Avatar

prof_teabagger

prof_teabagger

About

Username
prof_teabagger
Joined
Visits
0
Last Active
—

Comments

  • @Tsulan what do you think about that?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/545913#Comment_545913

    @her_boytoy having expensive skins on a f2p game is one thing. But this is a full price game + paid dlc + overpriced skins.

    This is not how games as a service works.

    Yeah, how much do you have to pay for the game + all DLC avaliable now outside of sales? 70-ish $? Clearly full priced, no clue why the cosmetics are so high priced. I personally haven't bought any cosmetics yet cuz the price is to high and I value my money higher than just cosmetics in a virtual world.

  • Are you even reading? It's not a problem NOW, yes I agree. I don't have that many problems as solo either. But as soon as killers get more and more buffs to deal with swf death squads what do you think is the position of solo? U need to be blind not seeing coming that solo with struggle. Unless someone wants to make the pathetic argument that solo and swf are equal.

    @PixiePuff said:

    I can't remember the exact statistic right now, but when the devs released game statistics they mentioned that swf was less than 50% of games, so I don't really think it's as big of a thing as people make it out to be. I play both sides pretty equally and when I play survivor I'm always solo. I don't have a problem with a lack of information. I think a lot of people forget that this game was meant to be scary, not just about strategy. So when you don't know how many totems have been cleansed besides the ones you've cleansed or walked past, if anyone is coming to save you (unless you chose a perk to prepare for that), if the survivor you're doing a gen with or is healing you is decent at skill checks, it adds to the suspense of the game. You're supposed to be tense and looking over your shoulder.

    My view is basically looking at it like a horror movie. If you were in a forest with 3 other survivors, you'd have no way of knowing if one was being chased unless you saw or heard it. There's Empathy, Bond and status icons to help with this if desired. You shouldn't be given this information for no reason. Sure, swf can give you this info, but in my opinion that changes the main concept of the game. If I wanted to play a game where I could have every piece of information to create a strategy while playing alone, I'd play something else. If I wanted to play DbD with all the information possible, there's many threads, reddits, etc. To find a group.

  • @weirdkid5 said:

    No.

    As a solo player, stop trying to make my game easier.

    Here, best example of some biased killer main. Why should it get easier when I CLEARLY explained that this "closing the gap" thing will allow killer buffs? It basically will make playing survivor harder afterwards, especially swf.

    But you probably just read the title and immediately put in that nonsense here.

  • @Dehitay said:

    Buckle up is definitely powerful enough to be a perk. Anything that reveals killer aura is very strong. I can understand the killer's aura being visible within 8 meters of hooked survivor being based cause it would discourage camping, but I don't think any other killer aura reveal should be base.

    I should have said this: only the aura of survivors in dying state telling the recovery state, not the killer aura thing.

    My bad

  • @Tru3Lemon said:

    the only change for solo survivor its making kindred basekit and thats it

    Yeah that would already be a big step towards the right direction, but I personally don't belive it would be enough and I think the other suggestions of me wouldn't break the game experience at all but make it much more enjoyable

  • @Akisohida said:

    https://forum.deadbydaylight.com/en/discussion/comment/545922#Comment_545922

    Pardon, I thought you meant a counter for how many LIT totems there are, not just how many totems in general

    No problem I probably haven't describes to good enough. Yeah, I mean a totem counter of all 5 totems, no separation of dull or lit. So swf wouldn't gain anything from that information cuz they have voice communication and solo can "tier up" closer to SWF

  • @BBQnDemogorgon said:

    I prefer expensive cosmetics tbh. Makes them feel premium.

    More expensive= More impressive because most wouldn't buy them.

    Like when you seen a knife in csgo that is worth thousands its pretty crazy to witness.

    You are everyones gaming company favourite customer lol

  • @ATOMIC_ACE_PUGG said:

    Yea 10$ a skin is kinda overkill considering this game isnt free and you still have to pay for all the dlcs

    I mean, what prices can we expect on mobile? It's for free, so 20$ for one skin? Lol

  • @Akisohida said:

    https://forum.deadbydaylight.com/en/discussion/comment/545907#Comment_545907

    And neither of those tell you how many totems the Killer has unless they actually find them.

