Avatar

naitsirhC

naitsirhC

About

Username
naitsirhC
Joined
Visits
192
Last Active

Comments

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2379884#Comment_2379884

    I'm a rank 1 survivor and I never run meta builds. The only meta perk I use is Iron Will. I usually play with Plunderer and Appraisal and Ace in the Hole, which means I am actively sabotaging my team by not genrushing because I'm busy opening chests.

    Despite this me and my team of PUGs and Randos don't get "destroyed" against sweaty killers running meta builds and strong killers like Blight, Wraith or Deathslinger.

    To be honest I barely see Nurse and Spirit these days. Hardly anyone uses them anymore. They're still strong in the right hands but for whatever reason I barely see them. There are other stronger killers than them these days, a perfect Nurse is still strongest but there are hardly any perfect nurse players out there.

    All that said I disagree with you and this game has many problems and you spelled out most of them, and BHVR as a developer needs to get its game together it's like they seriously have no clue what they are doing.

    But I don't know what's up with your Prove Thyself, there is no way you can finish a gen in 15 seconds from zero even with Prove Thyself. Maybe the two of you were using BNP on engineer toolboxes and were using No Mither and Resilience.

    Guess I just get unlucky then :p

  • @EntitySpawn said:

    I dont even know what to say, 1.5k hours and you still want doctor nerfed? I feel like this isn't true and you're a newer player who is either struggling or doesnt like they arent doing as great as they expected. I have 2k hours, only thing I agree with is BHVR doesnt listen enough

    Capture.PNG

    ok.

  • @calem said:

    Just some points I wanted to make in response to your comments:

    • Doctor is a balanced killer. You might find him annoying, but that's kinda the whole point of his power and madness. It's supposed to throw you off. I'm sick of survivor mains complaining about him because they can't loop against a Doctor. You have to pre-drop unsafe pallets, or if he is continually shocking you, just keep holding W around the loop. Take that advice from someone who plays a ######### ton of Doctor.
    • The RCPD map is bad for both sides. Not just survivors. You have to remember it's still an indoor map, so the issues that survivors have of navigating it also applies to killers (except Nurse). The last 2 times I played on RCPD as survivor was against a Billy and Huntress, so obviously they didn't do too well.
    • Getting hit through pallets is usually, not all the time, the survivors fault for throwing the pallet down. When you throw pallets down, your hitbox moves to the middle of pallet (even though you are on the other side of it). So if the killer is close enough, they WILL hit you through it. If you keep running and they swing, they will miss. This is something I get away with all the time as killer because most people don't know the hitbox moves to the middle of the pallet when you throw it down.
    • Getting tunnelled and facecamped sucks, yeah, but this isn't something BHVR can do anything about. People have to learn to either: gen rush when someone's being facecamped and let the killer depip or go for a trade with Borrowed Time, OR take hits or downs for someone who is being tunnelled. Hard to get that in solo queue survivor, I know, but it is how you counter those things. BHVR cannot force killers to somehow not tunnel or facecamp.
    • Getting actually gen-rushed is quite rare and people tend to throw this term around when simply they just didn't play well enough. A true gen-rush is when a 4 man SWF bring BNPs and Prove Thyself. There are so many games people say "omg gen rush" when no survivor has a toolbox or Prove Thyself. That's not being gen-rushed, that is using your time ineffectively as killer.
    • You say you're a survivor main but can't have fun because you are forced to bring meta perks every game? I just don't believe this at all. Survivors ARE the ones who can get away with non-meta perks and fun builds. I completely agree bringing the same meta build (Adrenaline/Borrowed Time/Dead Hard/Unbreakable/Decisive Strike/etc) is not fun, but if you can't escape without bringing those perks, then that's more an issue with your playstyle and/or skill than game balance. I know that a lot of perks need buffs to be "viable", but that doesn't mean you can't do well with them.
    1. I didn't say he was unbalanced. I'm pointing out a few kind of ridiculous mechanics (in my opinion) that come with him. Blocking windows and pallets by getting shocked is fine, play around it, easy. I just don't like that I can't heal my teammates or pull off a clutch play without going into a 30 second cooldown to get out of madness
    2. For your second point, I've stated multiple times that I don't play killer and acknowledge that this post will be survivor biased because that is my strongest side of the game. And yeah, it is an overall bad map. I just don't know what makes it bad from the killer's point of view.
    3. What you're talking about doesn't happen in red ranks. (Assuming the people in red ranks actually deserve red ranks, the rank system in this game is pretty bad) But once you become an experienced survivor, you can tell when its the games fault that you get hit through pallets. And sometimes I make a mistake where I throw it too late and get hit, that I don't complain about.
    4. BHVR absolutely can do something about face camping and tunneling. They can introduce incentives to not face camp or have punishments to try and prevent it. This of course won't solve the problem, but it will help. Tunneling on the other hand, no, BHVR can't really do much. And that's my point, I can't have a fun game without bringing decisive and borrowed time AT LEAST to avoid getting tunneled or face camped just because the killer is upset that I ran him for a couple minutes.
    5. I mentioned gen-rushing once in my post as a sarcastic term to point out how bad the ranking system is in this game. That is, if something possibly out of your control happens (like getting actually gen rushed) then you lose your rank, even if you couldn't do anything.
    6. You're right, because of my skill I only get high ranked killers and therefor have to bring meta perks to win, bringing meme builds to have fun simply doesn't work.


