wildtrapjake
wildtrapjake
About
- Username
- wildtrapjake
- Joined
- Visits
- 184
- Last Active
Comments
-
@Beelzeboop said:
I hope it's not actually the two killer gamemode everyone wants. I'm being serious here.
Plague and Oni.
Legion and Oni.
Nurse and Doctor.
Twins and Pyramid Head.
The combos are horrifying.
True..
Nea and Meg
Nea and Jake
Nea and nea.
Scary indeed
-
@Kirkylad said:
If someone body blocks with BT then they are being a good teammate as that's the smartest play a survivor can make in that situation.
True it is the smartest play, but I think the question the original poster is getting at, is whether or not that makes for a good mechanic.
While it sucks for the killer pov, I don't know if any valid workaround options to prevent by body blocks. And then again, does it even need a workaround?
-
@IronWill said:
Ok so I was thinking how to "bandaid" buff all M1 killers.
Remove Freddy's ability to port to gens from him and make it a teachable perk instead. Give it a 40 or 60 seconds cooldown. This would finally make all M1 killers viable.
I like the mindset, but this would be problematic to many degrees.
-
@Trickstaaaaa said:
I seem to have notice a lot of killer only user seem to dislike survivors who play stealthily. I don't understand what the big deal is. If this a horror game then some people will play this as a horror game. I seen people say this should be a game were you should just show yourself to the killer and be expected to run in circles around some walls. Come on, not everyone wants to loop. I think hiding from the killer and doing gens is an acceptable playstyle. And I know people who have reached rank 1 by playing stealthy. I have a friend who got to rank 1 by playing stealthy only doing gens, and recusing. And he still can't loop, and he likes to play stealthy according to him. So leave the stealthy players alone.
I feel like this is a bad stereotype.
I play killer, but prefer the stealthy survivors to those who optimally run circles around pallets.
-
Technically.. even community feedback is considered "data".
Not using data for changes would just be the action of making changes at random for no reason.
The devs do a good job, they get to much backlash.
-
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/2133686#Comment_2133686
Well technically you can body block someone until their reverse bear trap or endgame collapse kills them which would give them three crows and this will not be considered holding the game hostage or bannable it would be a massive douche move but yet not bannable
That's a good point. You could just sit in front of the jigsaw box they need.
-
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2135776#Comment_2135776
I've been trying to get killer adepts for a while. Got none. Played survivor, got my first 2 adepts forst try then didn't play survivor anymore. Sometiems it is hard to escape indeed, but there is no way it is easier to 2 pip as a killer than a simple escape.
For sure, I agree.
-
@ggezbaby said:
i would try to avoid doing that, I believe it’s bannable. also kind of cheap.
As always, that's an interpretation, and not a bad one.
I find cheap to be an interesting description in this case though. I could've alternatively just slugged them?
I feel this situation was more creative (and at least different from the norm).
-
@IWasLeft2Die said:
Good rule of thumb is if you have to ask what you're doing banable and if it does seem scummy, it probably is.
Although that particular survivor didn't seem that bothered most would he very upset by this.
So I guess if we are being really granular, I technically didn't have to ask. I was just curious of people interpretations in this specific example.
I myself would've also given props if this occured to me, while on the flip side if I were stuck for like 5 mins would've been agitated.
-
@Pukenplag said:
Can we just change the requirements for a merciless killer already? I just tried to get my adept for pig. I had 2 people hooked 3 times, one hooked once and dead by RBT and one immersed guy that died as the last one. They didn't finish the gens and the game lasted 15 minutes. I didn't camp and didn't tunnel. Can I please understand how is it fair that survivors just require to escape and as a killer such a match isn't enough?
While I also don't agree with the way killer adepts work, sometimes escaping as a survivor is harder than double pipping.
Just food for thought.
-
@Raccoon said:
Are you using wi-fi?
Asking the real questions.
-
@mesothelioma said:
https://forum.deadbydaylight.com/en/discussion/comment/2128986#Comment_2128986
because seconds add up and life is finite. a better question might be, why doesn't the game check to see if you're already dead before issuing a ban for leaving?
If seconds add up and life is finite, you shouldn't play dbd.
-
@deckyr said:
i'd love to go back and re-examine my games, what i did well and what i did poorly, see how things looked from different perspectives, and learn from other people. and also just for fun!