    A totem counter gives you info you would not have, even in an SWF. A SWF does not just know you ran 3 totems unless they SAW 3 glowing totems.

    A SWF also does not know if they cleansed every totem just because thy're a SWF.

    A totem counter would say 'The Killer has 3 totems!' and 'You cleansed every totem!'; 2 IMPORTANT bits of info no group has, no matter how skilled.

    This suggestion is OP and would further render totems pure trash.

    What do you mean "how many totems the killer has"? There are ALWAYS 5 totems no matter what lol. I really don't get your point.

  • @her_boytoy said:

    This game was not built around swf but recently, the game has begun to balance itself around swf. I'm sorry but like, don't you have friends? Play with them rather than being alone. Simple solution, sorry.

    I don't like talking while playing and many others aswell. Don't be that egoistic

  • @Akisohida said:

    No on the totem counter.

    The point of Totems is not knowing if the Killer has a totem or 4 until they affect you or you see the totem itself glowing. If you had a totem counter, you'd know, the second you load in, that the Killer is running totems & to look for them before starting gens, rather then possibly wasting precious time the Killer needs to find you.

    Plus, if you know how many totems are left, you would know know the second you cleared the Killer's last totem and could go back to generators instead of wondering if he has just one more.

    All in all, a totem counter would make totems even more useless than they already are. No one would use them because Survivors would be handed the info on a silver platter.

    Uhm, can I quickly remind you that swf and voice communication exists?

  • Bump cuz good and needed. @Peanits @Patricia @not_Queen any statement about that?

  • @xChrisx said:

    Its the only thing for keep playing so dont complain, i have everyone p3 full perk and i quit after 2-3 games

    If the grind is your only reason to keep playing DbD then you are 100% wasting your time. Games are there to have fun with it and not collect numbers (bp) and unlock stuff with it while not enjoying the gameplay itself.

  • @BBQnDemogorgon said:

    @prof_teabagger How do you know the bug fixers don't outnumber the artists 10x over?

    All games have bugs even ones with team sizes bhvr could never comprehend

    More people here and there won't do anything. Only more years of work will.

    I never claimed they don't. All I say it's not enough and that the point is valid. Nothing more or less.

    I personally would give bhvr the advice to focus on cosmetics so they keep earning money but stop with DLCs. Meanwhile fixing core fundamental issues, bugs and add some real settings and not that garbage we have right now. They would probably only slip 1, maybe 2 chapters and we had probably some insane huge results. Skipping chapters just gives them more time for fixing.

  • Ruin is for early game pressure good, PGTW more like for mid to end game. Using both is probably the best gen stopper

  • @miaasma said:

    https://forum.deadbydaylight.com/en/discussion/comment/545497#Comment_545497

    uh, no. bhvr isn't "investing" anything into its cosmetics team that is taking anything away from its bug fixing team. none of us are privy to what the cosmetics team consists of vs the team that handles coding and bug fixes. they're two completely separate teams composed of people with different sets of skills and neither is receiving attention that takes away from the other. if you have an issue with the people currently responsible for the number of bugs in the game (and it's understandable that you do), complaining about the cosmetics team is the least sensible thing you could possibly do

    So bhvr isn't paying their workers now, is it that what you try to say? Each worker they add for making cosmetics has to get payed. That's an investment. And their budget is limited. Soooo, they invested into to many workers doing cosmetics and not enough for bug fixing. I mean, it's simple 1+1, do you really not get that?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/543621#Comment_543621

    And line of sight blockers. I see a lot of survivors resorting to pallets like usual against a nurse and completely underestimating how much running around a platform can do against her.

    Back when I played Nurse religiously, the only times I got completely dumpstered were against survivors who knew how to take advantage of this weakness.

    Oh man, asylum building... A nightmare, nearly impossible to down a decent survivor who is running that building optimal.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/545481#Comment_545481

    You can switch cross platform gameplay off and on if Behavior codes the game to throw together players from all platforms for matches? I didn't know that. I always assumed that the developer controlled how their servers worked with the clients. Didn't realize clients somehow had authority over the servers.

