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t_tv_thasauce

t_tv_thasauce

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t_tv_thasauce
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  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629603#Comment_1629603

    Your group? What kind of group, if it's okay for me to ask?

    yea a group of gamers/friends in discord basically...

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628471#Comment_1628471

    The perk doesn't activate or show until they touch a generator, so even if they are smart, they never know this perk exists until they touch a generator, therefore the Killer would most definitely find a Survivor in the beginning of the game. Oh, and let's say one of the Survivors purposely move to the other side of the map so they touch a generator that's on a bad spot, the Killer would see its location regardless. It would be great to use this variation of the perk to stall time and find Survivors easily.

    https://forum.deadbydaylight.com/en/discussion/comment/1628580#Comment_1628580

    I've never gotten a positive comment like this, so thanks! I have loads of ideas but some of them are dumb, so I will only ever share what I find interesting and actually useful.

    i've consulted my group about this idea of yours and they all liked it, its just sad cuz these lazy incompetent devs wont listen to u and help make the game better

  • @Godot said:

    Corrupt Intervention is fine as it is, but I have a suggestion that may make it even better. I had a sudden idea and it sounded fair and interesting, so I decided to share.

    _______________________

    Corrupt Intervention

    • You start the trial with 3 Tokens.
    • Upon a Survivor touching a generator for the first time, 1 Token is consumed and that generator is blocked by The Entity indefinitely. The blocked generator is revealed to you in a white aura.
    • When you reach 0 Tokens, a timer of 80/100/120 seconds begins. Once the time has lapsed, the generators blocked by The Entity are released.

    ________________________

    This would prevent Survivors from instantly sitting on only one generator at the start of the match, giving you an easier time as the Killer to find them, and given that the generators auras are also revealed to you in white once they are touched, it would give you a clue as to where to start finding the Survivors. Do take note of the fact that the timer only begins once three generators are blocked, and these generators don't have to be the farthest one from you, they can be any generator.

    Thoughts?

    well well, its godot again, good day mate! i see u got alot of ideas, lets see...

    i would honestly say... its a great idea, because of this, sometimes at the start of a match, some killers struggle to find survivors, and there is currently no perk for the killers that allows em to find survivors from the beginning (apart from whispers but with inaccuracy on the where abouts), so im supporting this idea, although im still thinking about it, but other than the fact that it helps to, and to quote you " giving you an easier time as the Killer to find them", i have nothing bad to say about it, other than what the guy said about "They now have control over which generators get blocked", which i dont know how it would be against the killer, like im not saying what he said is terrible, im just saying that i dont know how, its a great idea but needs more thought before applying, but mainly helping killers find survivors is a great idea, i gotta make sure i catch up with your posts ma man, keep it up! cheers!

  • @Godot said:

    https://us.v-cdn.net/6030815/uploads/A8YMJ3VSTRAN/4f4ner.jpg

    I'm not simping for the devs, but good lord, please give them a break.

    This is about the new generator sounds. I personally think they're quite nice. Kinda confused me at first, but it helps me massively as a Killer.

    Take a chill pill, lads.

    Try to enjoy something for once. Wait patiently until they fix the "DS bug" as well. (Good thing I don't use DS anymore as survivor, lol)

    i love the new gen sounds, me and my friends love em, finally fixing the gens truly feels like you're actually fixing them, those who say they dont like them are just people who hate change, its much better than before actually, animation and sound wise

  • @Xpljesus said:

    Absolutely love this killer and want to main him but the FOV is getting more offputting by the day, constantly losing people at loops or in tall grass, while struggling with certain mindgames cause I can't really tell how tall I actually am - points where I can't see the survivor, but they comfortably see me even at eye level over a loop. I beg so much for a camera height increase

    we've discussed many aspects and i had multiple interesting discussions with the guys who contributed in this discussion, i suggest u check em out, and im completely on your side of increasing the POV height.

  • @Nobsyde said:

    https://forum.deadbydaylight.com/discussion/comment/1626659#Comment_1626659

    yes, I meant The Game, I don't know why I always say "The Map" instead lol.

    As for the fixed height, I would agree with you, but allegedly the devs said that the very short height is by design, I assume so that players have a better idea onto what they did bump. Probably through playtesting they found out that a lot of players were clueless as to where they bumped to and that's what we have now.

