tahilix
tahilix
About
- Username
- tahilix
- Joined
- Visits
- 132
- Last Active
Comments
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2323981#Comment_2323981
Yeah, so anyone doing that is generally playing Pig wrong and will lose the same way a facecamping killer loses. Hard tunneling a trapped player off the hook is a waste of a trap and wastes so much time that other players are very free to do gens. Trying to force a head pop is best done with lethality addons and waiting for the survivor to have already unsuccessfully searched a few boxes, then swooping in when they're already very pressured for time. Otherwise, Pig is far more effective when she ignores the trapped players unless they give her a free hit. Her traps are a slowdown feature and generally can't kill players unless she puts in the legwork or players mismanage their time.
Anyway. It'd become virtually impossible for Pig to kill anyone with her traps if this was the case; her timer would need to be significantly reduced as compensation for all the time survivors would not spend while on boxes. The reason the mend timer is paused while mending is because mending, when it was implemented, was a massive mess. The killer that inflicted it could force downs with it by tapping someone once and then chasing them backwards; the mend timer would go down and the survivor couldn't stop and mend or they'd get hit (which took far less time than Pig waiting out a RBT.) Mending needed to be adjusted in all kinds of ways until it reached a state that couldn't possibly be abused.
The amount of time it takes to mend is also a much more significant fraction of the mend timer than the amount of time it takes to search a box is for the reverse bear trap timer.
Also, lets not forget that timer ALREADY stops under certain conditions. Being in chase, on hook or downed. Adding Jigsaw Boxes to it would be like adding salt to wound.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2303418#Comment_2303418
You can still gen rush even if the killer is applying pressure. You can bring BNPs, Prove Thyself, let teammates go to stage 2 to prioritize gens, not heal even tho you can’t run the killer but the gens are a priority. Those (to me) are considered actions taken in order to gen rush. Anything else I don’t consider gen rushing.
I literally said that in my post. I considier genrush a genrush only if survivors have builds geared towards gen repairs. And if they let teammates go on second stage because of gens, well, good luck with that.
-
@Johnny_XMan said:
For me, they are not the same. They achieve similar results but they are not executed under the same conditions.
Gen rushing requires items/perks in order to even be considered “gen rushing” … while Tunneling is basically just the killer’s behavior and whether they choose to target the one person, making it available in every single match. That is its only condition.
My problem with genrushing is that its too hard to define. You can say its doing gens fast. How fast? Maybe its fast because you failed to keep up pressure? Maybe they were more skilled than you because you got bad roll with matchmaking? Maybe you overcommited to chases?
Now, i consider genrushing only if all survivor team has builds geared towards gen repair. Otherwise, its probably killer just failing to do their job and blaming survivor. I mean, cmon, what are they supposed to do? Watch grass grow?
-
@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2303151#Comment_2303151
Gen rushing is survivors doing their objective, killers only tunnel outside of competitive when they’re playing badly
Or if they want higher odds at winning the game. Faster you turn 1v4 into 1v3, better your chances. Some people just like to win no matter the strategy. They dont care about being called trash killer.
-
@ukenicky said:
I just want keys to retain their aura reading capabilities tbh. That's all I care about I like using them to see where the killer is but can't use them because I don't want to put that kind of stress on killers lol.
If they ever change keys so that they don't make killers pull their hair out when they see them I'll actually use them.
Keys are hurting everyone right now. You bring them, you get tunneled to ground as survivor. As killer you tunnel to get rid of it and you stress out.
Would be nice for them to be normal item, instead of S class danger object.
-
@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2297292#Comment_2297292
Well I don't think turning an OP item into a completely useless item is the right way to go either. It should be more balanced than that.
Aight, quick reminder for you. In the past Moris used to kill people no matter how many times they got hooked, they got balanced. Brand New Parts used to INSTANTLY REPAIR GENERATOR upon use, they dont anymore, they got balanced. Keys are basically unchanged since old days.
See what im saying? Keys are broken remnant of the past that should be changed long time ago alongside other things. For some reason they didnt. And this is why people have problems with them. And so do i. So i want to change them from being atrocity, into actual item. On item strenght level, not better than most perks strenght level.
-
@gendoss said:
I definitely think the hatch should disappear but I think being able to open an exit gate is just way too weak.
I mean, yeah, it is weaker than opening hatch. But thats the point. Its supposed to be regular item, not get out of jail free card. I dont want to turn one op BS into another op BS.
-
Lack of info about nerf aside, isnt this one supposed to counter Victor being essentialy a sentry out of survivors reach? If they cannot kick him, he is basically uncounterable area detection tool. It kind of makes sense to me.
