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I wouldn't say harder than Nurse at all, Nurse you have no choice but to blink because of her low movement speed. Pinhead you don't have to go for chains if it's not beneficial and you can play like a 115 m1 killer if necessary. Nurse will always have to blink for her hits unless the survivor is extremely out of position. Harder than Clown yes but he still has a lot more map pressure than Clown ever will so it balances out
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/2162269#Comment_2162269
Not 100% sure how this works, but couldn’t he just drop you on the ground and then mori you from there?
No, it doesn't function as a Mori offering. If he drops you he does not have the option to kill you. He can only kill you if he gets close enough and the prompt to kill shows up.
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@Progamer888 said:
https://forum.deadbydaylight.com/en/discussion/comment/2165535#Comment_2165535
Guess what you could have all the information in the world, solo will still be #########, when they will fix the matchmaking so everyone it's at the same level, then solo will be a good experience, even if they decided to add something like a totem counter base kit, that would be a bandage fix, because it doesn't do ANYTHING at soloq, because the main reason why it's not a good experience to play soloq it's the teammates, I'm 100% sure that soloq don't need info stuff base kit, soloq need a matchmaking optimization.
This is a good point, I don't see how the totem counter would really add that much impact to the game for solos? If anything I could see it hurting them (4 gens done, 4 totems cleansed must find the last totem and not do the gen cuz i'm scared of noed that might not even exist) -- I just don't see how knowing how many totems are left for solo or swf is a massive balance indifference or whatever people are trying to spin it into. Solo survivors don't die because they don't know how many totems are left, adding a totem counter would do absolutely nothing when there's actual legitimate issues with solo survivor (like matchmaking, lack of in-depth tutorials, etc.)
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2165548#Comment_2165548
That's not exactly the point though. The point is, the devs tried to buff solo queue but ended up buffing SWF as well.
The perk is still very powerful in SWF, and that's fine, and even if it were weak then that'd also be fine. But the devs decided to buff a perk for everyone to use instead of standalone buffing solo queue.
I would not say the perk is very powerful in swf, so I guess that's where we disagree. SWFs use perks to protect their teammates and give them as many lives as possible (unbreakable, ds, dead hard, bt, adrenaline, soul guard, etc.) if you equip small game you're losing out on the actual strong perks, just to know how many totems were cleansed, when you're already playing/comming with other people and they could literally just tell you. Baby solo survivors knowing how many totems have been cleansed is what the buff is intended for and adding a basekit totem counter would give SWF that info without requiring the use of a perk slot
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2165533#Comment_2165533
I'm pretty sure the issue here is the devs not just buffing solo queue, but buffing a perk that allows SWF to use efficiently. It's not an overreaction.
a good swf will not use small game anyways they'll just do gens and if noed pops find the noed totem. like it is an overreaction cuz even if swf know all 5 totems got cleansed it doesn't change the impact of the match in any significant way lol
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165533#Comment_2165533
or it's showing that the devs won't stick to their promise of buffing solos in a meaningful way but keep being the reason the game won't get balanced x
Okay you got me. I agree bestie. :) Yes mama work xx slay the house boots queen darling xxxxx
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165519#Comment_2165519
i have no issues with the strength of the perk. i have several, severe issues with it's implementation
again darling use your eyes and read things
It's just a really dramatic over reaction to a harmless perk getting buffed, that's all xx
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165509#Comment_2165509
im unironically complaining about small game because it shows the developers dont know how to actually balance their game and despite them saying that theyd work on bringing swf and solo closer together it's done the opposite.
i have no issues with the strength of the perk. i have several, sever issues with it's implementation
try reading things next time and i wont need to explain it again
im unironically complaining about small game
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165480#Comment_2165480
"they added a totem counter which solo survs have been begging for forever"
Yes on a ######### perk
Which part of basekit information so solos don't need to use perks items or adons to get the same information SWF do for free is so difficult to understand? Am I speaking in German accidentally or something?
I don't think adding a totem counter to the base game would really change all that much lol like why are you unironically complaining about Small Game
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165500#Comment_2165500
red ranks bestie try again x
So you're just bad then lol and you call people bestie because you lack a personality
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165462#Comment_2165462
Then you clearly don't play that much survivor.
4 gens done, you don't know how many totems are cleansed, possible chance of Noed. Do you search for totems or pop the gen? The killer could have Noed which would let them snowball pretty badly, but what if they don't? Have you done all the totems anyway?
