phyphrus
phyphrus
About
- Username
- phyphrus
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Comments
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Personally, I think if he's gonna be a true map manipulator one of his rarer add-ons needs to make trails of torment last significantly longer. Seems like the yellow ones are the best you get for that.
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My feelings are the same as any other killers. I don't think I should have to rely on add-ons to make a power workable. It makes me feel cheated.
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@MeltingPenguins said:
For example, some creature from the black lagoon type killer with a map-pool (hah!) that would have flooded areas.
Also, how would this killer handle non-flooded maps. would it be possible to restrict what maps they could spawn on and introduce flooded versions of certain maps (e.g. swamp, coldwind etc)?
would that work?
It definitely might be better to just have that character override maps entirely
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@StibbityStabbity said:
It would be an insanely nerfed version of the movie/comic/book creature that basically plays like Demo.
It MIGHT have acid spit as a ranged attack, even though that's a bit of a rarely seen ability.
It would not have wall crawling. It would not have vents to move through. It would not eat faces, save for a Mori. It would likely not have a tail attack. It would not have acid blood.
Man, I would hate that. I would at least want facehuggers involved somehow. I'd be cool with a demo style if you could make more xenomorphs. Maybe control a queen that's locked in place, but she commands 1 xenomorph to start with? Idk. Seems precarious.
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How about predator?
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yeah, the whole power stinks. I usually use it instead of the ring-around-the-rosey scenario
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2286855#Comment_2286855
You are missing the point of the discussion I am raising here. Survivors complain that you camp, tunnel and slug without any consideration of the situation that the killer is in and when they do it or the fact that they didn't do it earlier when that would have been the sweatiest move. Camping at 5 gens or during the end game... you get pretty much the same treatment. Win with 4k or lose with a 1 or even 0k and get the same treatment.
It is not about the fact that I lost the match, it is about the manner in which I am treated afterwards. When I go out of my way and lose the map pressure I am told to get good at, by allowing the survivors to get the unhooks uncontested... but still try to win and might camp, slug, tunnel in the end game... it is all the same. Survivor's expect you to not just be nice throughout the match and give up pressure, but escort them out at the end game without trying to maybe get a comeback.
It has nothing to do with being mean. I tried being nice and gave up pressure, not try hard to much, as a killer and get treated like garbage anyway. So... why should I not just always do the best move regardless?
I'm inclined to agree with you. I'm a killer main, but playing solo survivor is tricky. The incentives aren't on their side and they get baited into losing. Camping wouldn't be a thing if they weren't feeling compelled to help eachother.
But I digress, I won't even play the pig anymore cuz I always get a nasty message. On the off chance I do play her, I don't use her crouch as much as I want to. People just wanna guilt to gain the upperhand.
You're alternating between externalizing that guilt and internalizing it.
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@Kalinikta said:
Because they need incentives to get people to play more killers?
Additionally survivors technically can purely get the teach-able perks and then level up 1 survivor, as each survivor is technically just a skin and once they have 1 survivor maxed out with what they want they can play any build they want etc. While if you want to do the same with multiple killers... you are in for a hell of a lot bigger grind?
That annnd, the game kinda punishes survivors for doing too well. Part of the bloodpoints comes from saving others, correlo?
So theoretically, a team that doesn't need help will reward less bloodpoints. Having played both now, I definitely noticed a difference, but I chalked it off to being unfamiliar with survivors reward systems and not leveling characters.
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He's definitely better than K-pop not factoring in perks.
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I personally think it's because of the power. It's short/mid range and the speed bursts make you have to run people down more. That's when you really feel the speed.
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I hate his power. I feel like the laceration build-up was a mistake. I get why they did it, to have a huntress not-huntress, but it's horrible.
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@justalilbit123 said:
His infection really doesn't do anything at all. Having to infect survivors just for your ranged attack to deal damage feels awful. Pyramid Head gets ranged damage for free, so do the other obvious ranged killers. Why does Nemesis have to go through an extra step? (Inb4 plague, she has the most absurdly strong ranged attack in the game)
Being infected as a Survivor doesn't feel like a negative whatsoever. It just feels like yet another thing the Killer HAS to do just to exist. Nemesis literally doesn't have a power vs an uninfected survivor. Unless you count zombies which get a hit maybe once every four games.
I've been wondering if there's an incentive to vaccinate at all....
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@SwampDaddy said:
So I'm normally a 7-8 out of 10 killer. Not the best, but I do pretty well.