The big issue for most replay systems is that replays aren't videos. They are realtime re-simulations with models performing the exact same prior actions as took during gameplay.
For a game like dbd, this would be hefty on file storage. Not to mention each update would break past replays.
So I find it unlikely though it would be neat.
-
@Sonzaishinai said:
Holding the game hostage means the game can not end on it's own.
Trapping one survivor in a corner while others are still on the map is not holding the game hostage seeing how the game can end when they do all the gens and trigger egc.
Prolonged bodyblocking does count as grieving so it honestly depends. If you spend 20 minutes running around as Victor not actually doing something then you might want to refrain from doing that in the future.
If you just used Victor to pounce someone on a nearby gen and said survivor was stuck for like a minute or something i think that's not a problem.
They really should make it so if player hitboxes are colliding for like 30 seconds they lose collision for a short time so stuff like this doesn't need to be asked
On the contrary I think collision should always be apparent, but map generation should account for this to prevent body traps.
-
@Clevite said:
Why would you want to do this? I mean, you do understand it is another human being playing, right?
Was near end game, and just happened to realize it could occur and so decided to use it to my advantage. The survivor actually thought it was an entertaining occurrence in end game chat.
-
Yes. Ai is a must, and peer to peer kill your friends is a must.
That way dbd can still be played once it's popularity ends.
-
@Clevite said:
To be honest, at a certain point in the game, just running out the gates isn't thrilling anymore. So people risk the NOED 4k for the thrill of saving/attempting to save their friends. I wouldn't say this is dumb, just a calculated risk to break the monotony of a boring game. I mean if all you did that game was sit on a gens while the killer applied little pressure, then why not try?
Now, getting angry if it ends in a 4k is just silly. In that case, with that attitude, they should just run out the door.
Precisely, regarding the need for a thrill, that's more an issue of the base games mechanics. Survivors should be involved in more than just gens.
-
@MadLordJack said:
NOED is a bad, unfair perk because it's just a free kill perk and nothing else. That is it's purpose: get a pity kill. It's a perk that turns every killer into a facecamping Bubba.
This rebuttal seems to hold no useful dialogue. Perhaps try to fit the context of the actual discussion at hand. It's not so much what NOED does for killer, but how survivors play around NOED.
-
@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/2130803#Comment_2130803
Because you're saying that if someone gets unfortunately noed'd. That everyone should just go and leave?
They're your team, and it's your job to try and help it.
I agree sometimes if I get noed'd I just tell my swf to just go and let them get the 1k.
But several times has someone come to save me or save someone else and we've all escaped whilst noed was still active.
So I'm not saying don't do this, because it is a smart desicions. But then again if everyone played well and you were noed'd wouldn't you want your team to at least try?
I disagree with this mentality to some degree. Your fellow survivors are a tool in a sense. A means to an end. You need them to get all gens done and rescue you early on. But once escape is possible, I feel it's every man for themselves.
Forfeiting your chance to survive in the end game to rescue someone else (ignoring your final objective of survival) should hold some pretty high risk, and overall should probably be discouraged imo.
-
@xXCAM3R0NXx said:
I dont think it needs a nerf at all, it just need to be reworked the slightest bit.
When all the gens are done, noed activates and everyone becomes exposed.
The exact same effect as rancor does.
The obsession actually knows that they're exposed and must play carefully.
Do you see rancor being a Trash perk? Not at all. The amount of people I've killed with rancor is amazing. Notifying everyone that they have the perk dosnt mean you get no value, it just means that survivors can actually plan. Instead of just getting downed whilst going to open a gate and they're now dead on hook...
People keep comparing noed to DS this and DS that. But what you should already know is the game hints at you if there is a DS in play by the obsession symbol being around someone's name.
And if there's no obsession then killers are free to tunnel and do whatever without any fear of a DS.
Which makes noed slightly unfair as how come killers get a slight heads up of a perk but survivors don't.
If noed isn't allowed to tell you it's there until when you're already downed. Then DS shouldn't have to show an obsession symbol in the game until you get DS'd.
Argue all you want but that seems fair to me
In reference to perks hinting at what they are, rancor reveals aura of killer after each gen which is an early sign. Perhaps NOED could have some hint to tip off early on but keep the same mechanic?