So you search for totems that could've been cleansed and throw the game with the time you waste doing that, especially if your team is also doing that, and everything goes to #########. Or you don't search but what if your team isn't either and oh god there's Noed and it's in a well hidden spot because people did 3 out of the 5 totems and that's it you're #########.
Not to mention inner strength. Or maybe devour, there could he a totem laying in wait somwhere.
Knowing how many totems are left is absolutely key information.
You sound like you play at maybe green ranks? Where NOED probably procs every game? In red ranks, it's like... maybe 2/10 games end with a NOED down. And I would much rather search for a lit totem then waste my time at 4 gens cleansing dulls when I don't even know if the killer has it yet. The rest of the stuff you said is honestly irrelevant. Key info would be knowing how many gens are left, where the killer is located, Kindred, etc. Small Game is a joke of a perk that they only buffed because absolutely no one used it
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165456#Comment_2165456
3man swf 1 solo.
"This buff was almost specifically for solo survivors who are used to getting NOED camped and want to ensure they can stop the perk from activating themselves. SWFs definitely don't need this perk especially now that it doesn't detect traps"
Well like you said, swf get this information for free without needing to use perks. Solos shouldn't have to use perks items or addons for information SWF get for free. So it wasn't a buff. Not in the slightest, it was a bandaid that everyone is going to point to when it fixes none of the issues.
It's the worst bandaid fix I think I've ever seen because it's like trying to use a bandage to reattach a missing limb.
That's extremely dramatic lol they added a totem counter which solo survs have been begging for forever, SWFs dont need this perk and they probably will never use it. If they do then great that's a waste of a perk slot when they could all just tell each other how many totems they cleansed. There's plenty of other issues in the game you could overreact about
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165445#Comment_2165445
Hardcore agree
But n stick key Info on a perk and then wonder why solos are weak while swf are dominant okay bhvr
I would hardly consider knowing how many totems are left in the map to be "key info" lol
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2165424#Comment_2165424
It's not bait imo ots genuinely so much better in swf than solos.
And then bhvr are like "we hope solos will enjoy this perk" besties you've just buffed swf even more wdum x
SWFs can count to 5 together lol they don't need the counter, and if I was in a SWF I would run 4 meta perks and bring a map if I was really going to find totems. SWFs can coordinate without the use of these info perks, that's the whole point of SWF. You can coordinate your team to search for key totems (like when NOED pops) because you realistically don't need to cleanse all 5 totems every game. This buff was almost specifically for solo survivors who are used to getting NOED camped and want to ensure they can stop the perk from activating themselves. SWFs definitely don't need this perk especially now that it doesn't detect traps
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"Small Game New Perk" ??? This perk has been there forever and maps still exist which will literally show the totem's aura for free. Small Game just tells you the general direction of where it is and now how many have been cleansed. It has always worked to locate totems in the exact same way it does now. I don't think a SWF is going to waste a perk slot with Small Game to find totems when they could just bring a map, and if they do bring Small Game then that's one less Unbreakable/DS/BT/Dead Hard/Adrenaline etc for you to worry about. Who cares, the only ones that will run this perk are solo q'ers and they need all the help they can get lol
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Sounds like the problem is matchmaking? Not sure what playing survivor had anything to do with what you said considering the only issue you mentioned was the killers being bad lol like no info on your rank, teammates ranks, nothing. You could've just had a couple of boring games which happens plenty often on killer too
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I like that it's bright, it gives a bit more diversity to the map design and sets Coldwind apart from the rest of the realms as they all kind of bleed together or have the same type of lighting. Plus these maps are heavily survivor sided in terms of loops and chase potential so not being able to hide is completely irrelevant. You don't really need to hide because the maps are stacked with really strong loops. I actually think you could hide pretty well in the new corn.
Perhaps when they rework the Swamp maps you'll get the dark scary horror game map you're looking for
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2161564#Comment_2161564
So I should just keep going into 'lockers throwing whole game not doing objective to counter tombstone? You do realize that's no counter that's avoiding of unavoidable
The point is he can only mori you if he grabs you, you're denying him the mori. So he either stands there waiting for you to jump out, or you get hooked and play the game like normal. It doesn't give him the power to mori on command, only if he is able to grab them. I would think taking a hook by getting grabbed out of a locker is much better than instantly getting mori'ed. Imagine all 4 survivors jump into a locker when Myers catches up to them with Tombstone. It's def a viable counter to the add-on
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"Killer cannot hit the survivors who crossed the gate but have not left yet. If the killer steps in through the gate survivors still cannot leave regardless of line of sight but they can't be hurt either."