The new killer, however, seems to be quite slow. I'm not able to get anyone down until at least 2 generators are already done. There are a lot of very skilled players playing right now.
His tentacle thrash has too long of a cooldown. He seems to be very slow.
I approached a generator to damage it and all of a sudden out of nowhere I was blinded (the blinding animation and everything).
There is a big disadvantage when it comes to movement. Overall, the killer is cool. I think the addition of zombies is unnecessary if it's just to power him up. I think there should be more to that. Otherwise the zombies to mutate are merely an odd and inconvenient time killer that could be solved in some other way.
I am having fun playing this new killer. It just needs some tweaking, to be honest.
Thoughts?
I've been saying that too. His powee being short rangish makes 4.6m/s feel slow.
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Are survivors incentivised at all to cure themselves? I don't see a downside to it besides potentially getting injured by zombies.
Seems like the disease mechanism is only good for the first part of the game
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2274061#Comment_2274061
The Tentacle attack is very easy to dodge if you're looking back while running. You seem to think his tentacle attack is super long. It's like 3 meters in front of you. It's half the distance of PH's attack and works the same way but much thinner. He also has a CD with a 2-3 second slowdown if he puts it away. They also get SB no matter if they're hurt or not by the tentacle. He has a ton of downsides and 1 positive and that's to break pallets with it.
I agree with this line of thinking
However, the wind-up time and the speed of the tentacle attack are significantly better than PH to be fair.
Big But, PH can reach behind walls and his attack has way longer reach.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2275876#Comment_2275876
https://forum.deadbydaylight.com/en/discussion/comment/2275884#Comment_2275884
What do you guys mean by he needs to be faster? He is a 115 killer.
Honestly I think he is fine for the most part. He comes with quite a bit of tracking in his base kit. His power is pretty decent. Yeah people can use the antidote but there are only 4 on any map. Yeah he isn't the next s teir killer bit does he really have to be
I dunno. Feels slow compared to others.
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I mean he isn't good, but isn't bad either. I personally think he needs to be just a hair faster. He's deplorable on large maps. Really fun to play when the game doesn't crash.
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@Pig_Is_Pog said:
they reward the killer for doing absolutely NOTHING.
it’s so aggravating being in chase and a zombie just randomly by rng walks over and ruins your entire loop.
there needs to be a way to destroy them without wasting a limited resources or having a specific item
I feel the exact opposite. He's so slowwww 🐌. He neeeeds zambies
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I feel like it helps with fairness in terms of making rank meaningful kinda. Also, friendlier to new players.
It might make the game a bit tedious though.
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@MissKitty95 said:
every game today has been blight and pig... there are like 20 killers in the game why is eveyrone butt riding these 2 ?
All I ask is some damn variety give me a mikey, Freddy, wraith something damn il take a camping bubbah :/
Did your favourite streamer release a new build video ? ....
I honestly like playing the pig, but I main pyramid head. I'll switch over if I get bored with him and my second.
But honestly, I won't even play the pig most of the time because I always get a flood of complaints in my inbox. Never fails.
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I mean kinda. I guess they're incentivised to, but is it that big a deal if 1 is oblivious and the other isnt? I personally don't feel like oblivious is that big a detriment.
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I love legion XD He's so fun to play. It actually feels more like a chase, but I think his power kinda sucks lol.
The recharge and missed attack penalty are painful combined. I have to run anti-healing perks to make it a decent game.
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I don't think I'd ever use insidious again. But yeah, I agree it doesn't matter.
In my opinion, it's a silly perk. Complete waste of time if you're paying attention enough.
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Any map where the basement is incredibly hard to find. I mostly play killer, so some maps I haven't bothered to learn where the basement is. Some of them are a little too hard to access too.
Lerys comes to mind
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I used the pigs power once.
Got a message saying, "you're so bad you have to camp and tunnel" followed by a lot of emojis.
Im thinking to myself, "I don't have to. I get to"
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@BoiBoi123 said:
For a very long time now, Legion has been one of, if not the worst killer on all of Dead by Daylight. His add-ons are very weak for the most part and he has one of the least threatening powers. I feel like if they’re going to buff them, they need to do something about the deep wound status effect itself. However, I believe they would benefit much more from a complete rework, preferably one that incorporates that there are four of them into their power.