    I think u misunderstood me, let me explain with the example fortnight:

    If you use a controller, u can play with console players UNLESS you actively decide to be matched up with pc players aswell. But as soon as u use mouse and keyboard you will be matched up with pc players and can't be matched with consoles anymore. So YOU decide who you play with. Simple. And fair. Same concept could be used here.

  • @MrSunbro said:

    The devs wouldn't make money from it so they could care less about it

    In the long run they would make more profit, so they should care about it a lot.

  • @miaasma said:

    there's no way you can be this naive

    they have different teams working on cosmetics and bug fixes. neither has anything to do with the other

    You are right but wrong at the same time. Indirectly it has to do with eachother because clearly bhvr is investing more money into people for cosmetics than actually for coding and bug fixing. And since bhvr has limited budget it's obviously wrong what they do.

  • I think I will bump this one till it gets implement lol.

    So basic but still not in the game. Embarrassing.

  • @IMhereRUN said:

    No thanks, as a console user and former PC user...I don’t want to be playing survivor on console vs. PC Nurse’s all day...hell no. Good nurses are very limited in my experience on console because she is much more difficult to use. Cross platform if this ONE SCENARIO alone is enough for me to say no way.

    Smart guy u r lol. U are aware that you could switch it on or off right?

  • @Peanits let me inform you and the team that it doesn't work. Once the lobby opens, it happens often that only 1-2 survivors join and I have to wait very long till other joins. In the meantime it happens often that those 2 first joined leave, cuz well it takes to long.

    I'm living in EU tho, should be enough players.

    Any time tested btw, morning time, midday time, evening time and night time. All same results, 10+ minutes lobby Qs. Not really fun to wait longer than actually playing.

  • Hopefully never. Can't imagine it beeing balanced in any way

  • This just forces killers to soft/hard camp. Unhealthy imo

  • First, your timing need to be precise. Some milliseconds off and either you are to early or give the killer to much time to react.

    Second, you have to think about all the other parameters, like hiding in the perfect spot, guessing the killers direction when he picks up, guessing if he's going to fake or not etc.


    @Akisohida said:

    Flashlights are not hard to USE, IMO.

    I mean, how hard is it to blind a Killer who's camera is locked into 'Please destroy my eyes' mode when they pick up a Survivor/break a pallet?

    Those two actions are a Gimmie for free flashlight stuns, and allowing just easy, un-counter-able things to build MOM would make it nearly as easy to build as it was at the start.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/545033#Comment_545033

    Again I never said it was difficult for us but it is for some and since DBD pits all players into one bracket it has to be taken into acount.

    SWF does not need to sneak around as they can just say "I am going down near x place" leaving what they are doing to go for the flash.

    I mean, ever thought about that those people who can't counter flashlights should maybe take 2 minutes asking in the forum how to counter it? Or check a 5 minutes video tutorial? If a player can't even invest 5 minutes for that he doesn't deserve to get carried in trainingwheels. Players who refuse to "git gud" totally deserve to get outplayed. That's how multiplayer games work, simple.

  • I personally have a big issue with it while playing killer, it gives me some kind of motion sickness. Really difficult to play as killer right now. As survivor it's not that bad because 3rd person.

    I wish they would give us an option to turn it on or off individually for survivors or killers.

    @not_Queen can you please take this feedback? Thank you very much

  • @Entità said:

    https://forum.deadbydaylight.com/en/discussion/comment/544902#Comment_544902

    @prof_teabagger I want the old system for many reasons, explained in my petition: one of them is that NOED cannot have the same rarity of Monstrous Shrine, it's insane... The Bloodweb grind should be revised very soon: 1,000 more BP would not be an issue, in my opinion, if every Bloodweb gave, at high levels, more than one perk...

    Yeah, rarity should be go hand in hand with power/tier and it's quite funny how certain perks who are very good like iron will, Spirit fury, enduring or bamboozle are green.

  • @rch614 said:

    I agree. Any kind of way you force killer to drop survivor is okay in my book. Pallet saves, flashlight saves, and potentially sabo save (since they added in scoring for it, the game clearly knows you saved them). They add another way to get Mettle and they aren't easy to pull off.

    Yeah plus it would become more a perk usable for solos aswell

  • @Peanits said:

    At one point, I would have been all for it. But these days that would just mean that some perks cost more bloodpoints in the bloodweb, since cost is tied to rarity.