Do you understand this is a massive nerf to all killers because you're offended by them pressing their ctrl button? Like, just walk up to them, smack them out and move on with your life.
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I'm not sure that this post really illustrates the issues with keys... if anything it points to a bigger problem with the emblem system that you're forced to take a depip when your team literally kills themselves (which is what OP said happened)
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SWFs that act a certain way (clicking, t-bagging, etc.) will complain and insult you regardless of what happens. It's just how it goes. They're baiting you into a response because they like to piss killers off. There's nothing the devs can implement or do to make it stop. You just need to build a thicker skin and not let it bother you. what could the devs possibly implement to stop t-bagging? Remove the crouch feature? Flashlight clicking? No real way to stop that either. It's not on the devs to make you feel better when players are being toxic -- if you're playing a PvP game you have to accept that people will be #########
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It feels very awkward when they throw the pallet and it would've stunned you but nothing happens
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As killer I hate “immersed” survivors because they take forever to find and the survivor generally has a huge advantage over the killer in terms of hiding because of the third person view. And killers don’t really have time to search around the edges of the map just for someone to be urbaning around the z wall or whatever. It’s just not very interactive, the game isn’t really designed around the “hide and seek” strategy as much as the looping side of things.
as a survivor I would much rather take the aggro for my team especially if I’m solo because I’m decent at looping. I feel like a decent mix of stealth and looping can work for most survivors, you don’t have to wear the pink Claudette jacket or purple nea wig and click your flashlight, but typically stealthy survivors can’t hold their own in chase cuz they rank up by hiding and getting their escape points that way. IMO if you’re a red rank survivor, you need to take your turn with the killer regardless of if you’re good at looping or not. If you see everyone else dead on hook and you haven’t been hooked yet, it’s your turn. That’s if you’re playing it as a team game, which most solo survivors don’t. Overall it’s just irritating on both sides because in reality you’re not actually doing anything by hiding. Like in terms of gameplay you’re just hiding, Idk how that’s fun for people unless they’re brand new. At higher ranks I expect more of my teammates and if they play immersed I basically just assume they’re doing nothing the whole time
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You would've HATED the self care meta lol
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It's literally just a game to survivors. Like you're actually just a person playing a game, you have no actual power over anyone lol why would they be scared? They're gonna play just like you are. The way to make them "scared" in game is to apply as much pressure as possible. If you can't do that in the game then just try and get better. Most times survivors don't feel threatened it's because you're a weaker killer (like trickster or legion) or you haven't really given them a reason to be scared all game. Maybe baby survivors will be scared, but there's really no reason to be scared and you don't need to scare them to kill them. Just play the game and get over this weird power role fantasy you got going on
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@NekoGamerX said:
god can we just have a obsession in ever match even if there no obsession perks in play plz.
Yes I’ve always said this, I don’t see the harm in there being an obsession every game regardless of perks
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@Tillablerhino44 said:
Im not talking from a buff or de buff it just doesn't make sense why does his power disappear when the gens are done.
Because theoretically Freddy's power should help you keep the gens from getting done in the first place. Killers should have weaknesses as well as strengths and one of Freddy's biggest weaknesses is his lack of endgame pressure, because of how strong he is at delaying the game. Honestly most good Freddys don't even see the gates get powered because of his map control so it's not even that big of an issue
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Use a skin without a backpack? I thought the whole point of the backpack ones was to wear the backpack
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Survivors and killers alike will be rude regardless of how you played or who you played. DBD is a very tilting game and a lot of people who play it are not able to process and control their tilt, especially in the endgame chat. You could play Wraith no perks no addons and someone will complain. Like if you didn't have Stridor they would still say you didn't earn your victory because Spirit takes no skill. Don't sweat it and if you have fun playing Spirit keep playing her, you paid for the game and the DLC you can play it however you want to. People can't expect everyone to just never pick the strong killers cuz they're "not fun to play against" like that's ridiculous.