I think he would be so much better if the fatigue time wasn't ridiculous
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@CLAUDETTEINABUSH said:
Continuing my tradition of writing forums where I complain about the community late at night, I wanna talk about whataboutism, because it's incredibly common amongst the community. For anyone that doesn't know what whataboutism is, here's the definition on wikipedia:
Whataboutism, also known as whataboutery, is a variant of the tu quoque logical fallacy that attempts to discredit an opponent's position by charging them with hypocrisy without directly refuting or disproving their argument.
I'm not going to make an extended research on how to define whataboutism, please spare me.
Now, there are a lot of whataboutism examples in the forums, let me give some of my favorites:
Ds/OoO gets nerfed? WHAT ABOUT NOED?
Moris got nerfed? WHAT ABOUT KEYS?
Undying got nerfed? WHAT ABOUT UNBREAKABLE
The list goes on. But why does it appear so frequently on the dbd community? The answer is obvious. You see, the community is split to mostly survivor and killer mains, with hybrids like me being a minority, but because we're a minority we're often mistaken as survivor mains if we defend a survivor viewpoint and vise versa for killer. This causes one side to feel like they always get the short end of the stick, they feel that the game balancing is unfair and assist the other group more. So when they try to defend their ground on what they believe is balanced, even if it's not, since their arguments aren't entirely reasonable they proceed to whataboutism, in the form that x needs to be fixed before nerfing what I protec. The answer "one step at the time" isn't fulfilling to them at all, so they demand x to be changed before the devs even THINK of nerfing what they protec. If the nerf hits the live servers, they normally proceed to do one of the following: argue that the devs care about the other half of the community, proceeding to whataboutism to prove their points instead of actual evidence, quitting the game and making a forum post about it or moving on with their lives. And I gotta say, I'm no innocent here. I've proceeded to whataboutism as well in the past, and complained in the forums, but since the game moves forward, it's the best for me to move forward as well.
So why do I make this forum? Since it's a common tactic amongst the community, and it seems to work, it could be difficult to explain to everyone why what they do doesn't prove their points. Dunno, it sounds like an interesting discussion point and I just wanted to point out an observation.
Here's a donut for your trouble 🍩. Comment your opinion below, or cute puppy pictures. Both of them are acceptable.
I'm not entirely convinced of this, but I presume it's true.
I would argue that it's a valid argument in some cases. In a situation where you have only 2 opposed parties, it's fair to point out inconsistencies.
You shouldn't be talking about nerfing my best perks if you have converse versions of said perks. The symmentrical juxtaposition makes this argument sound as one side is expected to be able to counter the other.
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@Smeagolthevile said:
I'm sorry, I know I'm going to get harassed and dogpiled on over this, but almost every single game I play now a days ends up with the killer camping in some extent or another. I can not stand it any more. I get enough time to play 3 matches with my friends a day and every single match ends up with a camper.
I know it is a 'viable strategy' but they are boring matches, frustrating matches, and not fun. They are not rewarding, you get no blood points if you get camped.
Me and my two friends brought bloodyparty streamers each, so 3 of them, get camped. Match ends with all of us getting undfer 20k blood points due to it, which yielded less then a match w/o streamers would have yielded.
The devs need to ######### do something about this.
The 'if the killer is nearby the hook they lose points' does not work, it does nothing to mitigate the frustration this style of gameplay causes.
Yeah yeah, I know, I know qq git gud, but its unfun matches that make players not want to play, causes loss of players, and causes the horendous wait times for matchs that we see.
I'm truly sorry it's not fun for you.
It's sad that we know your goal and prevent you from doing it. Maybe there should be some way of making it less predictable? I don't know. Some game mechanics are frustrating for me as a killer. For instance, the 'Ring around the rosey' routine, hatch keys, not being able to prevent survivors from entering the hatch even when they're downed.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/1982803#Comment_1982803
How I see it, is The Twins has so much potential and its a little disappointing what was shipped to us, this here is meant to tackle problems and frustrations on both sides and make Victor more of a strategic tool. I can't necessarily see how they would become too strong.
Okay Shroompy, it didn't post, so I'll try to remember my frame of mind.
I just get an icky feeling about it. It's that mostly, but I feel like Victor already helps you control the map.
Adding window blocking and immobilizing/mangling survivors seems op when Charlotte can move pretty well immediately after the switch.
I know that's why you added the aura detection bit, but I think that in itself would be tedious. I think it would create a need to not stray too far from Victor, and that would almost render Victors aura detection mute.
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I suggested chucky and a body switch mechanism. I think survivors should be able to kick him away.