  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2379925#Comment_2379925

    I agree. The development staff seem to care, even if I don't always agree with some of their choices, but the bottom line doesn't always take us into account. Too often we're taken advantage of by advertising and pricing and we don't deserve to be treated like that for supporting the game. But obviously the game itself can't be too bad because we keep coming back and I do genuinely enjoy myself 90% of the time (only 650 hours in so far lol). It'd just be nice if things were done better.

    https://forum.deadbydaylight.com/en/discussion/comment/2380010#Comment_2380010

    Those are very good points. It reminds me a lot of how EA is with The Sims, unfortunately.

    I have fun about 40% of the time, and that's when I play with my squad running meme perks on dead dawg. lol. And yeah, I do genuinely enjoy the game sometimes and I keep coming back to it because it's the only game in it's genre.

  • @Katie_met said:

    Here's why they don't go out of their way to make the game great and fix every bug and ensure the community is happy- there's no competition. Scott Jund often mentions this. There are no other games like dbd, and any games similar to it will never really gain the popularity because think about how big dbd is now and how many incredible licenses are in the game. There is no rush because there is no threat from other games, people can threaten to stop playing like they did with the 'dead by boycott', but there would be no other game to play because there are no other games like this.

    Additionally, bugs will always exist in this game because of the way the game is coded. Scott Jund also made a video on this. Dbd intended to be a small game, and Trapper was going to be the only killer. The coding that was originally used is cheap and easy coding because they couldn't hire experienced top tier coders because they didn't have the funding for it. Because the game grew and is still growing, they need to keep adding more content, because they keep adding more content to this simple coding, it means when they fix one bug it will just cause another one. The only way this could be resolved is if they recode the game, but because there is so much content, and they keep adding content, it'll take too long to completely recode the game. So it's likely it will always be this way.

    yeah, it's really unfortunate because at this point nobody can make a game to challenge dbd just because of how many licenses it already has

  • @MrPsych said:

    If you got 1500 hours from this game, I'd say it's not too disappointing of an experience in general? I seriously don't get this mentality from some people. It's okay to say you've outgrown the game and got tired of it, it happens to every game at some point.

    Reading your complaints, I'm surprised to see there's barely any words regarding killer gameplay too. Surely you would have found some issues in their gameplay too?

    I've said before I'm a survivor main. I'm not saying much about killer because I don't play killer, I've stated that there are plenty of problems on that side that I just am not aware of. And I addressed as many problems on the killer's side as I could.

  • @Emeal said:

    BHVR does not listen to the community, which is why they changed DS recently? Dude, listen to yourself.

    yeah they mainly don't listen to the community.

    showing them fixing one perk doesn't disprove my argument.

    In fact, they fixed multiple things that were complained, moris, iridescent head, etc. It's just that they took 2 years to do it.

  • @NursesShriveledWap said:

    I stopped reading the moment you called Doctor, one of the most balanced killers, problematic.

    I understand that the game can be frustrating, but it is very balanced 99% of the time. Balanced doesn't mean fun, but the game is relatively fair. Killers don't actually have very many viable perks, so I don't understand why you're complaining about survivor perks, when killers really only have Ruin, Undying, Pop, Thanat, and Corrupt, because of every other killer perk being simply bad, or having unnecessary penalties on it(for example, Surge). Meanwhile, survivors have: Adrenaline, Bond, SB, DH, PT, BT, SH, BL, Plunderer's(EZ key escapes), and more. Not to mention the fact that survivors are not perk reliant, while killers are. Luckily, most survivors are bad, which balances the game. This is coming from someone who is at the moment playing 99% survivor, so you can't exactly call me biased.