    Problem is that this short height makes following survivors in certain loops basically impossible, especially with the ######### up sounds that we have since... 1 year? 2?

    i think if u have a higher pov, you'd be able to see more and have better control? i dont think it would affect the player not knowing what he bumped into, i mean the concept of the killer, is to think 2 steps ahead, u should know where you'll bump into before u rush, otherwise you'd be clueless, so if im rushing, i have my eye on a spot from a distance that i wanna bump into that thing, therefore im good, and if the pov was higher, i'd have even better vision and more clues on my next moves, thats the beauty of the killer actually, before i even start my rush, i do a quick scan of the environment ahead of me, choose the bumping locations, and start rushing, i dont think having a higher pov would make this procedure worse, it would make it much better and clearer, so im gonna have to disagree with you on that point dear friend.

  • @Nobsyde said:

    I would suggest the height of the killer POV to change between normal and rushing mode:

    while walking, the fov would be at an height matching his eyes, while while in rush mode it will lower, as if he was super leaning to run faster. This way obstacles are still easy to see when it’s bounce time, but he can still see things in loops while walking normally.

    yesterday I played on The Map and I was keeping on losing survivors at the loop near the tv monitors because I couldn’t tell if they were going inside the monitor room or they kept running to the other set of stairs :/

    you probably mean "The Game", and yes that is a good idea but still, he'd be more fun to play at a fixed height, now i dont mind if they made it like what u say, because that is exactly the case of the legion, he becomes shorter when he starts his frenzy, so good idea man, i cant argue with that one, but i think a fixed height would be more fair since his mobility is not as fluid as the legion, legion has many more benefits from his frenzy, but still, i like ur suggestion, will defo write that down for any upcoming blight videos.

  • @BioX said:

    https://forum.deadbydaylight.com/discussion/comment/1624936#Comment_1624936

    If it was up to the community, Nurse would not have been touched, now that she has she is more fair to play against and people who are (actually) good with her sitll completely dominate above all other killers.

    People really cant speak of balance until they truely learned how something works, look at that nemesis, stbfl etc LF build that suddenly came out of nowhere and was quickly adopted by everyone, that was an option for a long time and nobody caught on to it.

    A low FOV, ok, we get it, we see the limitation, now lets see if we can work with/around it, maybe some perks that help with tracking? heck idk, try something before complaining and asking for just buffs etc, that is my entire point

    see u still dont see my point, dude everything is in the video, as i said, im not asking for buffs or balance here, im asking for the devs to make him as he's supposed to be, the killer is taller than the survivors yet when u stand close to them, it feels like the camera is in his stomach, not from his head area, that is all man, try to understand what we are saying, and again, u dont have to be angry over people asking for balance, it comes down to who is talking and who is asking for the balance, i honestly think the only people that should ask for balance in the game are people who play both sides, i hear alot of stupid things coming out of people and i know why they are stupid only after they tell me they will 1 side only.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/discussion/comment/1624831#Comment_1624831

    That slow down is what's happening to me a lot. As survivor, it'll just bog down so the Killer catches me in no time. As Killer, the same applies and I end up in weird chases where Survivors are faster than I, even though there is no exhaustion perk in play.

    I haven't tested this yet, but I've done all the suggestions in the video below. If anyone else also wants to try this and this makes any difference it would be good to hear:

    https://youtu.be/l_Rl8ZFrBno

    But yeah, this update has been their worst update. And most of the time I back the devs and their hard work, but I cannot see how this was tested thoroughly before being put through.

    that is so true, even on my stream and my friends streams when they play killer, they feel like sometimes they are slower than usual, its very odd, and its only happening now, there is defo something fishy going on, you're not the only one friend

  • @BioX said:

    https://forum.deadbydaylight.com/discussion/comment/1624920#Comment_1624920

    People always ask and complain immediatly, I gotta give BHVR credit for not emidiatly changing things based on that...reather uninformed..."feedback".

    People just need to learn and adapt, some cant bring up that dicipline, others can.

    well you have to keep in mind that if what people ask for is for the sake of balance, then you cant blame em, but in this case, asking for balance seems almost impossible from these devs, this is more of a "make it the way you intended for it to be", i mean from the video you can see that he is as tall as spirit or a little bit taller, so why not have the same POV height? its just better for a high mobility killer to have a higher POV, i legit cant see survivors around loops and i cant see scratch marks in grassy maps, or even if not grassy maps, just scratch marks in general when there is a grassy area, i feel like you didnt pay attention to the video, im repeating myself here, im asking for things to be fair and to be the way they're supposed to be.