I'm low-key hoping this idea gains traction.
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I'm honestly surprised you feel that way.
I don't know that it comes down to map if you have experienced players on both sides.
To me, it ultimately looks like a battle of attrition every time.
People get mad over using certain tactics in both cases, but I feel like that atmosphere is there because the steaks are so high. I'm just wondering where the tension is.
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@JFF said:
Hey everyone, i've been thinking about making a discussion for some time now and give a feedback.
Breakable walls (BW) were introduced with release of the Dead Dawg Saloon map. From my understanding the idea behind breakable walls was to make temporary strong loops until broken and potential short-cuts in some cases. In saloon this works well, it shuts down the killer shack, makes main building less safe, etc.
However with the new graphical updates and breakable walls added to older maps, BW serve little to no purpose, as they punish inexperienced killers or survivors. On maps like the Game, killer has no reason to break these walls, because they create dead ends for survivors. Another example could be Badham preschool or ironworks, where these walls rather punish killers for destroying them, hence it's better to just not destroy these walls to prevent survivors from having stronger loops. And that's why I think they completely lose it's purpose, since there wouldn't be difference between solid or breakable walls.
I felt like this needs some attention and would like to know your thoughts on this.
Yeah, I pretty well agree. I think they're kinda fun to play with, but other than that, pretty spot on.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/1982624#Comment_1982624
Could you explain why you think they'd be too strong?
Just saying, I tried to answer you. I might have edited it too many times and it got flagged for review? Just in case it doesn't show.
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Could just be someone playing for fun. Not paying attention.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/1982624#Comment_1982624
Could you explain why you think they'd be too strong?
It's just a nagging feeling mostly.
I get the sense that victor allows map control already. Blocking vaults and mangling/imobilizing survivors just sounds OP given Charlotte can move immediately after a successful pounce.
I know that's why you added the aura detection bit, but still. It's just my opinion.
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@ArchFox said:
We are all equally miserable
You win. That's the best response I could hope for.
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It does seem kinda weird that kills are limited or have weird conditions normally, but keys just exist.
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@Yords said:
We shouldn't balance the game around inexperienced players.
I agree. I play as killer, and I don't see this too much. Not to mention there is a perk that negates flashlights.
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As a killer, I'd have no problem with the general idea. That sounds like something I could notice pretty easy. I do think the distance would be a huge issue. Even 20 meters sounds drastic. Sounds like it'd be really hard to get any sacrifices at all if the timer stops every time I have to race a survivor to a hook.
Plus, think about what that would do in terms of wasting time. You'd make a lot more ring-around-the-rosey situations happen. That just sounds exhausting. Definitely think it would be abused.
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@Cythe said:
THE PROBLEM: From both my personal experience and the consensus of people I see streaming or in chat on streams, Rapid Flashlight clicking goes hand-in-hand with "Toxic" behavior. It is used to annoy/irritate people playing killers. Which, doesn't exactly promote a fun game when your intention is to irritate. People get 3rd party programs to "Strobe" with their button just to do this.
I'm not talking about the function of Flashlights, I don't mind if someone gets the save. I'm talking about using it simply to annoy or rub in how much they are beating you, like tea-bagging or moonwalking in front of the killer.
THE PROPOSAL: Each time the flashlight is activated, a set amount of battery is drained as a minimum.
For example: If you set the minimum battery drain to 1 second, then they are incentivized to keep the battery on for at least 1 second per activation otherwise they are wasting battery life.
This would help eliminate this particular toxic behavior and encourage flashlights to be used as intended.
In closing, I think player Toxicity is the biggest problem in this game. Not the bugs, not the devs, not the balance. It's how the players treat other players. I don't know how much post-game reports get followed through on, but I make them. And now that I've thought of at least ONE pro-active way to discourage a certain type of behavior that OFTEN goes hand in hand with people trash-talking and belittling people, well...I thought I'd submit the idea. Thanks for reading.
I honestly don't care as a killer. I just know they're trying to get my attention and distract me. I pay it no mind.
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I play as killer, and honestly sounds like overkill. Might make the twins too good.
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I can't find any problems with it 🤔. From a precursory glance it looks good.
I think when killers are complaining about this they're thinking about the difference in map size. Some maps it's pretty hard to monitor all gens. I know that's the point, but if you have 2 groups of people working on gens on opposite sides of the map, could you make it to both gens in time on the largest maps? Certainly not with chases factored in.