    I'm not going to talk about bugs, because that's an actually valid complaint from you. Same for breakable walls, the complaints about the shittiest map in the game, and the flashlight angles(About flashlights, they changed the save timing and I am NOT happy about it), the sets for the most part, as they are necessary because of licensing in some cases, and everything having to do with latency from teleporting to console.

    My comments about doctor are pretty biased, becuase I play a lot of survivor, but I will agree with you about killer perks. I forgot to mention that killers, for the most part, are forced to run meta perks because of their powers not being comparable to nurse or spirit. The point of *pointing out* survivor perks was to show that there's no way to run a fun build without getting destroyed. And the same goes for killer.

  • Am interested...

  • @Moundshroud said:

    Perk: Cross Country

    You are a long distance runner. Unlike Meg, who is a sprinter, you train for endurance and controlled bursts of speed. Pushing the Action Trigger while running will increase speed to 115% for up to 3/5/7 seconds (based on the level of the Perk). The Exhaustion status will trigger afterwards and last for 60/45/30 seconds after (based on the level of the Perk).

    7 seconds of haste is an extremely long time...

  • @Axe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1594817#Comment_1594817

    NOED is not a teachable perk, it will never be on shrine

    I can't believe I completely glossed over this... But yes you are of course correct. So they would need to make a separate "perk wheel" for all the global and teachable perks.

  • @Axe said:

    The ban thing need an adjustment. The shrine of secret got 2 free perks and 2 DLC perks. But the perks on shrine are 80% very bad (botany knowledge, self care, technican, flip flop) we usually only see 3 or 4 good perks on shrine per month....

    Yeah, the point was just to make some perks not able to be used, because if the perks not able to be used were always the same thing every other week, i.e. Decisive, Unbreakable, NOED, it wouldn't be as fun.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/188291/competitive-mode

    Technically this already exists, it is called a CUSTOM GAME where you and your friends get together, fill out the Survivor side, and one person is the Killer. I'm not trying to be sarcastic; I'm just stating a fact. Your idea is fatally flawed, but not because you don't mean well.

    What exactly would prevent the deranged, I just love tormenting people from pretending to want to play casual games so they can go in and slaughter you like lambs? :) What is a casual game? It is all subjective. You will have the SAME problems you have now (probably worse) and simply have created more Ques.

    I'm talking about a competitive mode against other players not a custom game. I just use custom games to mess around with friends...

  • @Desh said:

    I can't be bothered reading every single Spirit post that's been created. But the ones I've been seeing lately is just the typical "Sprite OP, plez nurf". I have to ask, what about this Killer is so "OP" that people are calling for her to be "reworked" when they really mean tweaked/changed.

    The only thing I can regularly surmise is that Stridor synergizes heavily with her Power. But so do other Perks for other Killers. STBL for Demo's Shred is a prime example. Ruin/Suirvellance with Freddy's Teleport. Sloppy Butch/Thana for Legion/Oni. List goes on.

    She's by no means overpowered. She is easily counterable (assuming they aren't a rank 1 strider & sloppy butcher gamer). The problem, however, is that she is extremely unfun to play against. Playing against her is just a guessing game, and to most people, that's not fun at all. That's the reason why we like to play against Billy or Demo, they are fun to play against because they have viable counterplay.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581980#Comment_1581980

    They probably didn’t announce it in-game because they didn’t want to give lag switchers a convenient reason to go back to exploiting. It’s the same reason they don’t announce when they disable the disconnect penalties.

    Edit: They often announce these things on their Twitter, like here: https://www.twitter.com/DeadByBHVR/status/1299082583003803648

    Alright, good to know.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581953#Comment_1581953

    Hit validation isn’t currently active, it was in beta and they paused it because it was causing issues with certain killers (Huntress, Plague and Nurse).

    The devs explained that the aura changes were made because the way the old auras were programmed would cause them bugs and issues. So your “nobody asked them to change that” may be true in the sense that nobody complained about the old auras, but it demonstrates that they’re actively working on improving the game and updating some of its older code, which is something people regularly ######### about.

    So my point is that the changes that they’ve been making are only “unneeded” in your opinion.

    I guess I just assumed it was active because of the in-game message of "We have activated the hit validation beta on live servers". My bad, I didn't know they disabled it and didn't say anything.

  • That won't hold up in the higher ranks, my guy. Good deathslingers are almost always going to hit their shot. You 'dodging' them isn't dodging at all. It's just them missing a shot, not getting outplayed.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/187010/how-is-it-even-possible

    Deathslinger is beyond easy to counter. Get gud. Every complaint about Spirit is valid tho.

    Deathslinger countering is just guessing. You can't get good at guessing. It is impossible to dodge a shot that comes at you at lightspeed. I suggest you watch ScottJund's video about Retroactive Gameplay, it explains everything.