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@JasmineDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2008084#Comment_2008084
i stand by my previous message. This is unfun, and quite frankly unearned. You've gotta learn to be at least decent if you don't want to get destroyed as by even somewhat decent survs. You'll keep losing, they'll keep getting those 4 man escapes. :/
I said you have to take your Ls, but I never see a game where 1 or 2 people don't die on third hook. I know rank means little but if two people get out on death hook, I had a bad game and 10 total hook states. A good game is 12 hook states. If I got a 4k with 4 hooks, god Id feel like #########
Your comments are so patronizing lol. Why would you encourage people to "take the L" when the EGC procs? So killers should do what? Stand in the corner and let everyone go? Yeah, an ideal game is getting 12 hooks at 5 gens but that's really far from reality. Sometimes a team gets all the gens done for whatever reason, that doesn't mean the killer should just give up. Like you're basically saying "git gud" when most killers will experience EGC regardless of skill level, because it's not very difficult to do gens if the killer isn't running hardcore slowdown perks. Especially swf. We can't place the value on a strategy on if it's "unfun" or not. That's the biggest problem with the community is everything is valued by how "fun" something is, when in reality, both sides do whatever it takes to tilt the game in their favor as they should. It's absolutely earned if the killer gets a 4k if the team rushes in to save the person in EGC and they all end up getting killed. We put a lot of emphasis on how the killer plays but don't acknowledge that the survivors could just mess up and get themselves killed at the hand of a killer who is trying to capitalize on their mistakes. If you don't wanna deal with the EGC camping shenanigans, you really can just leave and move on.
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2008146#Comment_2008146
Legion can as well but no one else
You're right, I forgot about Legion, but Legion vaulting the pallet feels a lot less threatening than Nurse or Victor launching over the pallet lol.
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The better question is how do you ban players for this? Like, a lot of people find immersion very irritating as killer but the game offers very little in terms of chase tutorials so it's unfortunately the experience of a lot of players that they have to play immersed to survive. A lot of players just aren't comfortable being chased, because they really don't know what to do. The better question is how can the game encourage survivors that are new to the game to be less immersed, not outright ban them for a playstyle that you find irritating. Yes, technically it could be considered "holding the game hostage" but you have to consider intent in these situations. They're babies and honestly they're just scared.
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Isn't being able to leap over the pallets a big enough strength? Only one other killer can move over pallets without breaking them (Nurse) so that is actually one of his biggest assets. Not to mention, as a survivor, there's very little you can actually do against a Victor that knows what they're doing aside from heal every time you get injured so that he can't down you or hug a strong window and hope for the best. And that's not always possible. I agree with one of the commenters above, Twins are fundamentally flawed and would need a total redesign to make them feel good. But Victor being able to break pallets would be a little obnoxious imo.
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@StibbityStabbity said:
Hmm, good idea. Maybe they could look at Ichi the Killer? A colorfully dressed mad man stabbing people to death with throwing needles...
oh wait
Hey, this is exactly what he reminded me of! I’m glad I wasn’t the only one
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I love when people post dramatic whining like this because we didn't get another big scary man in a mask or whatever your limited definition of Horror is. Have you seen Ichi the Killer? Great horror movie, one of the most disturbing grotesque disgusting movies I've ever seen and the killer in that movie is giving the same vibe as the Trickster. What's fun about DBD is their expansion of Horror, including more global definitions of what can be included in a horror game. Not everything in Horror is Michael Myers, Jason, Freddy, Leatherface. We already have so many stereotypical horror tropes in DBD, let them step outside of their design comfort box just once without throwing your hands up and screaming. Like, bright colors oooooo not in my horror game reeeeeee
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There's really not many useful applications of this perk except to discourage bodyblocking, so nothing really to worry about. Maybe with Agitation but still that's 2/4 perks for something that might never even work. Afaik the duration would not be extended from other perks, but from watching Zubat it seemed like the exposed duration does reset if you leave the TR and re-enter the TR.
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No one even brought it up people are just assuming the killer is lgbt because they're wearing bright colors and has a stylish hair cut like... wow when the killer isn't RAWR man in a mask :3 people really don't know how to act
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Bright colors automatically means not scary, I guess. And him being related to KPop is pretty irrelevant IMO. What I’ve always appreciated about DBD is that it tries to include global definitions and genres of horror. This means not every killer will be rawr big scary man in mask with weapon. There’s plenty of stylish horror movies where this killer could easily fit in, and he will absolutely have some cosmetics that will give him a darker feel. To say he doesn’t “fit” in DBD is silly, as DBD itself has always tried to avoid defining what horror is by constantly expanding its own definition (like an ancient Babylonian Priestess that throws up on you) — just open your mind a bit and if the killer is fun who really cares what they look like? If the killer isn’t fun, let’s talk about that instead. Arguing about what fits is pointless, as there’s plenty of things here and there in the game that don’t “fit” horror.
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Literally the same thing just happened to me on Ormond, a Meg got stuck in the rock/window spawn while she was down and I (stupidly) vaulted the window to get her up and got stuck myself. I didn't find any way to free myself so I ended up dc'ing