In regards to end game you can technically see NOED coming to a degree. I get a sharp thrill when I notice the killer walking faster than usual. It's one of the few moments in the game where I fear the killers presence, and I think that feeling should occur more often.
-
@thefallenloser said:
If survivors get an Exhaustion perk that automatically makes killers check lockers when they walk past, sure.
This idea is bad.
It probably would only affect running survivors, easy counterplay to just walk through pallets if not in chase but still in the terror radius.
Your comparison is extreme.
-
@goblindeez said:
https://forum.deadbydaylight.com/en/discussion/comment/2131390#Comment_2131390
Well, no. You would still have DS. However, DS disables if you save someone from the hook, so I don't see it as an issue in end game as much as it used to be.
I more reference the situation where someone is unhooked at the end while gates are open but they retain ds. It's a lose lose. Take the day or they crawl out.
-
@goblindeez said:
Now that DS basically disables when you do literally anything to progress the game (which was deserved) and now actually serves as a legit anti-tunnel perk, I think you should be able to use it every time you get unhooked. You can be tunneled multiple times a game.
I'm not a fan of ds at all, but this isn't entirely bad logic. It could still be oppressive in some game situations though, especially end game unhooks.
Maybe multi use, but final gen completion permanently disables it as well?
Anywho I doubt it will ever get reworked again.
-
@landromat said:
That's a nice idea for a hex. Even if it last 1 minute it will deal some damage
Twould pair nicely with distressing and doc.
-
@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2131284#Comment_2131284
It had some issues with balancing tbh but it was a fun time still. I kinda hope it comes back somehow. The dlc was probably the most shady dlc situation I've seen lol.
If you can get resident evil 3 (especially for cheap if you aren't keen on RE) then give resident evil resistance a try. You can still play it but it doesn't have any new content coming (for now at least. There is a rumor it may get more support after reverse releases) but I believe balances are still a thing. I loved it
Regarding evolve, you can still play with ai and peer to peer with others. There is just no public server matchmaking.
There are some devoted discords out and about keeping it alive to some extent.
Hopefully dbd will follow suit and keeps kill your friends as a possibility via peer to peer once it's popularity runs dry.
-
@FancyMrB said:
Not at all. Sadly Evolve didn't last long. DBD has been around for 5 years and has no competition. This game isn't dying anytime soon so I wouldn't worry about it.
Just because it won't die soon, won't mean it won't die ever.
My concern is that once it's gone it's gone.
My hope is that devs develop ai+peer to peer matchmaking before the end.
-
@IWasLeft2Die said:
Man I liked Evolve but it was too money focused and lacked variety...sadly. it had potential.
Resistance is probably the closest to dbd imo. Again, had potential but marketed poorly, poor communication from devs, and lacked much longterm support. I still lthink it could have been a genuine threat to dbd given time
Haven't tried resistance. I think evolve was fantastic from gameplay aspect (they just shot themselves in the foot with dlc practices).
I hope dbd generates ai or peer to peer matchmaking before the end of it's run.
-
@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2131229#Comment_2131229
HSHS is ok so far. Missing features, but looks promising
HSHS?
-
@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2131250#Comment_2131250
The biggest thing about evolve is the fact that people didn't like how they handled dlc but in this day and age its pretty common place and that's sad.
Yeah evolves dlc marketing killed it. $60 tag per season is ambitious.
But the end result of the multiplayer only format was eventually a washed free to play game that only lasted a month or so.
Wonder what dbds end game will be a couple years from now?
-
@ShamelessPigMain said:
No, I think Evolve is more evocative of Fall Guys and Among Us. I think DBD is more like a watered-down Overwatch if we're talking about player statistics.
Evolve being similar to among us or fall guys? Can you elaborate as to how the comparison fits?
Evolves player base died mostly due to marketing, but my main concern with dbd is the end of life game capabilities (eventually none since it's multiplayer only) being similar to evolves end of life.
-
@Yords said:
If it makes you feel any better, DBD is not going away for a good while. The game is the only one of its kind that is successful. There is no other game that is as good as DBD, even if the next patch is bad I guarantee you that people would still play this game. People have a hard time leaving this game, very few do.