  • @xenotimebong said:

    Yeah, what’s with BHVR adding in all these highly requested features and improvements like server-side hit validation, crossplay, and changes to the way the game is coded that prevent future bugs (aura change)? What, are they trying to improve their game or something?

    I just had multiple VPN killer games. And the same thing that was happening before server hit validation is still happening after the implementation. I'm not saying nobody asked for it, because everyone did including me, I'm saying that it didn't really do anything (especially like fixing VPN killers like they said it would). I didn't mention crossplay whatsoever, in fact I'm very happy they did this. But the cons outweigh the pros. The aura change was not needed at all and was perfectly fine. Nobody complained about it until they changed it for some reason. Your sarcasm doesn't make much sense... My argument was that the developers were spending time on unneeded changes instead of the important things that the community asks for.

  • @Freki said:

    first of all the server hit detection did NOT break geometry. that was happening before that. The aura system was already been worked on for several months and expansions for a while. the system was put in a while back and it was even WORSE than it was this time around. They did not totally nerf billy, their changes split the two chainsaw boys since they had the same add ons, they would have to rework the other if they worked on the one. I have fun playing against deathslinger and spirit. You might not like it, people on here might not but there are people that have fun even with what you don't like. I think the aura system was being done to work with the new graphics they are working on as well. so there is a great deal that you may not even know about and yet you think your opinion is law? wow.... enjoy yourself...

    I was using that as an example. Obviously those two aren't connected, they just both occurred around the same time. As for the aura system, I was using that and the invite buttons as an example of a change that was not needed, and kind of a waste of time. When I said nerf billy, i was referring to the fact that his base kit was fine, and didn't really need a nerf. His addons, however, I will agree with you, but I think the kit was not needing a nerf. I brought up Deathslinger and Spirit because they are heavily related to the topic of retroactive counterplay. If you enjoy trying to win by guessing all the time, be my guest. I personally like winning by feeling accomplished that one person outplayed another.

  • @JimPickens666 said:

    I always think its funny when people bring up NOED because its not OP or anything, it's just the ultimate salt perk lol.

    I don't think it's OP, I just think its unfun to play against and needs to have some changes.

  • @Blueberry said:

    Freddy to me is the gold standard of how strong all the M1 killers should be. So no, I think he's pretty balanced.

    He is pretty balanced until you get dedicated from across a pallet.

  • @Bowls_of_Chili said:

    I like playing Nurse a lot, as bad as I am with her, on PS4. My only issue with her is her cool down animation after her blinks. Could BHVR possibly take a look at changing the animation in first person from the horrible forced staring down perspective and darkening screen effect? I don't mind the cooldown after her ability, but the animation is ridiculously disorienting and uncomfortable to play with. Perhaps she could have some sort of interaction with her hands instead (maybe flickering in and out of the spirit world) while looking forward and minus the dark screen after each blink?

    TL;DR

    Change the Nurse fatigue animation to something less disorienting please.

    This is supposed to happen. If you stared straight up, it would be incredibly easy to see where survivors go to try and mindgame you, and just blink there. The fatigue offers a fair counterplay form the survivor's side.

  • @Pawcelot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515869#Comment_1515869

    You could make it so that positive effects last a bit longer if you got Vigil instead. So negative effects last shorter and positive ones last longer. Imagine if you had an extra 0.5 seconds of Sprint Burst. Or that Dead Hard i-frames last just a tiny bit longer. It'd be strong.

    That is a very interesting idea for a rework too, I like that.

  • @Pawcelot said:

    Back in the day, you actually recovered from Exhaustion while running and it made it impossible to catch survivors who were using Sprint Burst, because they'd constantly (at random) sprint off into the distance. It should NEVER come back.

    I understand this, but since you recover 80-70% slower, I think this is balanced because it still takes a long time, its just a quality of life perk that rewards good players for staying in a chase for a long time.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/179893/simple-but-amazing-change-to-vigil

    No, that would be insanely overpowered. Back in the old days of dbd, you were able to recover while running by default, and everyone would use vigil to abuse it and use sprint burst twice in a chase. Vigil is fine as it is.

    Yeah I know, I just thought it would be a cool to bring it back. Plus, back in the old days you recovered at 100% of the normal recovery speed while running. This gives more than half the speed to recover. Its like self care, but for exhaustion. it rewards experienced players for staying in a chase for a long time. Also, it's just a quality of life perk. since its not by default, it takes a perk slot.