    Personally I'd rather see all perks standardized though. Rather than having some max out at rare and others at very rare, I'd rather see all perks follow the same Uncommon > Rare > Very rare rarity, making it instantly recognizable what tier a perk is without looking at the little pips on it. I still find it a little odd how some perks stay rare forever, as if they're just not as good as others.

    @Peanits majority of people who want ultra rare want it for one reason: the colour. So it should quite possible for the devs to give us the colour but keep the BP prize low. This would be an exception, just for perks.

  • @Paladin_Goo said:

    https://forum.deadbydaylight.com/en/discussion/comment/544695#Comment_544695

    They also stated that they are looking into red rank queue times.

    2 years later

    Insta heals and mori's are NOT a pressing issue. Period.

    https://forum.deadbydaylight.com/en/discussion/comment/544736#Comment_544736

    So your argument is to take two extremely rare things, a tryhard SWF, which is about 5-10% of all SWF's, and and even more rare thing, 4 instaheals in a game (literally, 1 out of every 50 games if that), and present that as a point? Complete fallacy.

    That's like saying all killers run mori's, when in reality, mori's appear the most between ranks 15 and 20, because new killers are easily amused by these things.

    Do you have even any clue about balancing a game? By your logic an item which pops all 5 gens after 10 seconds in the game by just pressing one button is absolutely fine as long as it's extremely rare?

    Or an offering which puts 3/4 survivors on the hook in the start of the match with only 10% hook bar is fine as long as it's super extremely rare?

    You don't balance around rarity. You balance around the existence by itself. That's how balancing works, that's how a healthy game works. Guess why toxicity in this game is so high. No balance. To many extreme scenarios. And toxic people abuse it.

  • @Johnny_XMan said:

    Insta Heals aren't even that common anyway. So I don't get why it needs a "rework".

    I have 50+ syringes just on my main survivor. Combined with all others, probably 100+ and the funny thing: I'm not even a survivor main, I play both sides quite equally and I'm not a collector of items and addons which means I'm using it very often here and there. They are very common.

  • @Paladin_Goo said:

    Jesus christ, all you baby survivors and killers need to leave the insta and mori alone. Games that a perfectly balanced are boring as #########, and you're going to make the game boring as ######### just to cope with you being bad at the game. It's OKAY to have rare, overpowered things in the game. Stop acting like it occurs EVERY GAME, because it doesn't. 99% of the time when someone instaheals, they go down again in 5 seconds, because it was used at the wrong time.

    The mori is fine. It doesn't need to change. As are both iterations of the instaheal. Stop trying to nerf things you're too bad to adapt to. The baby players crying about these things are killers who don't know how to mind game and bodyblock, and survivors who can't last more than 10 seconds in a chase.

    Please, go play something easier to play instead of coming here and trying to make this game boring.

    I personally find it more boring to go against 4 men swf with 4 insta heals who all last second switched while I'm a basic, unprepared wraith without mori and strong addons.

    Or me beeing a solo survivor without any items and strong addons against an omegablink Nurse or prayer Beads spirit with ebony mori.

    Both are extreme and since no side knows what powerful stuff they are bringing noone can prepare. So one side will completely demolishing the other side. And THATS boring and unfun.

  • @dannyfrog87 said:

    lol what is there to fix about that? you would of died too the end game either way plus you escaped. was just bad luck you got stuck up there.

    She only got out because of that killer messing up his own plan (what an idiot btw, the only job was to stand still and do nothing and even that he messed up).

    It needs a fix anyway, because a killer can stand there at any point in the game and hold hostage. Imagine you are trapped there as survivor with another one for 3 gens to do + die due to EGC. Sounds like fun right? Standing there for around 6 minutes waiting for your death.

    They should either make the stairs larger or add a drop on other side of the stairs like in the asylum building.

  • @Azurlynx said:

    https://forum.deadbydaylight.com/en/discussion/71522/insta-heal-rework-idea

    How about they would instead heal you periodically, so bassicaly regeneration. You pop purple instaheal and you gradually get 1 full health state. Maybe it would take 10 seconds? But if you get hit during that duration it will get canceled. And if you pop red one you will continue to heal till you are healthy. It would take 5 seconds per state. So if i insta heal somebody in dying state they will get up in 5 seconds and they will be healthy in another 5.