  • @SnakeSound222 said:

    Honestly, this entire update looks to be a shitshow and the devs should just revert back to 4.2.0. From what I’m reading, there’s a bug where you randomly slow down while running and some people are having their Ruin not activate (it was either that or it deactivated immediately, can’t remember).

    not revert though ma man, i mean its good they fixed stuff, to be honest it worries me as much as it does to you, they fix 1 thing and destroy 5 others, so yea, looking forward to see what they messed up in this one, and this has been a long term tradition, they fix and destroy more, there is a reason on why i call them incompetent devs, cuz as much as they been fixing, they've managed to out balance the fixes with the bugs, i totally feel you man.

  • @ClickyClicky said:

    Just a guess but I’d assume his low pov is to make him more intuitive to play. There are a lot of small objects in the game, short rocks on the Yamoaka maps for example, since Blight feels so small to him it looks like a wall he can bounce off, to a killer like Plague it looks like something she might stub her toe on. It’s going to be much more intuitive for players to see everything as a larger obstacle and possible bounce location.

    Look at the screenshot in the video. To Blight the shack window looks like a location you can rush from. To Spirit its a gaping hole, you don’t see much of the wall underneath. It may feel jarring and unnatural to bounce from there if he had the same pov as Spirit. As Blight it looks like you’re pushing off from there with your whole body like a true wall bounce, as Spirit it looks like you’d just crack your knees on it.

    but if you're using that logic, then the blight should not bounce off of small boxes in macmillan estate or any other small object, not to mention he's bugged by not being able to bounce off of certain BIG rocks, he just slides aside and it ######### up your rhythm and rush, and i dont think windows should be a weakness for him.

  • @Zeus said:

    Devs said they will consider increasing his FOV height. They didn't say it's coming just yet though. And if performance with him I'd quite good then we really might not see it.

    I wish we do though.

    thats exactly what i mentioned in the video, i made a recent post about his height with the comparison picture and someone said that a lead gameplay programmer mclean or sth is his name, said they will fix this in the upcoming patch and i dont see anything yet.

  • @A_Skinny_Legend said:

    Ikr like I get that he's hunched but he's not the size of chucky the killer.

    exactly, ######### exactly dude

  • @MasterGrit said:

    McLean said it's gonna get change though

    idk who mclean is, but you're telling me they'll change it? and when? soon or after a few months?

  • @Kira15233 said:

    In all honesty, I do love the ideas, as it wouldn't work with We're gonna live forever and BT (I run those 2 perks to get easy bps!) if safe unhook but, I do agree that the perk needs somewhat of a nerf...like the idea of it deactivating when either touching a gen or going in a locker, I like those ideas, congrats!

    yep, maybe your suggestion is the best one, it deactivates when doing both of those things not just one of em why not, good point.

  • @dudeguy129 said:

    https://forum.deadbydaylight.com/en/discussion/179046/the-one-perk-that-must-be-reworked-in-dbd

    Moving it to the last hook doesnt solve the problem as to avoid getting hit with it you will just get slugged so that just put us in the some boat just later into the game ,

    Requirements on having it be a safe unhook, doesn't really work well for solo q potato's

    Might I suggest two things for you to consider

    1) leave DS the way it is but , it deactivates the moment the survivor touches a gen, now this might make survivors cry so to give it a buff ...

    2) let the survivor choose when to activate D's , so maybe you don't want to use it right after your second pick up off hook but when you get downed and will be placed on death hook , or say you don't want to use it to try to save it for later but you see the killer trying to put you in basement you then press your action button then it starts the skill check

    Regardless I think option 1 needs to be put in the game.

    holy ######### dude, that is a great ######### idea, for real, the survivor has enough time to heal themselves, and if not, they can destroy totems in the meantime if they cant touch gens, its like forcing them to do other things than fixing the gens, which will really encourage survivors to do totems to not ######### about hex perks (which is their fault for not destroying them) i like this idea tbh, but still, recently i been in situations where im forced to slug and not as a result of purposely camping/tunneling, i've been slugging alot and believe me, i hate it when i do it, i dont enjoy it, specially considering that i stream the game, so sometime will pass with nothing happening so the best way to cover it is with some discussions, but seriously, i like your first suggestion, if you dont mind, go post the same comment on the youtube video as well, damn dude i gotta get ur takes on somethings in the future! stay tuned bro!