But they could give us a nit of leeway with jumping on stuff by accident. It sucks to just go poof because you jumped onto trash bag when missing pounce.
-
@GoodBoyKaru said:
My non-tunneling ass still winning wishes to disagree :)
Well, OP is right tho. If you eliminate one guy and make game 3vs1 its basically over. But its technical standpoint. Frankly, i find full on tunneling one guy out of game distasteful. Not everyone does tho.
-
@TheClownIsKing said:
I can only speak for myself but I went from hating the Twins to now loving them. Perhaps like me more players are realising the Twins potential.
You are not alone in that brudha. I switched from Pig to Twins recently, and im having a blast. Love their strategic plays.
-
@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2278985#Comment_2278985
The person you're trying to reason with is one of those trolls who plays heavy in to survivors being victims all the time. Many have tried to offer actual solutions to their problems but it goes in one ear and out the other and they continue to cry about the game being unfair for survivors.
Oh god, so i am not the one insane here. Praise be. Thank you kind sir, and may you get many boops in game.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2278774#Comment_2278774
You cannot always retrieve your item in time. I have even seen killers camp an item that they took with Franklin’s. That behavior is petty, killers abused such a toxic perk to steal survivors’ items with no repercussion.
It’s a two-way street: If killers have a perk to take our items, we need a perk to take their add-ons or at least weaken the power of whatever busted add-ons they brought into a trial.
Are you really complaining about killer camping an item? Really? For killer to camp item, they gain literally nothing, for throwing game. For item to disappear they have to stand in one place, and do nothing for 90 seconds. In that time 4 survivors can pop 4 gens. And guess what big brain. When you win that game and get PBs, you can go and buy yourself 3 copies of that item from bloodweb.
If you want to play defender of justice so bad, why are you not fighting about totem spawns? Or killers being unable to loot add ons from map like survivors with items? You actually want to take them away as i see. Do you really need your advantage so badly?
Keyes have no place in this game. They are literally old moris, survivor version. You skip part of objective and go for a exit/kill. Same rules apply. You game as killer can be PERFECT, and survivors can just bail anyways. That fair to you?
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2275997#Comment_2275997
Franklin’s was inherently an unfair perk. In no circumstance does the killer have the right to steal survivors’ items. Killers scream about keys constantly, but even keys do not justify a perk like Franklin’s. This nerf was well-deserved, I pray it isn’t reverted.
It didnt steal your items. You were free to go back for them. And for your complaining about stealing, it seems that you by "unknown reason" didnt included tiny fact that survivors can loot items from chests and keep it.
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2276228#Comment_2276228
Yes the perks are good. Like are you serious?
Lethal pursuer ensures that a chase starts as soon as possible and is a massive boon for the otherwise weak early game of killers. It's going to be one of the better nurse perks at the very least. Lethal pursuer, Infectious Fright nurses can end games before they even start
Hysteria after it's buff is seriously slept on. I don't think people realise how many easy downs this perk can give you. This perk will make the no heal meta a lot more dangerous to do. It's nemesis weakest perk but by no means bad
And eruption is a slowdown perk that synergizes with some other slowdown perks. Something they said they wanted to avoid.
Pgtw a gen takes 20 seconds for a solo survivor to fix. Downing someone adds 5 seconds to that and if someone was working on it they can't work on another gen for 16 seconds.
That half a gen worth of slowdown for 1 kick.
Like seriously what do you want perks to be? At the start of a trail 1/2/3 survivors start on a hook?
You are having a serious victim mentality. Nemesis is one of the few killers who has no bad perks
Lethal Pursuer is a bit overestimated imho. On a normal M1 killer it does next to nothing, best you can hoe for is early injure. It gives you a bit of momentum, but if you have nothing to sustain it, its wasted perk slot. Especially when there are much better things to put there.
Now, im actually suprised by Hysteria. Not gonna lie, didnt expect devs to buff it to great state, but its plesant suprise and it shows that they are willing to actually buff killers if they need it. Hopefully. Back to perk, interesting thing is that it procs on EVERY injured survivor, INCLUDING the one that you just injured. What is REALLY good. It can also br proc-ed by whatever means, aka, yay for Twins, Legion and Plague. Overall great change.
Eruption change was good, not as good as Hysteria, but thats probably because perk is a bit weaker in basics than Hysteria is.
Demo nerfs are sad, but justified. Cannot really argue with them even if i wanted to. His add ons were tad bit too powerful for browns and yellows, but they still are useful just as before.
Franklins nerf was not needed, pointless and downright bad. Good thing is, it helps you tinny bit more with dealing with medkits. Downside is that keys have no counter now. Which is really, really, really, really bad. Guess its time to start dodging lobbies.