Wonder why that is. What makes dbd addictive that other games of this format don't do as well?
-
@BubbaDredge said:
NOED gets me one kill during endgame, which I usually get anyway. The problem is, with NOED the other survivors usually just GTFO without trying to save, without it I can often turn my endgame hook into more.
Right, it's entirely plausible to say NOED is bad for killer in some ways. Further pushing (imo) that it definitely doesn't need a nerf.
-
@Dingodork said:
https://forum.deadbydaylight.com/en/discussion/244668/noed-you-only-hurt-yourself
I feel that it rewards bad killers with free kills. I think survivors shouldn’t be punished for trying to be altruistic.
The counterpoint here is that not all altruistic plays are good plays. Bad plays should be punished.
A rescue with a NOED killer near hook is a bad play and is punished via getting downed with NOED.
-
@Voriis said:
https://forum.deadbydaylight.com/en/discussion/comment/2130793#Comment_2130793
How did you get "survivors should give up" from "survivors should play smart"
This man understands.
-
@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/244668/noed-you-only-hurt-yourself
So survivors should just give up and do nothing because of one perk.
Escaping to survive (the main objective of a "survivor") is not giving up and doing nothing. You just need to play smart based off the scenario.
In my example people were running into big shack basement while a NOED killer was nearby. That is not the smart decision.
-
@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/244668/noed-you-only-hurt-yourself
NOED's problem is that it lets bad killers get free killers Which is unfair I would rework NOED NOT nerf it Wanna hear what i thought about?
I think a somewhat valid argument could be made that only bad survivors get killed by NOED. That's obviously not a one size fits all statement though.
Sure,what's your thoughts on a redesign.
I myself think the same perk, with a revealed exposed indicator upon gen finish is all it needs.
-
I think the mori mechanic is fine as is. The only change it really needs is a bp boost. Moria shouldn't hurt your score. They should give you more bp. This would encourage it to happen more often, and we get to see the animations more often.
-
@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2016187#Comment_2016187
Spirit cant see blood without the pink add on
Good point. I usually use that by default so overlooked it.
-
@Brokenbones said:
The only thing I dislike about Spirit is Stridor
I'd take playing against a non stridor spirit over some other killers any day of the week
I feel like bloodhound is just as good/will replace stridor if it gets nerfed etc ..
-
I recommend turning off end game chat. Then the only opinion you encounter is your own.
-
If on comms. Yes.
If no comms. Maybe, but probably not.
-
@Kolossoni said:
https://forum.deadbydaylight.com/en/discussion/comment/2013373#Comment_2013373
But then, survivors will be sitting ducks.
Killers have powers and stuff while survivors rely mostly on perks.
If we remove killers' powers then I guess there's some chance for survival.
I wouldn't remove powers. There wouldn't be much gameplay to be had then. Perhaps no add-ons so power is basic kit. The alternative horror mode doesn't have to be balanced. One would play it wanting a good scare while also knowing survival is slim.
-
@Kolossoni said:
Okay, fine.
Then killers lose sound alerts when survivors are found and don't get to see scratch marks.
Honestly no hud and no perks for both sides, no tracking for killer and no heartbeat for survivor would make for a terrifying experience. I'd be down.
-
I would play the mess out of this if it were scarier. I don't think this would stick though. Current gameplay would allow you to easily down survivors if no heartbeat existed.
-
@Pepsidot said:
That post game chat should be removed, despite the fact that you can hide it if you don't like it.
I was today years old when I learned you can hide the chat.
-
@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/2004661#Comment_2004661
that's a horrible idea. killers could force a 3-gen, hard camp it, and then just win by timing out.
playing against immersed survivors isn't fun but there isn't a simple fix.
The hard limit doesn't have to persay kill all survivors like egc? What if gates auto powered at 20 mins for example but all survivors get exposed? Their are plenty of creative ways to go about this.
-
@GeneralV said:
If you ever see me in one of those lobbies, please don't dodge. I am a nice Claudette main, I swear.
But claudettes always lie though. I will not fall for your decietful tricks.
-
@[Deleted User] said:
Yes. You're morally obliged to mori every single P3 Claudette you come across.
A man of culture I see.
-
For me a win is any game in which I can walk away from having had fun.
Kills/hooks make no difference to me in the concept of "winning".