  • @CotJocky said:

    Eliminate tunneling, slugging and proximity camping and you can do whatever you want to D Strike.

    People run these perks because sweaty killers slug, proximity camp and tunnel to slow the gen progress down. Players run D Strike, unbreakable and soul guard to counter this very, very common killer play style. The game is about time management. These are the things that best suit each side to gain the upper hand on time. If the survivors get 3 gens done before the first hook, unless they screw up, they will highly likely all escape (excellent killer vs 4 excellent survivors). If a killer can get 2-3 hooks in before a generator gets done (early find, early down and hook), unless the killer screws up, he will most likely get 3-4 kills. No perks will change those two scenarios drastically the majority of the time if everyone plays well.

    What changes this game more than anything is RNG and the mistakes made in part due to that RNG. That and no communication solo queue vs comms 4 man SWF. Survivor sided maps, very generous crate/pallet spawns vs killer sided maps with a ton of 4 walls, large rocks and dead zones with minimal pallets.

    How much does D Strike matter on Ormond or Blood Lodge with a low mobility killer? You are likely to lose those games anyway. Azarov's Resting Place with poor pallet/tile spawns and playing a mobile killer (Freddy, Demo, Billy, etc...) unless you screw up, RNG just handed you the game.

    This game is way to situational to focus on one thing. Pop goes the weasel is very hardcore with the right killer in the right situation to the point a lot of people feel it needs a limit. It is absolutely devastating in certain situations and highly OP. I see tons of people that run D Strike, use it and then still get downed 15 seconds later almost neutralizing any real effect it had on the game.

    fair points you made there friend, but what im getting at here, is what i said in the video, that the perk encourages inactivity and slugging, maybe if decisive isnt the way it is now then maybe killers wont slug as much.


    and to reply to the first thing you said which was "Eliminate tunneling, slugging and proximity camping and you can do whatever you want to D Strike" first of all, proximity camping comes with a price, it reduces ur chances of pipping, 2nd, why would u eliminate camping and tunneling? if survivors instahook like u dont exist and disrespect your presence then ofc you have the right to tunnel or camp to teach em a lesson, you're disrespecting the killer if u unhook in front of him, not to mention they also get away with it using burrowed time, so no, there is no need to eliminate camping or tunneling, survivors do ######### behaviors as well and the killer can punish em with those tactics, so no, camping and tunneling are not as bad as you think, it works against ######### altruistic survivors, and not all the time because of how survivor sided the game is.

  • @EvilJoshy said:

    I actually like the save unhook requirement. It would stop people from unhooking right in the killers face with BT and DS but I can picture a ton of survivor mains getting butt hurt at the idea.

    3

    2

    1

    the devs have to man up and stop being obedient to the survivors reaction to balancing actions in the game, i mean there are so many ridiculous things on why DS needs a rework one of em is as u said, unhooking right in front of the killers face with no worries.

  • @GhostofYharnam said:

    I Like the Perks. I like the medevil theme.

    thank you love!

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/773495#Comment_773495

    I think it should pull the survivor back a few meters, which would be a pretty unique power. I never thought about a power being like that, good idea! :D

    great! i will not edit it into the post as ur intentions were genuine with the thoughts and i wanna give u credit, so thank you!

  • @Critical_Fish said:

    Besides a really weak power and the third perk promoting camping, this idea is pretty good. The best way to fix the third perk though is to swap it from within the terror radius to outside the terror radius (or 32 meters to avoid insidious camping being promoted). The power isn't very good in general and would need to be completely replaced or buffed a lot to be good in my eyes. Just my opinion though. This is a great idea even with the flaws I talked about.

    appreciate ur thoughts, it seems like u have a unique view on things, we've already discussed his power and as i said, its not final, we've thought of him having a hook that he throws and if it hits, it either slows or pulls the survivor, or both, what would u suggest?

  • Funny thing is, as i was signing in to comment on this one, i had to do the "im not a robot" check, ok anywayz, it sounds like a beautiful idea, but could do some changes, i agree with @8obot1c with the fixes, i know this is a in progress concept, so we're just helping, nice idea though man, gg.