-
Heh. Hysteria is even better than you think. Because of one little fact i accident picked up when i was testing with friend.
Upon injuring survivor by any means, all ininjured survivors get oblivious status effect. Including survivor you just hit. Its really interesting actually. You can just slap a guy without anyone being injured, and that guy suddenly has big problem if he doesnt have line of sight on you. Also it procs by any attack, which will be REEEEEALLY interesting on Legion. Especially with cooldown of 30 seconds. I might actually considier buying Memesis for that one.
-
Bad news for you then friend. Franklins is nerfed, and since killer cannot get rid of key with it, i predict mass slugging to prevent hatch escapes.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/257647/keys-keys-everywhere
The Franklin’s nerf was VERY well-deserved. In no circumstances should a killer be able to steal survivors’ items. Keys are not broken. Killers running stacked regression perks are an epidemic, many killers have broken add-ons in dire need of rework, majority of maps in this game are heavily killer-sided. Right now, killers are almost unstoppable. Keys are needed to level the playing field against opponents running busted builds and crutching on broken Midwich/Saloon offerings.
Jesus christ dude, what did you smoke? No rly, i want some.
Keys are not broken? They are straight up ######### cheat/crutch. They just let you make shorcut and ignore objective! In which point you stopped and decided "yep, thats completely fair"? They are literally old mori, but for survivors, same rules. Skip objective.
Right now stacking gen regress is only way for killer to retain map pressure, especially when there is no counter to gen tapping except of ruin. And for every killer that has broken add ons there is another with worthless ones, like PH. And something should be done about that, i agree. But keys? Really. They are most unfair thing that this game currently has. You play perfectly well, you apply pressure, your loops are on point, aaaaaaaaand someone opens a hatch, 4 escapes, entity displeased, goodnight sir. You complain about stealing items and THIS doesnt bother you? Seriously?
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/255622/thoughts-on-shadowborn
It greatly limits survivors ability to hide from you, or try and juke you mid chase. Often when survivors try to crouch in a corner and double back, Shadowborn has made the survivor plain as day to see without me even trying. I just turn the corner, and there they are in the corner of my FoV.
This is why I firmly stand by Shadowborn remaining a perk, rather than an option in settings. DBD isn’t like other games. Shadowborn’s much larger FoV most definitely gives a distinct advantage during the trial. Survivor jukes are ridiculously easy to see with this perk equipped.
This. No idea why people cant understand that killer ######### FoV is supposed to be ######### for survivor advantage.
-
People keep bringing this up again and again, and answer dooesnt change. BHVR is not implementing FoV adjuustement not because they dont know how or they dont care. They do it because killers are supposed to have ######### FoV. This is why survivors can spin around you and why after fatigue/stun/recovery they can lose you easier. Its a hindrance, that you can mitigate with perks, like Shadowborn or M&A.
-
@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/253918/running-multiple-of-the-same-perk
No. No. No. No. No. No.
This happened before.
Imagine 4 stacked Sprint Bursts.
I still have nightmares.
Damn bro, with that speed Meg should be able to ram a hole into exit gate :DDD
-
@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2232505#Comment_2232505
Lets flip this around to show you how much of a non-issue it is, lets say you are in control of designing this system, what would you do?
Maybe force people to leave a vote? maybe a non-vote counts as somewhat possitive? maybe 4 man SWF all rating down is taken a bit less harshly? maybe the end score data is also taken into account regarding how the voting is judged (for example someone dying on first hook maybe points towards camping thus the votes are taken with a bit more value) etc etc
There are tons of options to make this work and otherwise we can just experiment until it works the best it can.
And maybe instead of unnecessary and complicated rules we leave it as it is? Right now report system works perfectly. Is there a proof of you cheating? Yes? Ban. No? Nothing.
Banning system is supposed to take care of cheaters. Now ask yourself 2 questions? How many times you eccountered a cheater, and how many times you eccountered salty player? Because whichever you`ve seen more will have deciding factor in bans. And worst part is that vote against cheater has exactly same weight as vote against you "just because i feel like it".
Picture this, SWF with cheater, except after match killer reports cheater and all SWFs report killer. This is system in which 99% bans will hit normal players. And cheaters will just slip by.
-
Id say just dodge lobby.
In short, if you see few people load up at the same time there is a chance that they are premade lobby. Even more so if they are all p3 in example.
Lots of people might point a finger at you for doing that, but who cares about that. I didnt paid money to get mad, and i doubt that you did. And being owned in a match just so SWF team can have fun at your expense is not good for you. If they have right to use comms, then you have right to bail from lobby.