    As for mori,....

    Maybe make it so killer can only mori 2 survivors?

    Thought?

    5 seconds.. Man that window is so low, doesn't feel like a nerf at all honestly. Drop pallet, pop the insta heal, loop one time in a jungle gym and done, you are healed.

  • @FrenziedRoach said:

    Is it so hard to just spend your points?

    Yeah it is, especially when you just want to relax and play one game after another without bothering going though Bloodwebs looking for good stuff to get. Especially when you Q in for one side but want to use the points for the other side.

  • @AetherBytes said:

    @MegsAreEvil

    Instaheals: "Okay, a minute of looping, time to ho-" instaheal "What the #########? I spent all that time chasing you and now have lost the game because everything I just did was undone in an instant, with no control from me, meaning I've lost all gen pressure and survivor pressure."

    Moris: "I got hooked, then downed again. Killer is mori'ing me now because they want to end the game quickly, or need to snowball the game. They had to work to get me, through gyms and pallets (unless I was an idiot or they snuck up on me), and I either got killed by farming teammates or got another chance before I got moried."

    Tell me, which is unfair? The instant heals which undoes a killer's work? Or the Mori which the killer has to meet a requirement for?

    Ur perspective is biased, honestly. If you can't see how moris are biased aswell like insta heals then there is no fundamental point to discuss.

  • Probably yes.

    No clue why you first buy something and AFTERWARDS look about it if it's worth. Usually I do it the other way around.

  • @prettyf said:

    https://forum.deadbydaylight.com/en/discussion/71522/insta-heal-rework-idea

    than they should fix mori too like last phase only

    Can we first fix one issue after another before jumping on multiple things simultaneously?

  • @BadMrFrosty said:

    It's an action game marketed as a horror game.

    Well, it's an horror game... For the first 10-ish hours? And maybe additionally 1 hour with a new killer at best? After that the horror is gone. But honestly it's impossible to keep the horror feeling in a game for multiple 100 hours.

  • @Awakey said:

    PGTW was just given the buff it needs. It doesn't need more. BS is good on Clown.

    Wooow, bs is good on clown? So I need to cluster 3 webs on every killer just because 1 single killer can benefit from it? You know what that means? Bs is underwhelming and needs changes. And that's exactly what I suggested.

    It's not about PGTW by itself but about brutal strength. And PGTW doesn't get a stronger effect, it just gets a nice side effect. Pretty sure combining those two will lead to more people using PGTW

  • @Aven_Fallen said:

    @Ember_Hunter

    PGTW was just buffed to last 60 seconds instead of 30 seconds. It is already a really good Perk.

    It's not about PGTW but more about brutal strength mate

    Edit: nvm u referred to someone else, ignore my statement

  • @artist said:

    I swear people forget that legion got fixed because of ######### like technically not being in chase. this would be easily abused by zoning a survivor at a pallet, looking away and immediately breaking when out of chase

    Well, just run early away then?

  • I'm quite honest, even if we hadn't all the issues I feel like bhvr is jumping the gun with new content. It's a bit to much. So I would welcome it of they stop with new content, fix killers, perks, bloodweb, maps and only create new maps and new cosmetics.

  • @AetherBytes said:

    Then it's farming, which is a no-no

    Good luck farming 5% of bloodpoints lol, you would have to do 20 kyf farming rounds to get 32k points. Only stupid people would waste time for farming in kyf

  • I mean, you came from console. What do you expect? The skill cap of console is much lower + pc has more experience because well DbD is longer available on pc.

    Also, you are probably low rank when u just started on pc

  • I couldn't care less about the intro. I always delete it in the files to skip it automatically and be faster in the menu

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/544075#Comment_544075

    But they'd be frustrated because they're not getting points for it, which they need to actually experience the new content. Perks and add-ons aren't free.

    They need to balance the BP gains out for both sides. Doing well as killer and get always very close to 32k. But doing well as survivor and I'm nowhere near to 30k, always between 18-24k.

‹ 1 2