If you abandon chase for the gen on the opposite map without a killer that teleports, what's the point? The survivors just come right back and finish the gen as soon as you leave. I'll leave it to the math people.
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@El_Gingero said:
I’m getting really bored of playing killer, chasing survivors away from a generator, only for them to go right back to it forcing me to have to chase them away again. They just keep tunnelling the generator until it is completed and it’s frankly toxic, anti-fun behaviour. Please try to make the game fun for everyone involved and spread your repairs around all the generators evenly. Thank you.
I honestly thought this was going to be another person complaining about the pig 😝.
Interesting comparison though.
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@HuDawg said:
The doctor has to be the most unfair and annoying killer in the game. All the screaming, messed up skill checks and revealing your location to the killer. i mean, are you ######### kidding me. Might as well let go on hook. ######### ridiculous. And its also really ######### ridiculous that his electro shock can cover up more than half of the entire goddamn map.
Let me be the first one to tell you that whoever says "git gud" are doctor mains themselves.
I really don't think he's unfair.
You mean to tell me out of 4 survivors, not 1 of you has perks for skillchecks or generators?
The shock wave reveals the survivors locations, but not for long. It takes the last stage of madness to get that consistently, and if you're focusing on that, you aren't hooking people in that time.
Survivors can repair all but 1 gen by the time I get every survivor entirely bonkers.
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@LiunUK said:
the issue is not deathsingers power but its map size a deathslinger on wreckers yard is terrifying but a deathslinger on mothers dwelling is a joke
That's a good point. I'm happy to disagree with a lot of people, but apparently, a lot of people see him as either balanced or too strong as is.
Another weird argument to me is that it would make for complicated game mechanics.
I just want the ability to shoot a little further if I want to 😂 Maybe then I'd actually use this character more. Otherwise, it has no appeal to me. His movements and scope are just funky and awkward to me.
I feel like I'm gonna leave this one be. I've run this into the ground, and I see not a lot of agreement.
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@TheButcher6641 said:
I have absolutely nothing against the LGBT community and I personally don't mind at all if the new survivor is LGBT. I have no objection to people expressing themselves however they see fit irl but I just don't think that a drag queen survivor would really fit into the dbd aesthetic. If it was something visually discreet like they looked slightly feminine/masculine or they mentioned in said character's lore that they were LGBT and it had some role in their backstory I would be very happy with the new character. But a drag queen with crazy makeup and massive eyelashes would just look out of place in dbd imo.
Yeah. It might make for a fun outfit in the store or something. I think having the base outfit being something outlandish just panders and plays right into stereotypes.
I mean, I'm queer for sure, but I honestly don't care if they add a queer character. I don't need that kinda fluff.
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@MadLordJack said:
Deathslinger is ridiculously uncounterable. They need to address that before trying to buff him, or else we're going to end up with another Nurse situation. DbD doesn't need uncounterable killers, that's not fair on the survivors, just like it doesn't need maps like The Game or Haddonfield.
And requiring pinpoint accuracy doesn't remove the "OP" part, not at all. If something is uncounterable, it's uncounterable, simple as that. And he walks around at 110 speed with a fully wound hatchet that travels in a straight line and is small enough to hit you through tiles?
I really don't get this idea of uncountable. Maybe I just haven't leveled him up much, but he seems ridiculously easy to dodge.
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/230865/death-slinger-needs-work
Have you ever heard of huntress?
😀. I could be a real douche and point out that she isn't a guy. I could.
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Also what perks do you run on Deathslinger generally? Do you have STBFL? Because with stacks you can already hit someone, and then often shoot them before they get away once you have enough stacks it's a bit ridiculous as is; so without perks and that being base kit, you would never be able to escape him if he had STBFL you would auto win any chase.
Nah, I don't I honestly dont level this character much because I hate the mechanics behind his ability. I personally think it's hard to operate.
Move to the left slightly and you've successfully dodged this attack.
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@BalloonKnot91 said:
I think it would be amazing if there could be some form of penalty for killers who hook survivors and just camp by the hook. I can't count how many rounds have been ruined for me by a killer just hanging out in front of the hook and hitting anyone who tries to make the save. Takes all the fun out of the game and the chase involved. Whether it be points taken away, taking away their ability to hit for a few seconds, anything to deter them from just standing there and purposely taking the fun out of the round.
I get that it's frustrating as a survivor, but it's equally frustrating for a killer to do all that work just to have a survivor hiding nearby undo all that. There's camping on both sides.