  • @TerrorUnleashed said:

    Sounds like an overall well-balanced killer, and from the looks of it, he'd be able to both be used as a quick-down by skilled players, and a slow survivor take-down when in the hands of less skilled players. Just to clarify, the Captain can be cursed but can't cleanse himself? Or did I read that wrong? Love the concept.

    haha yes I agree. And no, The Captain can't be cursed. he just can't see The Amulet to prevent camping it.

  • @bjorksnas said:

    You forgot to slap the bhvr seal of approval on it, its missing

    1. cooldown that makes no sense
    2. the requirement of a basic attack for some unknown reason
    3. making the t1 of the perk hot garbage and the t3 barely good
    4. some random out of context flavor text like killer make sparky thing get block eded

    Oh yeah, you right hold up...

    How does this look?

    1perk (2).png


  • @Seryka said:

    That's actually a perk that sounds very interesting to implement. Imagine having this on a Doctor who's running a gen build. It'll make some spicy plays and also it can help against gen rushing, but since you state that it happens every time someone reaches 80% gen progression (assuming you have the perk Level 3) and you regress a gen with Ruin, Pop, etc then does it happen everytime they repair it back to 80%?

    yes, however I failed to mention that failing the skill check doesn't apply any regression. And since the game already has it so that a generator cannot be regressed while blocked, this makes it so if the killer doesn't kick the generator, the survivors can get back on the gen skill-check free. Good synergy could be ruin, since it regresses the generator automatically when it is unblocked, so unless a survivor is standing right next to the gen, it is going to continue to give the survivors the skill check. I don't think a cooldown is necessary for this perk... That might make it a little too weak. It is supposed to be a game slower, and like you said, to prevent gen rushing.

  • @SCP_FOR_DBD said:

    I don't think I would play anything else if this existed.

    Seriously, this would just be awesome.

  • Billy was already balanced, that's the problem here. All this update did was prevent Billy's from mindgaming more efficiently. It also incredibly nerfed his addons. I mean, who wants an iridescent speed limiter??

  • I realize the reason behind it, regarding Konami and such, but now they have NO excuse for this new Nea skin... 🙄

  • @FogLurker said:

    The point of the legendary skin is to look like a completely different character. It has more significance with fans of Silent Hill and to those whose allowance is more than $15.

    If you don't like how it works, don't buy it. If you do like it, then buy it. It's really that simple.

    It's the first legendary skin in DBD, the future ones and how they work may be different.

    I understand the licensing issues now, sure. But the fact that it is $15 is kind of a rip off for a skin. Maybe you see it different than I do, but it should be little to no more expensive than a ultra rare outfit.

  • I agree, the "legendary" skins were just added so people would stop buying parts of the cosmetic (to spend less money) and INSTEAD buy the whole cosmetic for more money.

    "Oh, but it changes who the person is"

    Have you seen legion? You can buy their cosmetics in parts and still have it change the person. Why can't it be like that?

  • @shwag said:

    Calm spirit.

    Unfortunately, nobody is going to waste a perk slot on something that only counters 1 killer perk. (nobody uses spies, so I'm not counting that).

  • @Pega6 said:

    While sometimes I can get unlucky and miss the nearest hook and go a bit further to another one and rarely I'll just miss a hook by a few seconds honestly this sounds very weak compared to other perks available. It could use a bit of interaction as it's basically just a passive.

    I understand what you're saying, but the real main point of this perk was to increase the wiggle timer for survivors, because of the new buff to sabotaging, I think it would help in a lot of SWF scenarios. It's like lightborn, use it and get unlucky with no flashlights, or get lucky and counter every survivor in the game.

  • 1) Hot Potato - seems to get rid of the entire point of the game. I think that being able to play as the killer is why I play the game, without a killer, the creepiness and general horror theme of the game is depleted. Also, I don't think it would be quite fun because of the size of the map and the amount of generators that spawn anyway. Players could just hide in lockers.

    2) Hide and Seek - seems pretty fun, however, what happens when a player is in a chase the entire game? What if the survivor's just hide in lockers? Other than those tiny problems, it seems quite fun!

    3) Power Company - This gamemode doesn't make much sense to me. It seems sort of bland. Is there a killer in the game? Can the survivor steal other's parts? Where do the survivors start building their own generator?

    4) Gen Rush - My number one issue. The killer can simply camp the generator, since there is only one. If the killer never kicks it, it will never teleport. Plus, this game seems legitimately impossible. If it takes 240 charges, and the killer has pop goes the weasel, not only does the killer have to find the new generator, but the survivor's do as well. Having the game be 10 minutes long would be quite boring. Add some unique abilities or something!